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Influence use Media Learning Videoscribe to Results Study Students of SMPN 2 Rappang Anwar; Usman M; Nurzin R Kasau; Syamsunir; Sam Hermansyah
International Journal of Sustainable Applied Sciences Vol. 1 No. 4 (2023): October 2023
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v1i4.651

Abstract

The purposes of this research are to investigate:1) The differences in students learning outcomes between taught Videoscribe media and learning without Videoscribe media in class IX SMPN 2 Rappang. On chemical bonding materials 2) The influence of learning with Videoscribe media the learning outcomes in class IX SMPN 2 Rappang on chemical bonding material. The form of the research was quasy experiment with nonequivalent control group design. Sample selection technique was random sampling. The instrument of the research was of test. To find out the differences in student learning outcomes used the U-Mann Whitney test, based on the results of the hypothesis test obtained the value of Asymp. Sig. (2-tailed) of 0.033, the test results showed that there was a differences between students learning outcomes taught Videoscribe media and students learning outcomes taught without Videoscribe. Learning using Videoscribe learning media in class IX SMPN 2 Rappang on chemical bonding material giving the influence of 19.85% toward student learning outcomes.
The Influence of the Use of Capcut-Based Learning Videos on the Learning Outcomes of Fine Arts Students in Class VIII Of SMP Negeri 2 Baranti Selvia Saprul; Abd. Kahar; Syamsunir; Usman M; Sam Hermansyah
International Journal of Sustainable Applied Sciences Vol. 2 No. 5 (2024): May 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i5.1941

Abstract

This research aims to determine the effect of Capcut-based learning videos on class VIII students' fine arts learning outcomes at SMP Negeri 2 Baranti. This research uses a Quasi-Experimental type of research. The sample from this research was class VIII B, totaling 26 students. Tests and documentation are the methods used in this research to obtain data. The data analysis technique in this research uses the mean formula. Based on research, according to hypothesis testing through data analysis, the initial test score (Y) was lower than the final test score (X), namely Y=53.07 < X=85.19. The difference in the results proves that the alternative hypothesis (Ha) which states that there is an influence of the use of Capcut- based learning videos on the Fine Arts learning outcomes of class VIII students at SMP Negeri 2 Baranti is "accepted", while the null hypothesis (Ho) which states there is no influence of the use of learning videos Capcut based on Fine Arts learning outcomes for class VIII students at SMP Negeri 2 Baranti was "rejected".
The Influence of Animated Video Learning Media on Results Learning Geography for Class XI Students of SMA Negeri 6 Sidenreng Rappang Nurfadillah; Usman M; Syamsunir; Sam Hermansyah
International Journal of Sustainable Applied Sciences Vol. 2 No. 5 (2024): May 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i5.2027

Abstract

The purpose of this influence study is to ascertain how animation-based video learning materials affect geography students in class XI of senior high school and country 6 Sidenreng Rappang. This study is quantitative in nature and employs a one-group pretest-posttest design with the Experimental Study method. The two variables in this study are the dependent variable, geography learning outcomes, and the independent variable, animation video learning media. There were 24 pupils in class XI IPS II at SMA Negeri 6 Sidenreng Rappang who made up the study's population. One pre-test and one post-test are given at the beginning and end of the class, respectively, as part of the data collection technique.  The hypothesis-taking test using the SPSS 25.0 application program used is the Wilcoxom Non-Parametric hypothesis analysis test . Study findings The significance of this display mark is 0.00 < 0.05. Mark Prior to testing The students' average score climbed from 38.33 to 86.66 on the post-test, indicating that their performance had improved. Calculated hypothesis using SPSS application software 25.0 For Windows, it may be inferred that the null hypothesis (H0) is rejected and the hypothesis work (H1) is accepted, indicating a significant difference in the social studies learning outcomes between the pretest and posttest. In light of this, the hypothesis that "Animated Video Learning Media Has an Influence on Class XI Learning Results at SMA Negeri 6 Sidenreng Rappang" was chosen.
The Effectiveness of the Use of Canva Media on Indonesian Language Learning Outcomes for Grade VII Students SMP Negeri 2 Rappang Haslinda Mansyur; Usman M; Suardi Zain
International Journal of Sustainable Applied Sciences Vol. 2 No. 6 (2024): June 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i6.2200

