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IMPLEMENTASI MEDIA AUDIO VISUAL CHATGPT TERHADAP MINAT BELAJAR PADA MATA PELAJARAN SENI BUDAYA (MUSIK PIANIKA) SISWA KELAS XI DI SMA NEGERI 1 TARUTUNG TAHUN 2025/2026 Neti Pera Berutu; Andar Gunawan Pasaribu; Testi Bazarni Zebua; Eben Haezarni Telaumbanua; Boho Parulian Pardede
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43914

Abstract

The purpose of this study was to determine the positive and significant impact of the implementation of ChatGPT audio-visual media on learning interest in Arts and Culture (Pianica Music) among eleventh-grade students at SMA Negeri 1 Tarutung in the 2025/2026 academic year. The method used in this study was a quantitative research method. The population was all 173 eleventh-grade students of SMA Negeri 1 Tarutung in the 2025/2026 academic year, and 51 students were selected as the research sample using a random sampling technique. Data were collected using a 30-item closed-ended questionnaire. The results of the data analysis show that there is a positive and significant influence of the implementation of ChatGPT audio visual media on the learning interest in the Arts and Culture subject (Pianica Music) of class XI students at SMA Negeri 1 Tarutung in the 2025/2026 Academic Year, this is proven through the following data analysis: 1) Analysis requirements test: a) a positive relationship test obtained rxy = 0.509> rtable (a = 0.05, n = 51) = 0.279. b) A significant relationship test obtained tcount = 4.134> ttable (a = 0.05, dk = n-2 = 49) = 2.021. 2) Influence test: a) Regression equation test, obtained regression equation Y ̂="29","20"+0.46X. b) Regression determination coefficient test (r2) = 25.9%. 3) Hypothesis testing using the F test obtained Fcount > Ftable = (a = 0.05, dk numerator k = 18, dk denominator = n-2 = 51-2 = 49) which is 17.01 > 1.51. Thus, Ha, namely there is a positive and significant influence of the implementation of ChatGPT audio visual media on learning interest in the subject of Arts and Culture (Pianica Music) of class XI students at SMA Negeri 1 Tarutung in the 2025/2026 Academic Year, is accepted and H0 is rejected.
PENGGUNAAN MULTIMEDIA INTERAKTIF BERBASIS VIDEO PRESENTASI CANVA TERHADAP DAYA TARIK BELAJAR SENI BUDAYA SISWA DI SMP ST. MARIA AEK RAJA Yohanan Nababan; Eben Haezarni Telaumbanua; Roy Josep M Hutagalung; Testi Bazarni Zebua; Diana Martini Situmeang
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43917

Abstract

This study aims to describe the use of interactive multimedia based on Canva video presentations in enhancing students' learning interest in Cultural Arts for Grade VIII B students at SMP ST. Maria Aek Raja. This research employed a descriptive qualitative approach, with data collected through observation, interviews, and documentation. The research subjects were Grade VIII B students and the Cultural Arts teacher. The results indicate that the implementation of Canva-based video presentations increased students’ engagement, attention, and learning motivation. The integration of text, images, animations, audio, and video made the learning process more attractive and less monotonous. Students became more active in discussions, more confident in expressing their opinions, and better able to understand visual and abstract materials. Although there were challenges such as unstable internet connections and limited supporting facilities, the benefits of using Canva outweighed the obstacles. Therefore, interactive multimedia based on Canva video presentations has proven effective in increasing students’ learning interest in Cultural Arts and supporting the creation of creative and innovative learning environments.