scholarly journals Multimedia development of carved slippers to improve student skills in craft and entrepreneurship subjects

2019 ◽  
Vol 1402 ◽  
pp. 022050
Author(s):  
R F Hendrawan ◽  
N Musfiriyah ◽  
D Suliyanthini
2017 ◽  
Vol 73 (6) ◽  
Author(s):  
Muhammad Bello Nawaila ◽  
Fezile Ozdamli ◽  
Sezer Kanbul

Author(s):  
Dedi Rohendi

Recently, game-based multimedia development has been increasing rapidly. Game-based multimedia is not only used for entertaining but also for teaching and learning process. Meanwhile, for the majority of elementary school students, numeracy learning is still considered as a difficult subject to be learned and has not attracted students’ interest because it still uses vertical methods. The objective of this research is to examine the implementation of game-based multimedia in learning horizontal numeracy. In this game-based multimedia, horizontal numeracy material is presented in the form of a game. Horizontal numeracy material begins with addition, subtraction, multiplication, and division. Game-based multimedia is implemented to 20 students in grade 3 elementary schools in Bandung, Indonesia. Subsequently, the way students learn the materials and their learning outcomes are explored after using this multimedia. The results show that the students can learn horizontal numeracy excitingly; moreover, they can easily understand the concept of horizontal numeracy quickly. It is indicated by by the increasing of average post-test value.


2021 ◽  
Vol 1098 (3) ◽  
pp. 032038
Author(s):  
W Widiastuti ◽  
I Sulaiman ◽  
S Susilo ◽  
H Hernawan ◽  
M Mashud ◽  
...  

2020 ◽  
Vol 17 (2) ◽  
pp. 354-360
Author(s):  
Dewi Tresnawati ◽  
◽  
Leni Fitriani ◽  
Husni Mubarok

Perkembangan teknologi saat ini sangat pesat banyak informasi yang di olah sedemikian rupa dan di kemas dengan beberapa media tujuan dari penelitian ini adalah untuk merancang bangun media pembelajaran pengenalan HIV/AIDS berbasis android dan menggunakan metodologi Multimedia Development Life Cycle (MDLC) yang memiliki enam tahapan yaitu tahapan konsep, perancangan, pengumpulan bahan, pembuatan, dan pengujian. Bahan-bahan yang dikumpulkan sumber nya yaitu dari dinas kesehatan Provinsi Jawa Barat yang setiap tahun nya selalu meningkat dari tahun 2010 sampai 2016 HIV dan AIDS ini mencapai 1.689 sekitar 230% meningkat dari tahun-tahun sebelumnya. Hasil dari penelitian ini adalah media pembelajaran pengenalan HIV/AIDS berbasis android yang menampilkan mengenai pengenalan HIV/AIDS, gejal-gejala yang ditimbulkan, cara penularan virus, bahaya dari penyakit HIV/AIDS dan pencegahan HIV/AIDS.


2021 ◽  
Vol 6 (2) ◽  
pp. 93-104
Author(s):  
Aisyah Amini ◽  
Riri Okra

ALKI is an e-module that serves as a learning medium for grade X students majoring in MIA at SMAN 1 MAPAT TUNGGUL. E-module ALKI was created with the aim of assisting teachers in delivering materials and helping students understand more about chemical materials by repeating lessons, working on exercises, and strengthening memory by playing flashcards. The thing behind the design of alki e-module is the lack of motivation to learn students, difficulty and the absence of internet network in Mapat Tunggul area, students should not take home the package book, the smartphone owned by students is not used to study, and when doing homework with the help of the internet most students just copy the answer without understanding the origin of the answer. This research method is Research and Development (R&D) with a 4-D research model (four-D) that is with define, Design, Development, and Disseminate stages. In the Development stage, the development stage of ALKI e-module media is carried out. The media development model used in this study is MDLC(Multimedia Development Life Cycle) luther-sutopo version which consists of 6 stages, namely conception, design, material collection, manufacturing process, testing and distribution. The result of the research is a mobile-based ALKI e-module product. With 0.81 validity test results declared valid,0.93 Practicality test results are practiced very practically,and 0.80 effectiveness test results are declared very effective. So, it can be concluded that alki e-module based on mobile application as a learning medium has been valid, practical and effective.


2021 ◽  
Vol 5 (1) ◽  
pp. 17-28
Author(s):  
Ravi Wiyantoko ◽  
Ahmad Hamim Thohari ◽  
Muhammad Dzuhri Maarief

The process of extracting oil and gas is carried out by drilling with a depth of more than 200 meters below the surface of the ground, so one steel pipe is needed to run the process. The manufacture of steel pipes for the opening process has special standards, one of which is a long pipe. To reach a depth of 200 meters below the ground level, a pipe connection is needed to reach that height. The method of connecting the pipes is called the Thread Connection Type. This method has more than 20 types of threads to be applied in pipe joints. To facilitate the discussion of the types of threads and their specifications, we need a technology that can be used interactive and mobile learning media to deliver detailed information on the type of thread. The author uses the use of Augmented Reality (AR) technology to be applied as an Android-based training media that can facilitate the existing Connection Thread along with special specifications with 3D visualization. This study aims to measure the validity and practicality of using ISO 25010 (in terms of functional suitability, performance efficiency, portability and usability) of learning media so that it is easier to understand and practical. The study consisted of two parts: 1) Validity by experts (5 experts), 2) Practicality by trainees or employees (16 participants) using the USE Questionnaire instrument. Furthermore, in application development using the Multimedia Development Life Cycle (MDLC) method as its development method. As a result, the application was declared feasible with the results of the percentage of experts Validity of 96% and Practicality by employees of 79%.


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