{"title":"Efektivitas Media Pembelajaran Tas Siaga Bencana (TSB) dalam Meningkatkan Daya Retensi Siswa Sekolah Dasar","authors":"Dwita Alfiani Prawesti, I. Irfansyah","doi":"10.33633/andharupa.v9i01.7560","DOIUrl":null,"url":null,"abstract":"AbstrakMedia pembelajaran merupakan sarana yang digunakan dalam proses belajar mengajar, bertujuan untuk memudahkan pencapaian tujuan belajar mengajar. Tujuan dari penelitian ini untuk menganalisis komponen antarmuka (interface) pada media pembelajaran yang dapat mempengaruhi daya ingat siswa. Berfokus pada media pembelajaran berbasis visual dalam program sosialisasi Pengurangan Risiko Bencana Sekolah (PRBS) yang dilakukan BNPB dan Komunitas Pahlawan Bencana, mengingat media ini menjadi alat penting dalam edukasi pengurangan dan mitigasi bencana sejak dini maka perlu dilakukan pengujian dari segi efektivitas dan kualitas media. Jenis penelitian ini adalah studi kasus. Pengumpulan data dilakukan dengan menyebarkan kuesioner kepada responden. Untuk memperoleh hasil data pengaruh komponen antarmuka terhadap daya ingat menggunakan uji varian (One-Way ANOVA) dan analisis deskriptif. Hasil analisis menunjukan komponen antarmuka yang terdiri dari: layout, color, image, typography dan Interaction mempengaruhi daya ingat siswa secara efektif. Berdasarkan hasil pengujian ANOVA didapat bahwa media papan permainan menghasilkan nilai ingatan sebesar 90%, media video animasi menghasilkan nilai ingatan sebesar 80% dan media poster menghasilkan nilai ingatan sebesar 40%. Kata Kunci: antarmuka, bencana, daya ingat, media pembelajaran AbstractLearning media is a tool used in the teaching and learning process, and aims to facilitate the achievement of teaching and learning objectives. The purpose of this study is to analyze the interface components in learning media that can affect students' memory. Focusing on visual-based learning media in the outreach program for Pengurangan Risiko Bencana Sekolah (PRBS) conducted by BNPB collaborated with a local community called Pahlawan Bencana, it is important to test the media used to teach disaster reduction and mitigation education from an early age, remembering this topic is very important. This type of research is a case study. Data collection was carried out by distributing questionnaires to respondents. To obtain the results of data on the effect of interface components on memory, researcher used a test of variance (One-Way ANOVA) and descriptive analysis. The results showed that the interface components which consist of: layout, color, image, typography and interaction affect students' memory effectively. Based on the results of the ANOVA test, it was found that board game become the leading medium produced a 90% memory, video animation media produced a 80% memory value and poster media produced a 40% memory. Keywords: disaster, interface, learning media, memory","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33633/andharupa.v9i01.7560","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
AbstrakMedia pembelajaran merupakan sarana yang digunakan dalam proses belajar mengajar, bertujuan untuk memudahkan pencapaian tujuan belajar mengajar. Tujuan dari penelitian ini untuk menganalisis komponen antarmuka (interface) pada media pembelajaran yang dapat mempengaruhi daya ingat siswa. Berfokus pada media pembelajaran berbasis visual dalam program sosialisasi Pengurangan Risiko Bencana Sekolah (PRBS) yang dilakukan BNPB dan Komunitas Pahlawan Bencana, mengingat media ini menjadi alat penting dalam edukasi pengurangan dan mitigasi bencana sejak dini maka perlu dilakukan pengujian dari segi efektivitas dan kualitas media. Jenis penelitian ini adalah studi kasus. Pengumpulan data dilakukan dengan menyebarkan kuesioner kepada responden. Untuk memperoleh hasil data pengaruh komponen antarmuka terhadap daya ingat menggunakan uji varian (One-Way ANOVA) dan analisis deskriptif. Hasil analisis menunjukan komponen antarmuka yang terdiri dari: layout, color, image, typography dan Interaction mempengaruhi daya ingat siswa secara efektif. Berdasarkan hasil pengujian ANOVA didapat bahwa media papan permainan menghasilkan nilai ingatan sebesar 90%, media video animasi menghasilkan nilai ingatan sebesar 80% dan media poster menghasilkan nilai ingatan sebesar 40%. Kata Kunci: antarmuka, bencana, daya ingat, media pembelajaran AbstractLearning media is a tool used in the teaching and learning process, and aims to facilitate the achievement of teaching and learning objectives. The purpose of this study is to analyze the interface components in learning media that can affect students' memory. Focusing on visual-based learning media in the outreach program for Pengurangan Risiko Bencana Sekolah (PRBS) conducted by BNPB collaborated with a local community called Pahlawan Bencana, it is important to test the media used to teach disaster reduction and mitigation education from an early age, remembering this topic is very important. This type of research is a case study. Data collection was carried out by distributing questionnaires to respondents. To obtain the results of data on the effect of interface components on memory, researcher used a test of variance (One-Way ANOVA) and descriptive analysis. The results showed that the interface components which consist of: layout, color, image, typography and interaction affect students' memory effectively. Based on the results of the ANOVA test, it was found that board game become the leading medium produced a 90% memory, video animation media produced a 80% memory value and poster media produced a 40% memory. Keywords: disaster, interface, learning media, memory
学习抽象媒体是教学过程中使用的工具,目的是促进学习目标的实现。本研究的目的是分析影响学生记忆的学习媒体界面组件。由于媒体是早期减灾教育的重要工具,因此需要对媒体的有效性和质量进行测试。这种研究是案例研究。数据收集是通过向受访者分发问卷来完成的。使用变体测试(an - way ANOVA)和描述性分析来获取接口组件对记忆的影响数据结果。分析结果显示,接口的组成部分包括:布局、颜色、图像、类型和相互作用有效地影响学生的记忆。根据测试结果,棋盘游戏媒体产生90%的内存值,动画视频媒体产生80%的内存值,海报媒体产生40%的内存值。关键字:界面、灾难、记忆、抽象学习媒体媒体是教学和学习过程中使用的工具,使教师和学习目标得以实现。这个研究之目的是components to analyze The界面能载影响学生的学习媒体“记忆。Focusing on visual-based学习《媒体拓展学校(PRBS)为减少灾害风险计划conducted由BNPB collaborated with a local社区灾害叫英雄,是重要的测试媒体习惯教减少灾难和mitigation教育从早期的时代,记住这个话题是非常重要的。这是一个案例研究。收藏数据是carried out by distributing questionnaires respondents去。为了得到the results of components on记忆效应》上的数据界面,researcher过去a test of variance(单程ANOVA)和descriptive分析。components哪种consist results那里那个《界面》:布局、颜色、形象typography interaction影响学生“effectively记忆。results》改编自ANOVA测试,是棋盘上找到那个成为《领着由a 90%的记忆,动画视频媒体介质由a 80%记忆媒体价值和海报由40%的记忆。安装:灾难,媒体界面,学习,记忆