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dc.contributor.advisorTumanggor, Winni R E
dc.contributor.authorLatha, Maha Jothi
dc.date.accessioned2025-01-10T06:41:12Z
dc.date.available2025-01-10T06:41:12Z
dc.date.issued2024
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/100036
dc.description.abstractWaste is still an unresolved issue as data shows that there are around 70 million tons of waste accumulated in Indonesia every year. This study aims to determine the relationship between the use of Atteropoly media and animated videos in improving the knowledge and attitudes of elementary school students regarding waste management at SD Iskandar Muda, Sunggal District. The study used univariate data analysis method, namely Kolmogorov-smirnov test to identify normally distributed data and bivariate, namely paired t-test and independent sample-test with a total sampling method of 64 people divided into 2 groups with each group of 32 people. The results showed that the use of Atteropoly media and animated videos was effective in improving the knowledge and attitudes of Iskandar Muda Elementary School students in Sunggal District regarding waste management after the pre-test and post-test. The results showed a difference in the mean value of student knowledge before (8.13) and after (18.81) and student attitudes before (37.63) and after (58.69) given the Atteropoly media intervention with a value of p=0.001 while there was a difference in the mean value of student knowledge before (7.88) and after (14.25) and student attitudes before (30.56) and after (49.06) given the animated video media intervention with a value of p=0.001. The results showed that Atteropoly media was more effective in improving the knowledge (p=0.001) and attitudes (p=0.001) of Iskandar Muda Elementary School students in Sunggal District about waste management compared to animated video media. Based on this, it is recommended that schools can use Atteropoly game media as one of the media to improve students' knowledge and attitudes regarding waste management and occasionally can use animated videos as learning media as well in order to create agents of change for environmental health in the future.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectAtteropolyen_US
dc.subjectanimated Videoen_US
dc.subjectknowledgeen_US
dc.subjectattitudeen_US
dc.titlePengaruh Permainan Atteropoly dan Video Animasi terhadap Pengetahuan dan Sikap pada Siswa SD Iskandar Muda Kecamatan Sunggalen_US
dc.title.alternativeThe Effect of Atteropoly Game and Animated Video on Knowledge and Attitude About Waste Management in Students of Iskandar Muda Elementary School Sunggal Subdistricten_US
dc.typeThesisen_US
dc.identifier.nimNIM201000126
dc.identifier.nidnNIDN0015049002
dc.identifier.kodeprodiKODEPRODI13201#Kesehatan Masyarakat
dc.description.pages123 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US
dc.subject.sdgsSDGs 13. Climate Actionen_US


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