SARI, SRI EMILIA PURNAMA and Chotimah, Umi and Waty, Evy Ratna Kartika (2024) PENGEMBANGAN MULTIMEDIA AUTOPLAY BERBASIS EDPUZZLE UNTUK MEMBANTU PESERTA DIDIK MENINGKATKAN HASIL BELAJAR DALAM PEMBELAJARAN PENDIDIKAN PANCASILA DI SMP. Masters thesis, SRIWIJAYA UNIVERSITY.
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Abstract
The ability of educators to create a conducive, effective and enjoyable learning atmosphere is one part of the professionalism of educators. The use of multimedia-based learning media in the teaching and learning process is the main choice for educators in improving student learning outcomes. This is in accordance with the theory of Burner and Edgar Dale which states that the use of more interactive learning media will increase the enthusiasm for learning so that students feel happy and easily understand the learning material. One of the multimedia that can be used by educators to improve learning outcomes in the Pancasila Education subject for junior high school students is Edpuzzle-based Autoplay multimedia. Basically, Edpuzzle-based autoplay multimedia is a digital learning platform that integrates various types of interactive media such as sound, images, films, videos, text and assessments. The use of Edpuzzle-based autoplay multimedia will help the effectiveness of the learning process and improve student learning outcomes in Pancasila Education lessons in junior high schools. This study aims to determine the effectiveness and attractiveness of the use of Edpuzzle-based Autoplay multimedia on improving student learning outcomes. This research was conducted at SMP Negeri 2 Lahat, because the teaching and learning activities carried out at the school, especially in the subject of Citizenship Education, have used multimethods and multimedia, but it is still limited to the use of Microsoft Power Point media so that it still seems less effective. This type of research uses the research and development method or what is commonly called Research and Development using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development design model. While the samples taken were grade VII students, using a one group pretest and posttest design pattern. The data used were daily test scores before and after being treated, then analyzed using the N-Gain. The results of the study showed that the Edpuzzle-based Autoplay multimedia used had a high level of effectiveness and attractiveness. The existence of a fairly high interest and motivation to learn showed an increase in student learning outcomes in Pancasila Education learning. This finding is supported by field facts where the average value of students' daily tests increased by 19.49% from a daily value of 73.51 to 93 Keywords: Edpuzzle, Learning Outcomes, Pancasila Education
Item Type: | Thesis (Masters) |
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Uncontrolled Keywords: | Edpuzzle, Learning Outcomes, Pancasila Education |
Subjects: | L Education > LB Theory and practice of education > LB1025-1050.75 Teaching (Principles and practice) |
Divisions: | 06-Faculty of Education and Educational Science > 86103-Educational Technology (S2) |
Depositing User: | Sri Emilia Purnama Sari |
Date Deposited: | 20 Jan 2025 02:05 |
Last Modified: | 20 Jan 2025 02:05 |
URI: | http://repository.unsri.ac.id/id/eprint/163171 |
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