Herisa Hardiyanti Sholeha
Institut Prima Bangsa

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

The Effectiveness of Video-Based Audiovisual Media in Enhancing Elementary School Students’ Motivation to Elementary School Students to PPKN Endang Pujiastuti; Herisa Hardiyanti Sholeha; Siti Ruhaya
Vidya Karya Vol 41, No 1 (2026): APRIL 2026
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jvk.v41i1.25040

Abstract

This study aims to analyze the effectiveness of applying motion video-based audiovisual media in increasing the learning motivation of fourth-grade students in PPKN at Cibadak Public Elementary School, Sukaresmi District, Cianjur Regency. The study used a quantitative approach with a quasi-experimental pretest-posttest control group design. The research sample consisted of 60 fourth-grade students divided into two groups: the experimental group (30 students) and the control group (30 students), who received conventional learning using the lecture method. Data were collected using a learning motivation questionnaire based on a Likert scale. Instrument testing showed that all questionnaire items were valid with correlation coefficients ranging from r = 0.41–0.78. The reliability test using Cronbach’s Alpha showed a value of α = 0.89, indicating that the instrument was highly reliable. Prior to hypothesis testing, the data were analyzed using the Shapiro–Wilk normality test and Levene’s homogeneity test. The data were normally distributed and homogeneous (p > 0.05). Hypothesis testing was conducted using one-way ANOVA with a significance level of α = 0.05. The results showed a significant difference in learning motivation between the experimental and control groups (p < 0.05). Cohen's d = 4.32 (experimental) and d = 4.13 (control) indicated a significant effect of motion video media on learning motivation. The study concludes that motion-video-based audiovisual media effectively increase the motivation to learn among fourth-grade PPKN students. The practical implication of this study is the need to integrate video media into the PPKN lesson plan and provide ICT facilities in elementary schools.
Integration Augmented Reality-Based Game-Based Learning through the SAMR Model in Elementary Literacy and Problem-Solving Instruction Herisa Hardiyanti Sholeha; Onwardono Rit Riyanto; Anasya Putri Febgiyo; Nonih Nur Syah Lukiyah
Journal of General Education and Humanities Vol. 5 No. 3 (2026): June
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i3.1720

Abstract

This study aims to make learning more engaging and interactive for students by integrating AR-supported game-based learning into the SAMR model. The integration of Augmented Reality (AR)-supported Game-Based Learning (GBL) using the SAMR model in Cirebon Regency. The study employed a quantitative descriptive approach supported by classroom observations, literacy and problem-solving tests, and teacher interviews. The participants were 168 elementary school students from schools implementing GBL–AR–SAMR learning and comparison classes alongside more conventional learning approaches. Data were analyzed using descriptive statistics and independent two-sample t-tests. The results showed that students participating in GBL–AR–SAMR learning achieved higher literacy and problem-solving outcomes than students in comparison classes. The average literacy score increased from 58.3 before implementation to 79.20 after implementation, while the average problem-solving score increased from 52.0 to 77.00. The independent two-sample t-test indicated a statistically significant difference between the two groups (p < 0.05). The integration of the SAMR model allowed teachers to shift from merely replacing media to redefining the learning experience. This article offers a unique perspective by developing AR-based learning practices within the local context of Cirebon, with implications for digital literacy, creativity, and students’ readiness to face the challenges of the digital age.