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PENGEMBANGAN MEDIA PEMBELAJARAN SCRATCH-BASED UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA SMAN 4 SELAYAR Mudein; Akaram; Rauddin; Mutiara
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17210

Abstract

Scratch media can be a computer media that provides activity as a free program. The clever Scratch recreation is bundled in a quiz-like format for college students to explore. It is also a communication device in learning preparation, which aims to encourage learning, draw students' attention, and offer their help to explain problems. The meeting was conducted with one of the teachers, when the perception was taken, the meeting and the perception emerged that the student had challenges in learning the subject, especially the learning fabric. Students are still confused and have difficulty distinguishing cause and effect from what they learn in school. This causes students to not be able to answer questions accurately so that the grades obtained are not good. In the expansion, teachers also face challenges in creating technology-based learning media. In addition, teachers have difficulty finding computer applications that can be used as learning media. The students who take part in these considerations are the students in the lesson who conduct the class based on the results of the interview and perception. This causes students to not be able to answer questions accurately so that the grades obtained are not good. In this consideration, analysts create technology-based media, especially quizzes. This quiz allows students to memorize using visual and kinesthetic learning styles. The test created by the analyst combines different types of images and sounds, students can learn through visual images, students can also learn by playing the test specifically, The learning style that students get by practicing the test specifically may be a kinesthetic mode of learning.
Pengaruh Media Pembelajaran Macromedia Flash Terhadap Hasil Belajar Siswa Mata Pelajaran Seni Budaya Kasman; Rauddin; Mudeing
Biormatika : Jurnal ilmiah fakultas keguruan dan ilmu pendidikan Vol. 9 No. 2 (2023): Biormatika : Jurnal ilmiah fakultas keguruan dan ilmu pendidikan
Publisher : Universitas Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35569/biormatika.v9i2.1555

Abstract

penelitian ini bertujuan untuk mengetahui bagaimana pengaruh penggunaan media pembelajaran macromedia flash terhadap hasil belajar siswa mata pelajaran seni budaya. Adapun metode penelitian digunakan yaitu deskriptif statistik dengan pendekatan kuantitatif. Berdasarkan hasil penelitian penggunaan media dan tes diperoleh rata-rata nilai pretest berada pada 46,66% dan setelah dilakukan posttest data yang diperoleh meningkat menjadi 82,59, artinya terjadi peningkatan sebesar 35,92 %. Hal ini berarti bahwa penggunaan media pembelajaran macromedia flash pengaruh positif karena terjadi peningkatan hasil belajar siswa. Sehingga dapat disimpulkan bahwa terdapat pengaruh media pembelajaran macromedia flash terhadap hasil belajar siswa mata pelajaran seni budaya. Temuan ini didasari bahwa penggunaan macromedia flash membuat siswa lebih berantusias dan dapat menjawab kebutuhan belajarnya. Secara umum siswa yang dibelajarkan mata pelajaran seni budaya menunjukkan hasil belajar lebih baik atau berada di atas dari nilai kriteria ketuntasan minimal (KKM).