The Effect of Applying Role-Playing Learning Model Assisted by Audiovisual Media on Students' Creativity and Learning Outcomes in the Housekeeping Subject at SMK Bintang Persada Denpasar
Kata Kunci:
Role Playing, Audiovisual Media, Creativity, Learning Outcomes, HousekeepingAbstrak
This study aimed to determine the effect of implementing the Role-Playing learning method, assisted by audiovisual media, on students' creativity and learning outcomes in the housekeeping subject. This research employed a quantitative approach using a Pre-Experimental Design with a One-Group Pretest–Posttest Design. The research sample consisted of 26 students. The research instruments included a learning outcomes test and a creativity observation sheet, both of which had been tested for validity and reliability. The reliability test results showed Cronbach's Alpha values of 0.984 for the learning outcomes instrument and 0.969 for the creativity instrument, indicating that both instruments were highly reliable. Data analysis was conducted using a normality test and hypothesis testing through the Wilcoxon Signed Rank Test because the data were not normally distributed. The results revealed that the mean score of students' learning outcomes increased from 81.07 in the pretest to 93.38 in the posttest. Similarly, the mean creativity score increased from 123.58 in the pretest to 129.23 in the posttest. The Wilcoxon Signed Rank Test for the learning outcomes variable yielded an Asymp. Sig. (2-tailed) value of 0.000 (< 0.05). Likewise, the creativity variable produced an Asymp. Sig. (2-tailed) value of 0.000 (< 0.05). These findings indicate a statistically significant difference between the pretest and posttest scores for both research variables. Based on the findings, it can be concluded that the implementation of the Role-Playing learning method assisted by audiovisual media has a significant positive effect on improving students' creativity and learning outcomes in the housekeeping subject.
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