Simultaneous Analysis of the Influence of Flipbook Media and Learning Motivation on Senior High School Students’ History Learning Outcomes
Abstract
This study aims to analyze the influence of flipbook media and learning motivation on high school students’ history learning outcomes, both partially and simultaneously. The research was conducted at SMAN 13 Bandar Lampung using a quantitative approach and a verificative method. The subjects consisted of 38 tenth-grade students selected through purposive sampling. Data were collected through questionnaires, observations, and documentation, then analyzed using simple and multiple regression tests. The findings indicate that flipbook media significantly affects students’ learning motivation and history learning outcomes. Learning motivation was also shown to have a significant influence on students’ history learning outcomes. Simultaneous analysis reveals that flipbook media and learning motivation collectively contribute significantly to improving learning outcomes. These findings highlight the importance of integrating interactive digital media to enhance student engagement while reinforcing theoretical perspectives regarding the relationship among learning media, motivation, and learning achievement. This research contributes to the development of history education by presenting an innovative instructional strategy that teachers may adopt to enhance learning quality.
Keywords
Full Text:
PDFReferences
Agustina, R., & Pratiwi, D. (2021). Pengembangan media pembelajaran digital berbasis flipbook untuk meningkatkan motivasi belajar siswa SMA. Jurnal Teknologi Pendidikan, 23(2), 155–166.
Anggraeni, S., Pratiwi, R., & Lestari, M. (2023). Pengembangan media penilaian formatif berbasis Android untuk meningkatkan minat belajar siswa SMA. Journal of Educational Research and Development, 11(3), 201–212.
Anggreni, N. P. D., Sukardi, S., & Pratama, G. A. (2022). Android-based learning media in elementary education: Opportunities and challenges. International Journal of Instructional Media, 49(1), 45–59.
Apriliastuti, R., Lestari, A., & Wulandari, S. (2022). Pengaruh motivasi belajar terhadap literasi digital siswa SMA. Jurnal Pendidikan Karakter, 12(1), 77–90.
Asani, I., Rahayu, T., & Satria, A. (2023). Android-based learning media to improve critical thinking skills of students. Journal of Educational Technology, 18(2), 133–144.
Erlina, I. K., & Iswara, D. (2023). Aplikasi calistung berbasis Android untuk meningkatkan kemampuan dasar siswa kelas I. Jurnal Inovasi Pendidikan Dasar, 7(1), 14–28.
Firdaus, M., Susanto, E., & Ramdhani, A. (2022). Digital learning media in social studies education: Effectiveness in improving student achievement. JPSEJARAH: Jurnal Pendidikan Ilmu Sosial, 8(2), 112–121.
Gunawan, A. (2019). Media pembelajaran digital dan implementasinya dalam pembelajaran abad 21. Jurnal Teknologi dan Media Pembelajaran, 6(1), 45–57.
Hamer, J. (2022). Digital pedagogy and student engagement in secondary schools. Educational Technology Review, 34(2), 101–115.
Handayani, S., & Dahlia, N. (2022). Kreativitas guru dalam pemanfaatan media digital pada masa pandemi. Jurnal Pendidikan dan Teknologi, 9(1), 55–63.
Juniari, N., & Margunayasa, I. (2022). Problematika penggunaan buku teks dalam pembelajaran SEJARAH. Jurnal Pendidikan Dasar Nusantara, 7(2), 90–101.
Khabibah, S., Ningsih, D., & Pramudita, R. (2020). Integrasi multimedia dalam pengembangan media pembelajaran berbasis digital. Jurnal Pendidikan dan Teknologi, 12(3), 221–230.
Nazeri, M. (2013). The effect of flipbook media on students’ concept understanding. Journal of Education Media, 5(1), 45–53.
Nanda, D., Setiawan, R., & Prakoso, B. (2022). Pengembangan media augmented reality untuk pembelajaran sejarah. Jurnal Inovasi Pembelajaran Sejarah, 4(2), 67–79.
Putra, Y., Widodo, T., & Sari, R. (2023). Flipbook digital sebagai media pembelajaran berbasis Android. Jurnal Teknologi Pendidikan Indonesia, 10(1), 33–48.
Sahib, H., Rauf, A., & Malik, S. (2023). Digital media in modern education: A transformation from traditional to interactive learning. Journal of Educational Research, 15(3), 87–99. (Jurnal)
Schunk, D. H. (2012). Learning Theories: An Educational Perspective (E. Hamdiah & R. Fajar, Trans.). Yogyakarta: Pustaka Pelajar.
Septiani, R., Lestari, H., & Wibowo, A. (2020). Augmented reality in science learning: Opportunities and challenges. Jurnal Pendidikan IPA Indonesia, 9(4), 501–509.
Slameto. (2013). Belajar dan Faktor-faktor yang Mempengaruhinya. Jakarta: Rineka Cipta.
Sunaryati, N., Fauziah, A., & Hamzah, M. (2022). E-book berbasis Android sebagai media pembelajaran inovatif. Jurnal Inovasi Pendidikan, 14(2), 119–131.
Zuryanty, F., Nugroho, H., & Aisyah, S. (2023). Media pembelajaran sebagai alat visualisasi materi sejarah di SMA. Jurnal Penelitian Pendidikan Sosial, 11(1), 25–38.
DOI: http://dx.doi.org/10.24127/sd.v9i2.4727
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 SWARNADWIPA: Jurnal Kajian Sejarah, Sosial, Budaya, dan Pembelajarannya

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

TOOLS:


