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Journal : Jurnal Kewarganegaraan

Pengaruh Video Animasi Terhadap Hasil Belajar Kognitif Siswa Kelas IV SDN Kepuh Kiriman I Waru Sidoarjo Nazilah, Amania; Sulistyawati, Ida; Pramulia, Pana
Jurnal Kewarganegaraan Vol 6 No 3 (2022): October 2022
Publisher : UNIVERSITAS PGRI YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (224.775 KB) | DOI: 10.31316/jk.v6i3.3947

Abstract

AbstractThis research was carried out because in one lesson the teacher still separated the subject matter that should be contained thematically. In addition, the learning process is not optimal because students experience adjustments due to the implementation of online learning. So, the provision of learning media is very important in the learning process, one of which is using animated videos. The purpose of this study was to describe the effect of animated video on cognitive learning outcomes of fourth grade students at SDN Kepuh Kiriman I Waru Sidoarjo. This research is included in the type of true experimental, with a posttest-only control design. The research subjects were 51 students. The results obtained from the experimental class amounted to 2,292 with an average of 91.68 and the highest score was 100 as many as 6 students. While the score in the control class was 2,096, with an average of 80.62 and the highest score was 100, with 3 students. The results of the calculation of hypothesis testing using SPSS version 26 software are proven by a significant value of 0.000 which means a value less than 0.05 indicates Ho is rejected and Ha is accepted. So, it can be concluded that animated videos have a very good effect on cognitive learning outcomes for fourth grade students at SDN Kepuh Kiriman I Waru Sidoarjo.Keywords: animated video, learning outcomes.
Pengaruh Media Aplikasi Aticulate Storyline 3 Terhadap Hasil Belajar Kognitif Materi Keseimbangan dan Pelestarian Sumber Daya Alam Siswa Kelas IV Husna, Millah Nahdah; Sulistyawati, Ida; Pramulia, Pana
Jurnal Kewarganegaraan Vol 6 No 2 (2022): Desember 2022
Publisher : UNIVERSITAS PGRI YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jk.v6i2.3701

Abstract

Abstrak Penelitian ini dilatarbelakangi oleh perkembangan teknologi, guru dituntut untuk mengoptimalkan pemanfaatan teknologi dalam proses pembelajaran. Dalam proses pembelajaran, diperlukan perencanaan yang matang terhadap apa yang akan dilakukan, salah satunya dengan menciptakan suasana belajar yang menarik dan membuat siswa antusias dengan apa yang disampaikan. Penelitian ini menggunakan metode penelitian eksperimental, dengan desain eksperimen yang benar. Bentuk desain yang digunakan adalah Posttest-Only Control Group Design. Penelitian ini menggunakan subjek terhadap 48 siswa kelas empat di SDN Margorejo 1/403 Surabaya. Instrumen penilaian yang digunakan dalam penelitian ini adalah menggunakan tes. Berdasarkan hasil analisis data yang diperoleh, dapat dilihat dari rata-rata nilai posttest. Kelas eksperimen mendapat skor rata-rata 91,4 dan kelas kontrol adalah 80,4. Untuk membuktikannya lebih lanjut, peneliti menganalisis data hipotetis dengan menggunakan uji-t non-parametrik menggunakan uji-t non-parametrik menggunakan uji Mann Whitney. Hasil yang diperoleh adalah 0,001 < 0,05, sehingga dapat disimpulkan bahwa H0 ditolak dan H1 diterima. Hasil penelitian ini adalah adanya pengaruh yang signifikan terhadap penerapan media pembelajaran interaktif dengan menggunakan alur cerita artikulasi 3 penerapan pada hasil belajar kognitif keseimbangan materi dan pelestarian sumber daya alam di kelas IV.Kata Kunci: Teknologi, Media Pembelajaran, Mengartikulasikan Alur Cerita 3 Abstract This research is motivated by the development of technology, teachers are required to optimize the use of technology in the learning process. In the learning process, careful planning is needed for what will be done, one of which is by creating an interesting learning atmosphere and making students enthusiastic about what is conveyed. This study uses experimental research methods, with a true experimental design. The design form used is Posttest-Only Control Group Design. This study used a subject of 48 fourth grade students at SDN Margorejo 1/403 Surabaya. The assessment instrument used in this research is using a test. Based on the results of the analysis of the data obtained, it can be seen from the average posttest value. The experimental class got an average score of 91.4 and the control class was 80.4. To prove it further, the researcher analyzed the hypothetical data by using a non-parametric t-test using the Mann Whitney test. The results obtained are 0.001 < 0.05, so it can be concluded that H0 is rejected and H1 is accepted. The results of this study are that there is a significant influence on the application of interactive learning media using the articulate storyline 3 application on the cognitive learning outcomes of material balance and preservation of natural resources in class IV.Keywords: Technology, Learning Media, Articulate Storyline 3
Pengaruh Video Animasi Terhadap Hasil Belajar Kognitif Siswa Kelas IV SDN Kepuh Kiriman I Waru Sidoarjo Nazilah, Amania; Sulistyawati, Ida; Pramulia, Pana
Jurnal Kewarganegaraan Vol 6 No 3 (2022): October 2022
Publisher : UNIVERSITAS PGRI YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jk.v6i3.3947

Abstract

AbstractThis research was carried out because in one lesson the teacher still separated the subject matter that should be contained thematically. In addition, the learning process is not optimal because students experience adjustments due to the implementation of online learning. So, the provision of learning media is very important in the learning process, one of which is using animated videos. The purpose of this study was to describe the effect of animated video on cognitive learning outcomes of fourth grade students at SDN Kepuh Kiriman I Waru Sidoarjo. This research is included in the type of true experimental, with a posttest-only control design. The research subjects were 51 students. The results obtained from the experimental class amounted to 2,292 with an average of 91.68 and the highest score was 100 as many as 6 students. While the score in the control class was 2,096, with an average of 80.62 and the highest score was 100, with 3 students. The results of the calculation of hypothesis testing using SPSS version 26 software are proven by a significant value of 0.000 which means a value less than 0.05 indicates Ho is rejected and Ha is accepted. So, it can be concluded that animated videos have a very good effect on cognitive learning outcomes for fourth grade students at SDN Kepuh Kiriman I Waru Sidoarjo.Keywords: animated video, learning outcomes.