dc.contributor.advisor | Tumanggor, Winni R E | |
dc.contributor.author | Latha, Maha Jothi | |
dc.date.accessioned | 2025-01-10T06:41:12Z | |
dc.date.available | 2025-01-10T06:41:12Z | |
dc.date.issued | 2024 | |
dc.identifier.uri | https://repositori.usu.ac.id/handle/123456789/100036 | |
dc.description.abstract | Waste 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.iso | id | en_US |
dc.publisher | Universitas Sumatera Utara | en_US |
dc.subject | Atteropoly | en_US |
dc.subject | animated Video | en_US |
dc.subject | knowledge | en_US |
dc.subject | attitude | en_US |
dc.title | Pengaruh Permainan Atteropoly dan Video Animasi terhadap Pengetahuan dan Sikap pada Siswa SD Iskandar Muda Kecamatan Sunggal | en_US |
dc.title.alternative | The Effect of Atteropoly Game and Animated Video on Knowledge and Attitude About Waste Management in Students of Iskandar Muda Elementary School Sunggal Subdistrict | en_US |
dc.type | Thesis | en_US |
dc.identifier.nim | NIM201000126 | |
dc.identifier.nidn | NIDN0015049002 | |
dc.identifier.kodeprodi | KODEPRODI13201#Kesehatan Masyarakat | |
dc.description.pages | 123 Pages | en_US |
dc.description.type | Skripsi Sarjana | en_US |
dc.subject.sdgs | SDGs 13. Climate Action | en_US |