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Journal : Jurnal PGSD

PENGGUNAAN MEDIA PREZI DALAM MENINGKATKAN PENGETAHUAN SISWA TERHADAP PEMBELAJARAN TIK eca, elsa febriyanti; Astria nur, Hana; Hadiana, Oman; Heriyana, Tio; Casnan
Jurnal PGSD Vol. 11 No. 1 (2025): Januari-Juni
Publisher : PGSD Universitas Muhammadiyah Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32534/jps.v11i1.7010

Abstract

Rancangan media dibuat untuk memenuhi kebutuhan pembelajaran, maka proses pembelajaran akan semakin efektif dan efisien serta kinerja siswa akan semakin baik. Tujuan penelitian ini adalah untuk mengetahui besaran persentase peningkatan pengetahuan siswa dalam pembelajaran TIK melalui penggunaan media pembelajaran Prezi. Metode penelitian yang digunakan dalam penelitian ini adalah metode eksperimen dengan desain one group pretest – posttest. Sampel penelitian ini adalah siswa Sanggar Bimbingan Kamus Gombak Utara. Malaysia. Hasil penelitian ini menunjukkan ada perbedaan yang cukup signifikan antara siswa yang belajar dengan menggunakan media presentasi Prezi, menunjukkan hasil belajar yang lebih baik dibanding dengan hasil belajar siswa tanpa menggunakan media presentasi Prezi. Kata Kunci : MediaPembelajaran1;TIK2; Prezi3
Efektivitas Penerapan Multimedia Animaker Dalam Meningkatkan Motivasi Belajar Bahasa Inggris Siswa Sanggar Bimbingan Anitiara Rufikah, Deliya; Heriyana, Tio; Abdul Manan, Nanan; Hadiana, Oman; Astria Nur, Hana
Jurnal PGSD Vol. 11 No. 1 (2025): Januari-Juni
Publisher : PGSD Universitas Muhammadiyah Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32534/jps.v11i1.7013

Abstract

The research we conducted was motivated by the low learning motivation of students at Sanggar Guidance Subang Mewah Selangor Malaysia in learning English. This research aims to determine the effectiveness of implementing multimedia animaker in increasing motivation to learn English. The research method used in this research is pre-experimental with a one group pretest and posttest design. The research sample consisted of 32 students from class I to class V, and the sampling technique was total sampling. The research instrument used was a questionnaire in order to measure the level of student learning motivation, and the data analysis technique used a paired sample test. The research results we obtained from the pretest with an average score of 28, while the average posttest score was 42. With a total of 884 pretests and a total of 1353 posttests. The use of animation in the learning process is a supporting element to increase learning motivation and make it easier for teachers to enrich the material. teach by utilizing technology. The responses given by students and teachers to the application of animaker in English learning were positive. So that after using animaker, students are able to play an active role, feel pleasure and enthusiasm so that the learning process runs effectively. So from processing this data it can be concluded that the application of multimedia animaker has had a significant impact on increasing motivation to learn English among students at Sanggar Guidance Subang Mewah Selangor Malaysia. Keywords: Multimedia, animaker, student learning motivation
PENERAPAN APLIKASI BAMBOOZLE UNTUK MENINGKATKAN PEMAHAMAN MATEMATIS BELAJAR SISWA DI SB SUNGAI BULOH MALAYSIA Anggara, Bayu; Heriyana, Tio; Hermawan; hadiana, oman; Astria Nur, Hana
Jurnal PGSD Vol. 11 No. 1 (2025): Januari-Juni
Publisher : PGSD Universitas Muhammadiyah Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32534/jps.v11i1.7015

Abstract

Abstract The learning process carried out with various media to achieve the goals of an effective and efficient learning process is not always suitable, the cause is usually due to learning habits, lack of interest and understanding of students, there are several factors for student failure in achieving effective and efficient learning goals including internal factors that usually come from the students themselves, such as poor understanding of the material, lack of motivation, external factors usually come from outside the students such as the learning environment, family, and lack of use of learning media. Based on observations of teachers during the learning process, it shows that student activity in the learning process during learning is low and passive, students only receive material, lack of interest in paying attention to the material presented by the teacher, students are less brave in expressing their opinions, so that student understanding is very minimal in mathematics learning material. Good learning construction is if the learning is carried out centered on students. Therefore, as a solution to the problems in this study, the author applies the Bamboozle application, where students' understanding of learning focuses on students who work on or understand the material through the Bamboozle application. As well as for evaluation of assessments and to find out the extent to which students understand the learning material and show their interest in the learning material provided and increased learning outcomes. The results of the research from the implementation of the Bamboozle Application have the final results of the calculation of the hypothesis test (t-test) are known to have an average posttest result of 83.33 while the pretest value is 68.33 so that it is known that the posttest learning outcome score is greater than the pretest. It is also known that the Tcount value is 2.247, the Ttable value is 2.179. So it can be concluded that Tcount> Ttable (2.247> 2.179) and the significance value is less than 0.05 (p = 0.000 <0.05), so it can be stated that there is a significant difference in increasing mathematical understanding and a significant increase in learning outcomes in the Pretest and posttest values. Thus it can be concluded that H0 is rejected and Ha is accepted. Keywords: Learning, Mathematical Understanding, Bamboozle Application