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.
Based on the needs analysis, it is necessary to develop interactive learning media. This research and development aims to produce products in the form of articulate storyline web-based interactive learning media for natural science learning and to find out the validation of web articulated storyline-based interactive learning media for science learning in grade V Elementary School. The samples in this study were 9 grade 5 elementary school students in the neighborhood around the researcher's house. The development model used in this study is the ADDIE development model (analyze, design, development, implementation and evaluation). Data collection techniques were carried out by interviews and questionnaires. Data analysis using Miles and Huberman model analysis. The trial results of developing interactive learning media based on web articulate storylines with media experts, materials experts, and learning design experts obtained an average value of 95% with the criteria "very feasible". The results of the one to one trial get an average score of 98.8% and the results of the small group trial get an average value of 99.4%. Referring to the results of data analysis of the Miles and Huberman’s model, the articulate storyline web-based interactive learning media is very suitable for use by fifth grade students in science learning in elementary schools.
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.
Penelitian ini bertujuan untuk menghasilkan poster interaktif berbasis android sebagai media pembelajaran pada muatan IPA di kelas IV sekolah dasar. Jenis penelitian yaitu Research and Development (R&D) dengan model penelitian ADDIE. Tahapan pada penelitian ini terdiri dari analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek pada penelitian ini meliputi tiga orang validator ahli, yaitu ahli media, ahli materi, dan ahli bahasa, serta peserta didik kelas IV sekolah dasar berjumlah 3 orang untuk evaluasi satu lawan satu dan 5 orang untuk evaluasi kelompok kecil. Hasil validasi menunjukkan poster interaktif berbasis android dinyatakan valid dengan persentase 97% oleh ahli media, 91,66% oleh ahli materi, dan 90% oleh ahli bahasa. Berdasarkan hasil rekapitulasi penilaian ahli, kualitas poster interaktif berbasis android dapat dikategorikan “Sangat Baik”. Adapun hasil penilaian rata-rata dari uji coba satu lawan satu menunjukkan persentase sebesar 100% dan persentase sebesar 97,5% dari uji coba kelompok kecil sehingga poster interaktif berbasis android dapat dikategorikan “Sangat Baik”.
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