A multimedia learning application for undergraduates in Computer Science: The design, development and usability

Author(s):  
Riaza Mohd Rias ◽  
Munira Abdullah ◽  
Nurul Hazra Abdul Salam
2021 ◽  
Vol 13 (2) ◽  
pp. 75-79
Author(s):  
Ganefri Ganefri ◽  
Febri Prasetya ◽  
Fadhli Ranuharja ◽  
Bayu Ramadhani Fajri ◽  
Agariadne Dwinggo Samala

Educational problems in the 3T area (Disadvantaged, Frontier, and Outermost) areas, apart from teaching staff, such as shortage of teaching staff, low qualifications, low competence and mismatches between educational qualifications and fields being managed (mismatched) are also problems of inadequate telecommunications. network facilities, especially internet networks. Lentera (Source of Learning Materials for Remote Areas) is an innovative product in digital learning based on mobile learning applications that can be used without having to be connected to the internet (offline). The learning content is designed in the form of Whiteboard Animation-based learning multimedia or whiteboard animation. Learning content is uploaded to the mini server. The mini server called Lentera can be accessed by teachers and students using smartphones offline or does not require an internet network. The development of digital multimedia learning content with a mini server called Lentera aims to develop innovative digital learning media to support teachers and students who experience difficulties in internet networks to carry out digital learning in the 3T area. The method used in the construction of this mini server is the ADDIE model (Analyze, Design, Development, Implementation and Evaluation). The lantern as a blackboard animation learning medium is very feasible (valid) to be used in learning with an average validation value of 94.87%.


2020 ◽  
Vol 15 (1) ◽  
pp. 79
Author(s):  
Mukhammad Luqman Hakim

This research aims to produce multimedia learning and provide understanding to students of the importance of paying zakat in accordance with applicable regulations. The research subjects are 33 students of class VII.I at SMPN 7 Kediri. This study uses research and development method of Lee and Owen’s model. The procedures in research and development are needs analysis, design, development, implementation and evaluation. The data analysis uses a closed questionnaire with a Likert scale. This research and development received positive responses from experts and stated that interactive learning multimedia was feasible to use and did not require revision. A whole responses from students stated that this learning multimedia provides a new learning experience and fosters a sense of awareness of the importance and benefits of paying zakat.


2017 ◽  
Vol 9 (2) ◽  
pp. 19-27
Author(s):  
Muhammad Damris ◽  
Syamsurizal Syamsurizal ◽  
Eliza Yuliani

Chemical learning that is boring and unattractive makes students less interested in learning. For that developed multimedia learning by using software Swish Max 4. The purpose of this study was to develop multimedia learning using Swish Max 4 on radioactive and to know its impact on the learning experience of students at class XII IPA SMA N 8 Kota Jambi. This study is a development study that adapts the ADDIE model. Stage in the development research are analysis, design, development and evaluation. Instrument sheets used collecting data were questionnaire of student needs, media validation questionnaire,material validation questionnaire, teacher assessment questionnaire and students response questionnaire. The main result of this study is a multimedia learning on radioactive using Swish Max 4, that equipped with video and animation. This multimedia learning on radioactive is good based on validation results from media experts and material experts. From the results of product trials of chemistry teachers and students response at Class XII IPA SMA N 8 Jambi, this media can be used to help students in learning independently. Based on the results of study concluded that multimedia learning on radioactive using Swish Max 4 is good for use in learning and get student response to multimedia learning is very good with score 82,4%.  


Author(s):  
John Blake

Prototypes of an annotated scientific text visualizer were designed, developed, and deployed. This pedagogic tool is designed to help undergraduates draft short research articles that conform to the generic expectations of their discourse community. This online tool enables users to discover and explore the language features present in short research articles. Users can select to visualize research articles in the field of computer science. The articles are categorized into four types. Users select to hide or reveal particular language features and their associated explanations in text, audio, or video formats. This enables them to create their own learning paths with this interactive tool. Students can use the visualizer to individualize their own learning interactively at their own pace on materials that are relevant to them.


2019 ◽  
Vol 10 (1) ◽  
pp. 135-150 ◽  
Author(s):  
M Saidun Anwar ◽  
Choirudin Choirudin ◽  
Eka Fitria Ningsih ◽  
Triana Dewi ◽  
Andino Maseleno

The purpose of this study is to develop a multimedia learning based on iSpring Presenter to increase students' interest in learning in mathematics. This study uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The data analysis technique used is descriptive quantitative. The results showed that the interactive mathematics multimedia learning based on iSpring Presenter has fulfilled the requirements to be considered feasible to be used in the learning process and is feasible to be used as learning support media to increase students' interest in learning through varied learning activities. 


2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Sri Rahmawati M

Abstract. This research is a Research and Development (R & D) which aims to determine the validity, practicality and effectiveness of interactive multimedia that has been developed in the material characteristics of living things. The research and development model used in the development of interactive multimedia for students of class VII SMPLB-B, refers to the ADDIE development model developed by Dick and Carry. The five main stages of the ADDIE model are Analyze, Design, Development, Implementation and Evaluations. Based on the results of the analysis of interactive multimedia learning media data that has been developed has met the criteria valid with a validity value of 4.49, has met the practical criteria with practicality value 4.22 classified as high category, classified as effective with an increase in cognitive aspects of students based on  N-Gain scores by 0., 40 which belongs to the medium category Keyworods: multimedia interactive, research and development, valid, practical, effective


2018 ◽  
Vol 1 (1) ◽  
pp. 13
Author(s):  
Fitri Palupi Kusumawati

Abstract :This research development aimed to develop as a learning media of  Module to students of Compter Science, to determine the feasibility of Module which is developed as a learning media using the assessment from the experts, and to determine the students’ response to media esp Module in improving Vocabulary Mastery. Research and Development (R&D) used in this study was conducted using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation).  The results obtained from 5 phases include Analysis, Design, Development, Implementation, and Evaluation. Assessing the feasibility of Module showed the following: 1) The material experts and the lecturer of Computer Science gave percentage of 69,63% in the range 66.67% <p~ ≤ 80% which means developed media gets “B” score and the category is “GOOD”. 2)The media experts and the lecturer of Computer Science gave percentage of 75,3% in the range 66.67% <p~ ≤ 80% which means developed media gets “B” score and the category is “GOOD”. 3) questionnaire response that has been filled by the students of Computer Science obtained a total number is 2034 and percentage 69,63% which lies in the range 60<P≤80%, module got the “B” value the category is “positive”. 4) The students’ response to media esp module in improving Vocabulary Mastery at Computer Science was gotten from the interview, The results of interviews to the students’ as a whole showed a good response to the use of module learning media in the learning process of Computer Science.  Therefore, the researcher can conclude that the module for Computer Science is applicable and can be used as instructional media to teach English in the class.  


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