Pengaruh Media Pembelajaran Powerpoint Morph dalam meningkatkan Kreativitas Belajar peserta didik di SMP Negeri 18 Palembang
DOI:
https://doi.org/10.21009/jimd.v23i2.41929Keywords:
kreativitas belajar, media pembelajaran, powerpoint morphAbstract
Abstrak
Keberadaan teknologi saat ini dinilai sangat penting dalam pendidikan. Tenaga pendidik harus mampu mengasah keterampilannya dalam menguasai teknologi melalui media pembelajaran. Media pembelajaran yang cocok untuk meningkatkan kreativitas belajar peserta didik adalah media pembelajaran yang memiliki unsur visual, audio maupun audio visual. Media pembelajaran PowerPoint Morph merupakan media yang berfokus terhadap unsur visual, audio maupun audio visual. Penelitian ini bertujuan untuk mengetahui pengaruh media pembelajaran powerpoint morph dalam meningkatkan kreativitas belajar peserta didik. Penelitian ini menggunakan jenis penelitian pre-experimental design dalam bentuk one-grup pretest-posstest design. Dengan populasi seluruh kelas VII dengan sampel kelas VII.8 yang berjumlah 36 orang diambil menggunakan teknik purposive sampling. Berdasarkan hasil analisis dan pembahasan dapat disimpulkan bahwasanya penerapan media pembelajaran powerpoint morph dapat meningkatkan kreativitas belajar peserta didik. Hal ini dapat dibuktikan melalui hasil uji hipotesis menggunakan uji paired t-test didapatkan nilai sign sebesar 0,01 ˂ 0,05, artinya hipotesis kerja (Ha) diterima dan H0 ditolak. Jadi dapat ditarik kesimpulan bahwa terdapat pengaruh dari penerapan media pembelajaran powerpoint morph dalam meningkatkan kreativitas belajar peserta didik pada kelas VII SMP Negeri 18 Palembang.
Kata kunci : kreativitas belajar, media pembelajaran, powerpoint morph
References
Ari, M. K. H. al A., & Rahman, M. (2020). Technology: Technological Advances and Changes in Human Lifestyles in a Socio-Cultural Perspective. Proceeding International Conference on Science and Engineering, 3, 721–730. https://doi.org/10.14421/icse.v3.592
Azizah, W., Ismaun, I., & Masdin, M. (2022). Hubungan Kreativitas Belajar Dan Kecerdasan Emosional Terhadap Hasil Belajar Ipa Siswa Kelas VIII Mts. Al-Ikhlas Mowewe. KULIDAWA, 3(2), 48–53.
Bolkan, S. (2019). Facilitating student attention with multimedia presentations: examining the effects of segmented PowerPoint presentations on student learning. Communication Education, 68(1), 61–79. https://doi.org/10.1080/03634523.2018.1517895
Désiron, J. C., Schmitz, M.-L., & Petko, D. (2024). Teachers as Creators of Digital Multimedia Learning Materials: Are they Aligned with Multimedia Learning Principles. Technology Knowledge and Learning. https://doi.org/10.1007/s10758-024-09770-1
Fresnedo, Ó., Laport, F., Castro, P. M., & Dapena, A. (2021). Educational graphic tool for teaching fundamentals of digital image representation. Computer Applications in Engineering Education, 29(6), 1489–1504. https://doi.org/10.1002/cae.22402
Hallewell, M. J., & Crook, C. (2019). Performing PowerPoint lectures: examining the extent of slide-text integration into lecturers’ spoken expositions. Journal of Further and Higher Education, 44(4), 467–482. https://doi.org/10.1080/0309877x.2019.1579895
Hernández, R. M., Antonio, W., Sanchez, J., Josefina, S., Esther, S., Montenegro, R. A., Elisa, D., & Fuster, D. E. (2024). Exploring Software Infrastructures for Enhanced Learning Environments to Empowering Education. Journal of Wireless Mobile Networks, Ubiquitous Computing and Dependable Applications, 15(1), 231–243. https://doi.org/10.58346/jowua.2024.i1.016
Hong, J. (2021). Impact of Multimedia Data in the Dissemination of Knowledge on Learning and Teaching. Arabian Journal for Science and Engineering. https://doi.org/10.1007/s13369-021-05883-2