Abstract

This research aims to determine the effectiveness of using Canva media on Indonesian language learning outcomes for Class VII students at SMP Negeri 2 Rappang. This research uses a one group pretest-posttest design and a quasi-experimental research design. The population in this study was class VII.c of SMP Negeri 2 Rappang, totaling 65 students, while the sample in this study was class VII.c of SMP Negeri 2 Rappang, totaling 19 students. The data collection technique used is a test in the form of multiplechoice questions to measure student learning outcomes in terms of complete learning and timeliness in receiving material. The results of this research show that there is effectiveness in using Canva media on the Indonesian language learning outcomes of class VII students at SMP Negeri 2 Rappang. This is shown from the results of the T-test sample test, the pretest and posttest data on student learning outcomes obtained significance values. From the results of this research which have been analyzed, the average value obtained is Mx (Posttest) = 89,8 > My (Pretest) = 63,3. So it can be concluded that this research shows the effectiveness of using Canva media on student learning outcomes.
The Design of the Nusantara Quest Game on Mobile Platforms for the Cultural Arts Subject for Grade X Students Fahril, Muhammad; Usman M; Muhammad Takdir
International Journal of Sustainable Applied Sciences Vol. 2 No. 8 (2024): August 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i8.2412

Abstract

This research aims to design a mobile-based game called Nusantara Quest to enhance student engagement and learning outcomes in Arts Education for 10th-grade students. The educational game is developed using the Unity platform and follows the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The analysis phase involves studying student characteristics and material needs. During the design phase, game flow, user interface, and educational content are created. The development phase includes game creation and validation by media and content experts. Implementation involves trials with students from SMK Negeri 5 Sidrap, and the evaluation phase assesses the effectiveness of the game in improving student interest and understanding of Arts Education material. The research findings indicate that the quiz-based educational game is valid and effective as an interactive learning media S
Penerapan Metode Role Play dalam Pelatihan Bahasa Inggris Komunikatif untuk Anak Usia Sekolah Dasar di Kabupaten Sidrap Hermansyah, Sam; Astinah, Andi; Sapri; Lukman; Usman M; Firman Saleh
Science and Technology: Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2025): Juni
Publisher : CV. Science Tech Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69930/scitech.v2i2.355

Abstract

Penguasaan bahasa Inggris saat ini menjadi salah satu keterampilan penting yang harus dimiliki oleh anak-anak, termasuk anak usia sekolah dasar. Namun, pembelajaran bahasa Inggris yang efektif dan menarik masih menjadi tantangan, terutama di daerah yang memiliki keterbatasan akses pembelajaran yang memadai. Penelitian ini bertujuan untuk mengimplementasikan metode Role Play dalam pelatihan bahasa Inggris komunikatif bagi anak usia sekolah dasar di Kabupaten Sidrap. Metode Role Play dipilih karena dianggap dapat meningkatkan keterampilan berbicara, memperkenalkan situasi komunikasi yang relevan, dan memotivasi siswa untuk berpartisipasi aktif dalam proses belajar. Pelatihan ini dilakukan dengan pendekatan yang melibatkan anak-anak dalam aktivitas bermain peran yang sesuai dengan konteks kehidupan sehari-hari. Hasil pelatihan menunjukkan adanya peningkatan yang signifikan dalam kemampuan berbicara bahasa Inggris peserta, terutama dalam penggunaan kosakata dasar dan konstruksi kalimat sederhana. Metode Role Play terbukti efektif dalam menciptakan suasana pembelajaran yang menyenangkan dan interaktif, sehingga dapat meningkatkan kepercayaan diri anak-anak dalam berkomunikasi dalam bahasa Inggris. Diharapkan, pelatihan ini tidak hanya meningkatkan keterampilan berbicara bahasa Inggris anak-anak, tetapi juga memberikan dampak positif terhadap keberlanjutan pembelajaran bahasa Inggris di sekolah dasar di Kabupaten Sidrap. Program ini diharapkan dapat menjadi model pembelajaran yang dapat diterapkan secara luas untuk membantu anak-anak menguasai bahasa Inggris dengan cara yang menyenangkan dan efektif.