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Perancangan Film Animasi 2D Cerita Rakyat Bali “Balapan Menjangan Dan Siput” Ni Wayan Wardani Wardani; I Nyoman Agus Suarya Putra; I Ketut Sutarwiyasa; Putu Satria Udyana Putra; Desy Amelia
Jurnal Manajemen dan Teknologi Informasi Vol. 12 No. 2 (2022): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.7170835

Abstract

The influence of globalization and technological advances has caused Indonesian folklore which is full of positive values and moral values that have begun to erode. The small selection of Indonesian folklore animated films on Youtube causes children to have no choice so they watch foreign movies and imitate bad things. This study aims to make a 2-dimensional animated film with the theme of Indonesian folklore. The folklore raised is the Balinese folklore of The Menjangan Race and the Snail version of Made Taro. This folklore contains moral messages such as respecting and respecting others, staying away from haughtiness, and teaching about the law of cause and effect. The results of testing media experts obtained results as many as 80% agreed to an attractive animation display, as many as 80% stated that they agreed to good video quality in this animated film, as many as 80% stated that the clarity of dialogue was good in this animated film. This 2-dimensional animated film succeeds in conveying the moral message contained in the Balinese folklore Of Balap Menjangan and Siput, and can be well received by children aged 8-12 years.
Pengaruh Model Pembelajaran Cooperative Learning Terhadap Hasil Belajar Siswa Dalam Mata Pelajaran IPS Kelas V SDN 104204 Sambirejo Timur Desy Amelia; Ibrahim Gultom
Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa Vol. 2 No. 4 (2023): November : Inspirasi Dunia : Jurnal Riset Pendidikan dan Bahasa
Publisher : Universitas Maritim AMNI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58192/insdun.v2i4.1221

Abstract

This study aims to find out how the learning outcomes of students taught using the Teams Games Tournament (TGT) Cooperative Learning Model and the Student Team Achievement Division (STAD) Cooperative Learning Model. The type of research used is Quasy Experiment Design research. Based on the research that was conducted in class V SDN 104204 Sambirejo Timur, it showed that there were differences in student learning outcomes. It can be seen in the average learning outcomes in the experimental class 1 (TGT) obtaining an average score of 81.25, while in experimental class 2 (STAD) obtained an average value of 79. At the significance level produced in the t-test shows a result of 0.00 < than 0.05. Thus the results were obtained, namely the learning outcomes of students who were taught using the Teams Games Tournament (TGT) Cooperative Learning Model were higher than the learning outcomes of students who were taught using the Student Team Achievement Division (STAD) Cooperative Learning Model.