Ananda, Angelia Selma
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Studi Eksperimen Penggunaan Infografis Sebagai Media Pendidikan Pemakai di Perpustakaan SMA Stella Duce 2 Yogyakarta Ananda, Angelia Selma; Dewi, Athanasia Octaviani Puspita
Jurnal Ilmu Perpustakaan Vol 8, No 4 (2019): Oktober 2019
Publisher : Jurusan Ilmu Perpustakaan, Fakultas Ilmu Budaya, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (158.793 KB)

Abstract

Penelitian ini bertujuan untuk mengetahui hasil penggunaan infografis sebagai media pendidikan pemakai diPerpustakaan SMA Stella Duce 2 Yogyakarta. Metode yang digunakan dalam penelitian ini adalahkuantitatif dengan menggunakan true eksperimental design dalam bentuk two group pretest – posttestdesign, penelitian ini menggunakan sampel sebanyak 126 responden. Analisis data dalam penelitian inimenggunakan analisis statistik inferensial dengan metode statatistik parametrik. Hasil dari penelitian inimenunjukan bahwa studi eksperimen infografis sebagai media pendidikan pemakai yang diperoleh dari ujinormalitas menghasilkan chi kuadrat hitung < chi kuadrat tabel atau -199,961 < 152,094 untuk nilai pretestdan -229,544 < 152,094 untuk nilai posttest. Jadi dapat dikatakan data pretest dan posttest berdisribusinormal; uji homogenitas menghasilkan signifikasi (Sig.) < Ftabel atau 1,625 < 3,920. jadi data yangdidapatkan merupakan data homogen; uji T Paired Sample t test menghasilkan Thitung = 11,726 dan Ttabel =1,979 atau 11,726 > 1,979. Maka dapat disimpulkan Ha diterima; Korelasi Pearson (Pearson ProductMoment Correlation) menghasilkan Rhitung > Rtabel atau 0,656 > 0,175, maka Ha diterima. Maka dapatdisimpulkan Ha diterima; regresi linear menghasilkan Ftc < Ftl atau 0,125 < 2,97, maka data dikatakandatanya linear. Sehingga dapat disimpulkan bahwa studi eksperimen penggunaan infografis sebagai mediapendidikan pemakai di Perpustakaan SMA Stella Duce 2 Yogykarta berpengaruh dan efektif bagi responden.
Meningkatkan Pola Berpikir Anak di Perpustakaan Menggunakan Storytelling Games Ananda, Angelia Selma
Media Informasi Vol 32 No 2 (2023): Media Informasi
Publisher : Perpustakaan Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/mi.v32i2.6342

Abstract

This research aims to determine the role of libraries in the development of children's thinking patterns by using storytelling games to explore the use of learning designed in easy and simple games so that the objects around them are effective in developing critical thinking in groups of children. The role of libraries is very much needed because libraries are institutions that are close to the community, so they can help teachers and parents in training children's thinking patterns to become critical thinking patterns using storytelling games. This research focuses on the role of libraries in children's thinking patterns by using storytelling games. Storytelling games can be a tool to improve children's thinking patterns that can be used by libraries. This research uses a qualitative approach. The research method uses the literature study method. The source and process of data collection in the literature study method is carried out by accessing information from the library, reading, taking notes and processing research materials. Data analysis is carried out through a summary of the sources that have been found. The analysis process involves data reduction, data presentation, data reduction again, and drawing conclusions from the information that has been collected. The research results show that libraries have a role in improving children's thinking patterns through storytelling games, such as adding fun, increasing imagination and enthusiasm. The method used in storytelling is a narrating method, where this requires the role of the library to increase children's enthusiasm and regulate children's emotions.