<p>This research and development aim at knowing the effectiveness of web-based animation videos application on environmental education of elementary school students in East Jakarta in Indonesia. Web-based animation videos for environmental education produced consisted of climate change, mangrove forest, waste recycling, biodiversity, and ozone depletion animation video pages. Student environmental education measured was related to satisfying student natural curiosity, enhancing environmental awareness, and strengthening student pro-conservation values. In the conclusion, it is highlighted that there is a positive effect of web-based animation videos application on student environmental education at elementary school students in Jakarta in Indonesia</p>
The development of information and communication technology affects the learning methods and media used. Augmented Reality technology allows students to experience learning with objects that can be seen in person. The purpose of the study was to see how students learned when they used the metaverse app, which is mobile augmented reality software for science courses. The population group consists of 92 students from several schools in cluster I, Depok Subdistrict. Then the sample was taken using the slovin formula until it obtained 75 samples of grade 5 students. This study employs experimental research techniques and a single group pre- and post-test. A t-test is used to analysed the collected data. According to the findings, using that metaverse applications has a favourable impact on students' learning outcomes. Students can use the Metaverse app to see better learning outcomes. Students are also more interested in learning and can easily understand and discover what is being learned. In addition, students find it more fun to learn using the Metaverse app, which is a mobile augmented reality.
The development of technology has a lot of influence in the field of education, one of which is in terms of learning media. Digital-based learning media are now being developed to create more fun learning, one of which is digital games. It is also known that digital games themselves positively influence increasing student motivation in the learning process. For this reason, the purpose of this study is to prove the effectiveness of digital game-based media in increasing motivation to learn science. The population group consisted of 129 students from Cluster I, North Sukabumi Village schools. Research sampling was carried out by simple random sampling to calculate the number of samples. The Slovin formula was used, which resulted in 98 students as the sample. This study used experimental research methods with a single group pretest-posttest, as for the instrument in a questionnaire using a Likert scale. The type of data analysis used in this research is an inferential analysis using a t-test. The results of this study indicate that digital game media positively influences students' learning motivation. The literature review comprises 40 studies. This study also shows that students experience increased learning motivation by using this digital game media. Because with this digital game media, students become more motivated to follow and understand the learning material being taught.
Learning media is one of the important components in the process of implementing learning, especially during the current pandemic. But in reality there are still few teachers who use media in the learning process, causing student learning outcomes to decline. Interactive media which is one of the media that can be used to attract students' attention by combining systems ranging from text, images, videos, and audio/sound can provide new experiences for students in learning. This study aims to determine student learning outcomes after using android-based interactive learning media in social science subjects. The population group consisted of 70 students from several schools in Cluster 2, Cipinang Muara Village. Then samples were taken using the Slovin formula to get 60 samples of fourth grade students. This study uses experimental research methods and uses a single group pre test - post test. The collected data were analyzed through t test. The results showed that android-based interactive media had a positive effect on student learning outcomes. Students experienced a significant increase in learning outcomes by using this media. In addition, students feel more interested and easier to understand the material by using this application. The results showed that android-based interactive media had a positive effect on student learning outcomes. Students experienced a significant increase in learning outcomes by using this media. In addition, students feel more interested and easier to understand the material by using this application. The results showed that android-based interactive media had a positive effect on student learning outcomes. Students experienced a significant increase in learning outcomes by using this media. In addition, students feel more interested and easier to understand the material by using this application.
Purpose of this study was to determine the effect of using animated video media on student learning outcomes in Solar System science subjects and to determine the improvement in student learning outcomes in class VI SDN Padurenan Jaya.The research design used is a quantitative technique using a quasi-experimental method in the form of Non-Equivalent Control Group Design. The variables in this study are, the independent variable is the use of animation media, while the dependent variable is student learning outcomes. The subjects of this study were students of class VI A and VI B at SDN Padurenan Jaya, totaling 52 students. The sample was determined by purposive sampling, namely, 28 students as the experimental group (VI A) and 26 students as the control group (VI B). Data collection techniques in this study used multiple choice tests in the form of pretest and posttest. Testing the requirements of the hypothesis using normality test (using chi squared analysis technique) and homogeneity test. The validity of the test items was carried out by expert judgment and testing instruments. The reliability of the instrument was test calculated by the Kuder-Richardson formula (KR-20) obtained r = 0.893 which means the reliability of the instrument is very high. The data analysis technique used was a separate group t-test (independent sample test). The t-test was used to determine differences in the level of student learning outcomes.Based on the results of the study, the average score for the pretest control class was 46.54 and the average posttest was 64.04; while in the experimental class the average value of the pretest was 48.39 and the average value of the posttest was 74.82. The increase in learning outcomes for the control class was 17.50 and the experimental class was 26.43. Analysis using all results posttest and tested by t-test with the acquisition of t count > t table (4.775 > 2.021), indicating that Ho is rejected and Ha is accepted, from these results it can be concluded that student learning outcomes using animated video media are greater than the results. Student learning using conventional methods (lectures or blackboards).
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