This study aims to apply e-learning containing social reality videos in a mobile application and explore its effect of improving students’ learning outcomes. To attain the research aim, this study used an experimental design (pretest-posttest control group design), where two sample groups were used, they were the experimental and control groups. The experimental group was treated by using e-learning learning containing social reality videos, while the control group was given face-to-face learning and relied on the expository method. 28 students were involved in each of the two groups. The samples were those students who took basic natural science courses at the Mandalika University of Education. The pre-test and final-test was distributed with the same tasks in both groups. This study focuses on measuring student cognitive learning outcomes which are considered as the impact of induced learning in both treatment groups. Each data of students’ learning outcomes was analysed descriptively (analysis of average students’ learning outcomes and n-gain), and statistical analysis (testing the hypothesis of differences in students’ achievement between treatment groups), statistical analysis at a significance level of 0.05. In general, the results of the study show that social reality video-contained e-learning has a significant impact on improving students’ learning outcomes, and is found to be better than the expository method. Researchers recommend its simultaneous use in regular lectures in the classroom.
CITATION STYLE
Ismail. (2022). The Implementation of E-Learning Supported by Social Reality Videos in Mobile Applications: Its Impact on Student’s Learning Outcomes. International Journal of Interactive Mobile Technologies, 16(17), 37–49. https://doi.org/10.3991/ijim.v16i17.33041
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