PETRUK (CULTURAL ELEMENT TRADITION LEARNING) AN INTERACTIVE APPLICATION TO INCREASE STUDENT’S INTEREST IN INDONESIAN CULTURE

Penulis

  • Made Wulan Sanistia Cahya Putri
  • Ida Ayu Hasyaura Pidada
  • I Made Sastra Wicaksana

Abstrak

Along with the times, gadgets have now played an important role in
various aspects of life including education. This study aims to determine the
effectiveness of using the "PETRUK" (Learning Tradition Elements of Culture)
application as an interactive application with local wisdom to increase
students' interest in learning about Indonesian culture. This type of research
is a descriptive quantitative type with SWOT analysis technique and data
analysis, supported by questionnaire data in the form of percentages and
strengthened with the help of the Statistical Program for Social Science
(SPSS) program. The presence of gadgets is one of the factors that erode
the culture of the archipelago and reduce the interest in learning of
Indonesia's young generation, but there are also many students who use
gadgets as learning media. Behind the negative impact caused by gadgets, if
utilized as a learning media, it can increase student interest in learning. The
data acquisition method used was the Non Equivalent Control Group Design
involving 30 10th grade students of SMA Negeri 3 Denpasar as the sample
which was divided into experimental and control groups. The parameter of
this research is the increase in post-test scores against the pre-test with a
statistical significance value <0.01. The result of this study is that the
"PETRUK" application is effective as a learning media for introducing
Indonesian culture to elementary to high school students with an increase in
pre-test and post-test scores of 45.0 points and a sigma (2-tailed) significance
value of 0.001 <0.05. In the questionnaire given to students, most students
responded positively to the "PETRUK" application. Thus, this trial is
considered effective to foster interest in learning Indonesian culture in students
with interactive applications.
Keywords: Culture, e-learning, digital learning, gaming, local wisdom

Unduhan

Diterbitkan

2025-03-08