Leola Dewiyani
Universitas Muhammadiyah Jakarta, Jakarta, Indonesia

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Digital Musical Storytelling to Enhance First-Grade Elementary School Students' Listening Skills Waluyo Hadi Hadi; Rieska Ramadhani; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani
Journal of Education Technology Vol. 7 No. 2 (2023): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i2.63167

Abstract

The development of educational technology has become an essential factor in solving academic problems. Educational technology can provide accessible information and delivery of material so that the learning activities carried out do not become a significant obstacle to learning effectiveness. This study aims to analyze the use of digital musical storytelling to increase first-grade elementary school student listening skills. The method used in this research is the experimental method. The research design used in this study was a one-group pretest-posttest design. The population in this study was the first graders of elementary school. Data collection techniques were direct observation and measurement techniques. The data is ana-lyzing statistically using SPSS. The results showed that there is an average difference between pretest and posttest learning outcomes, which means that there is an effect of using digital music storytelling on stu-dents' listening skills. The contribution of this study is to help students learn music courses with more fun and easier understanding.
Scratch-Based Interactive Games to Increase Interest in Learning Mathematics for the Second Grade Elementary School Students Iva Sarifah; Akbar Sri Nugroho; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani
Jurnal Pendidikan dan Pengajaran Vol 56 No 2 (2023): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v56i2.66556

Abstract

Technology has developed rapidly and supports various aspects of life, including education.  Many schools, especially in developed countries, often use technology in the learning process. This study aims to increase the interest in learning mathematics of second-grade elementary school students through scratch-based interactive games.  Second-grade teachers expressed the need for learning media that is interesting for students. The researcher developed scratch-based interactive games validated by experts and found to meet the appropriate criteria.  The test results using the paired t-test showed a significant mean difference between the pretest and posttest of interest in learning mathematics, indicating that using interactive games positively increased students' interest in learning.  In addition, the use of interactive games media also has a good effect in improving students' interest in learning mathematics, as shown by the results of the N-Gain test.  Therefore, this study recommends using interactive games as a practical learning media to increase interest in learning mathematics in various other classes and schools.  It can even be developed for additional lessons to increase students' interest in learning.
Multimedia Mobile Application to Improve the Academic Achievement of Fifth Grade Elementary School Students in Physical Education Classes Sri Nuraini; Taufik Rihatno; Resha Putri Fadhilla; Arita Marini; Julius Sagita; Desy Safitri; Leola Dewiyani
Journal of Education Reseach and Evaluation Vol 8 No 1 (2024): February
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v8i1.69862

Abstract

Lack of student interest in learning has an impact on low student learning outcomes. One of the factors that causes low student learning outcomes is the lack of learning media. This research aims to examine the effect of multimedia mobile applications to improve the academic achievement of fifth grade elementary school students in physical education classes. This type of research is quantitative research using an experimental design. The population in this study was 112 grade V elementary school students. This research took samples randomly using the Slovin formula. The methods used to collect data are questionnaires and tests. The instruments used to collect data were questionnaire sheets and test questions. The data analysis technique used to analyze the data is inferential statistics. The results of this research, namely the t-test results, show that there is an influence of the use of mobile Apps in learning activities. It can be concluded that the use of mobile Apps in learning activities can improve students' academic achievement in class V physical education. This research implies that the use of mobile Apps in learning activities can make it easier for students to learn.