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Journal : International Journal of Sustainable Applied Sciences (IJSAS)

Effectiveness of using Scrapbook Media on Learning Outcomes of Fine Arts Students Class VIII SMP Negeri 2 Barant Maharani Putri Arum; Abd Kahar; Muhammad Takdir
International Journal of Sustainable Applied Sciences Vol. 2 No. 5 (2024): May 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i5.1939

Abstract

The Scrapbook media comes from the English " scrap " which means leftovers, scraps and " book " means book. According to (Zuraini & Nurhayati, 2021) which is packaged in book form by combining various pieces of images as well as explanations, it is hoped that it will attract attention to the use of scrapbook media on the results. studying fine arts students in class VIII SMP Negeri 2 Baranti. This research is quasi experimental with a one group pretest post test design . The population of this study was the entire class VIII of SMP Negeri 2 Baranti, totaling 76 people. The sample was determined using random sampling technique. The sample for this research was 27 students in class VIII.c, which was carried out using a test method in the form of multiple choices and questionnaires to measure student learning outcomes, both completeness in learning and punctuality in receiving material. The results of the research show that there is effectiveness in using scrapbook media on the learning outcomes of class VIII fine arts students at SMP Negeri 2 Baranti. This is shown from the results of the paired sample T-test pretest and posttest data on student learning outcomes. obtained a significance value . Based on the results of this research which have been analyzed, then it is obtained average value M x = 85 .00 > M y = 66.48. So it can be concluded that this research shows that there is effectiveness in using Scrapbook media on student learning outcomes.
Effectiveness use Interactive Media Applications Sparkol Videosribe on Results Study Social Sciences Student Class VII Junior High School Muhammadiyah Rappang Nur Fitriani Ilham; Abd. Kahar; Muhammad Takdir; Sam Hermansyah
International Journal of Sustainable Applied Sciences Vol. 2 No. 5 (2024): May 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i5.2028

Abstract

This influence research aims to determine the The aim of this research is to determine how effective the use of interactive media from the Sparkol Videoscribe application is on the social studies learning performance of students in Class VII SMP Muhammadiyah Rappang. For this research, a one group pretest-posttest and quasi-experimental design was used. This research involved 28 students from class VII.a Muhammadiyah Rappang Middle School. There are two data collection methods used to measure student learning outcomes, namely learning completeness and timeliness in obtaining material. The research results showed that class VII students at SMP Muhammadiyah Rappang achieved good social studies learning outcomes by using the Sparkol Videoscribe application as an interactive medium. The sample test results show this... This is shown from the T-test sample test results of pretest and posttest data on student learning outcomes found mark significance. From results study This Which has analyzed, then obtained mark flat- average M x( Posttest ) = 82.5 > M y( Pretest ) = 59.57. So it can be concluded that this research show exists effectiveness use media interactive Sparkol app Videoscribe to results Study student.
The Design of the Nusantara Quest Game on Mobile Platforms for the Cultural Arts Subject for Grade X Students Fahril, Muhammad; Usman M; Muhammad Takdir
International Journal of Sustainable Applied Sciences Vol. 2 No. 8 (2024): August 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i8.2412

Abstract

This research aims to design a mobile-based game called Nusantara Quest to enhance student engagement and learning outcomes in Arts Education for 10th-grade students. The educational game is developed using the Unity platform and follows the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The analysis phase involves studying student characteristics and material needs. During the design phase, game flow, user interface, and educational content are created. The development phase includes game creation and validation by media and content experts. Implementation involves trials with students from SMK Negeri 5 Sidrap, and the evaluation phase assesses the effectiveness of the game in improving student interest and understanding of Arts Education material. The research findings indicate that the quiz-based educational game is valid and effective as an interactive learning media S