Lee, A. R., & Hon, L. (2022). The effects of age-morphing technology on older adult issue campaigns: The interplay of construal level, perceived probability, and message appeal. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 16(2). https://doi.org/10.5817/cp2022-2-7
Lin, S., Ivcevic, Z., Kashdan, T. B., & Kaufman, S. B. (2024). Curious and Persistent, but not Consistent: Self‐regulation Traits and Creativity. The Journal of Creative Behavior. https://doi.org/10.1002/jocb.638
Livingstone, S. (2024). Reflections on the meaning of “digital” in research on adolescents’ digital lives. Journal of Adolescence. https://doi.org/10.1002/jad.12322
Okoye, K., Rodriguez-Tort, J. A., Escamilla, J., & Hosseini, S. (2021). Technology-mediated teaching and learning process: A conceptual study of educators’ response amidst the Covid-19 pandemic. Education and Information Technologies, 26. https://doi.org/10.1007/s10639-021-10527-x
Petruse, R. E., Grecu, V., Chiliban, M.-B., & Tâlvan, E.-T. (2024). Comparative Analysis of Mixed Reality and PowerPoint in Education: Tailoring Learning Approaches to Cognitive Profiles. Sensors, 24(16), 5138. https://doi.org/10.3390/s24165138
Qiong, W., & Binti Samu, Q. (2023). Mobile Learning as the Key to Higher Education Innovation: A Systematic Mapping. International Journal of Entrepreneurship, Business and Technology, 1(2). https://doi.org/10.59021/ijebt.v1i2.67
Todd, S., Hoveid, M. H., & Langmann, E. (2021). Educating the Senses: Explorations in Aesthetics, Embodiment and Sensory Pedagogy. Studies in Philosophy and Education, 40(3), 243–248. https://doi.org/10.1007/s11217-021-09776-7
Toma, F., Ardelean, A., Grădinaru, C., Nedelea, A., & Diaconu, D. C. (2023). Effects of ICT Integration in Teaching Using Learning Activities. Sustainability, 15(8), 6885–6885. https://doi.org/10.3390/su15086885
Turk, D. B. (2020). Object Lessons: How Nineteenth-Century Americans Learned to Make Sense of the Material World. Journal of American History, 106(4), 1062–1063. https://doi.org/10.1093/jahist/jaz733
Wang, A., & Burdina, G. (2023). Developing students’ creative thinking using innovative education technologies. Interactive Learning Environments, 32(7), 1–11. https://doi.org/10.1080/10494820.2023.2184390
Wang, Y.-H. (2021). Exploring the effects of using various designs of game-based materials on music learning. Interactive Learning Environments, 31(5), 1–15. https://doi.org/10.1080/10494820.2021.1894182
Weng, X., Ng, O.-L., Cui, Z., & Leung, S. (2022). Creativity Development With Problem-Based Digital Making and Block-Based Programming for Science, Technology, Engineering, Arts, and Mathematics Learning in Middle School Contexts. Journal of Educational Computing Research, 61(2), 073563312211156. https://doi.org/10.1177/07356331221115661
Yılmaz, F. G. K. (2023). Using zoom as a computer-supported collaborative learning tool: modeling of relations between technology acceptance, knowledge-sharing behaviours, community of inquiry, and social interaction space. Interactive Learning Environments, 1–19. https://doi.org/10.1080/10494820.2023.2247431
Yu, H. (2024). Enhancing creative cognition through project-based learning: An in-depth scholarly exploration. Heliyon, 10(6), e27706–e27706. https://doi.org/10.1016/j.heliyon.2024.e27706
Zheng, H., Branch, R. M., & Lee, H. (2019). Creating Animated Videos as an Innovative Instructional Alternative to Writing Essays for Presenting Research. TechTrends, 63(5), 533–542. https://doi.org/10.1007/s11528-019-00400-7
Zhu, S., Li, Y., Fu, Y., Yin, J., Shen, M., & Chen, H. (2024). The object as the unit for state switching in visual working memory. Journal of Vision, 24(10), 293–293. https://doi.org/10.1167/jov.24.10.293
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Muhammad Robi Firli, Husnul Fatihah
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.