Implementation of basic graphic design learning skills competence of multimedia in SMK Muhammadiyah Wonosari

Author(s):  
L.F.A.N.F. Albana ◽  
Sujarwo
Author(s):  
Armiya Armiya ◽  
Asrul Huda

Graphic Design is one of the required subjects of expertise package for Vocational students in Multimedia majors. These Graphic Design subjects are more directed at competency-based practicum which aims to equip students' skills in the field of graphic design so that students have strong skills with realistic theoretical foundations for students. Therefore there are still many students who do not understand the learning given by the teacher because the teacher has not used different techniques in delivering learning material, therefore it is necessary to design interactive learning media so that the teacher is easy to apply learning material and help students master the subject matter. In designing basic Graphic Design learning materials using explicit intruction models and through Interactive Multimedia learning procedures, starting from the needs analysis in designing, gathering data, identifying material to determining learning flow chart design, material collection or graphic needs. The interactive multimedi learning media is designed using the adobe director 11 application, and other applications such as Adobe Photoshop, Coreldraw, Camtasia as supporting applications so that it becomes an interactive multimedia learning media application that provides convenience for students in learning.Keywords: Learning Media, Interactive Multimedia, Graphic Design.


Author(s):  
Asrul Huda ◽  
Nelda Azhar ◽  
Almasri Almasri ◽  
Suryo Hartanto ◽  
Khairul Anshari

<p class="0abstract"><strong>— </strong>Based on preliminary observations on the implementation of Graphic Design learning, it is indicated that it is only limited to using printed module media, lecture methods, guided practice and not yet using media with android technology. This study aims to: (1) Generate a practical learning media for Graphic Design based on Android Technology. (2) Producing Learning Media Graphic Design based on Effective Android Technology. This research is a Research and Development. This study uses a study design development with 4D development model that consists of four main stages, namely, Define (definition), Design (design), Develop (development), and Disseminate (deployment). Based on the practicality test, the practicality test value was 85%. Effectiveness Test of learning media for Android-based Graphic Design shows effective results , this is also shown with a significant level of 0,000 &lt;0.05, which means that there are significant differences between Student Learning Outcomes before being given an Android-based media ( Pretest ) and learning outcomes students after being given an Android-based media ( Posttest ) in the Informatics Engineering Education Study Program, Faculty of Engineering, State University of Padangs.</p>


2016 ◽  
Vol 3 (1) ◽  
pp. 1178364 ◽  
Author(s):  
Zainuddin Ibrahim ◽  
Norlidah Alias ◽  
Abu Bakar Nordin ◽  
Shuyan Wang

2021 ◽  
Vol 4 (3) ◽  
Author(s):  
Vega Kartika Sari ◽  
Riza Yuli Rusdiana ◽  
Widya Kristiyanti Putri

The use of learning media by utilizing technology is very important needed during a pandemic. Learning media can be in the form of visual, audio, and audio visual. Attractive learning media can create memorable and easier-to-understand learning activities. Canva is a graphic design application that helps users to create various types of creative materials online. Using Canva as a learning medium can make it easier for teachers to design learning media. Almost all teachers at SMPN 1 Tegalampel have not been able to make video-based learning media so that the delivery of material to students is still low. This activity aims to provide training in making learning media using Canva for teachers at SMPN 1 Tegalampel, Bondowoso. The training activities were carried out in several stages, namely socialization, practice, and evaluation. The results of the activity showed that the training participants got an increase in knowledge and skills related to learning media using the Canva application.


2019 ◽  
Vol 2 (3) ◽  
pp. 126
Author(s):  
Kadek Agus Hendra Pujawan ◽  
I Gede Jaka Mahendr

The objectives to be achieved in this study were (1) to describe the design of interactive multimedia development based on Balinese culture on graphic design learning at class X Multimedia in SMK Negeri 1 Sawan. (2) to describe the responses of content experts, design experts and media experts to the development of interactive multimedia based on Balinese Culture contextual on graphic design learning at Class X Multimedia in SMK Negeri 1 Sawan. (3) to describe the response of the user / teacher teaching graphic design subjects to the development of interactive multimedia based on Balinese contextual culture on graphic design learning at Class X Multimedia in SMK Negeri 1 Sawan. (4) to describe the response of students in the form of individual trials, small group trials and field trials on the development of interactive multimedia based on Balinese Culture contextual on graphic design learning in Class X Multimedia in SMK Negeri 1 Sawan. The interactive multimedia development model based on Balinese cultural contextual learning graphic design used Dick & Carey model. In the process of designing multimedia products, content experts are required to adjust the material presented in interactive multimedia with the material provided at school, in this case the teacher is appointed as content expert, so the teacher's contribution in this study is to provide a syllabus of graphic design material. In addition to content experts, media experts and design experts are also needed to test the validity of interactive multimedia developed. After being valid, it will be implemented in school by giving a questionnaire to students whether the interactive multimedia developed in this study is suitable for use or not. The following are tests on aspects of display, graphics, program operation and grammar performed by media experts obtaining 85% of the calculation results in good qualifications. Tests on aspects of learning, curriculum and interface design conducted by learning design experts obtain a calculation of 89% in good qualifications. User/teacher responded well. Individual trials carried out received good responses. Small group trials obtained calculation results of 90% are in very good qualifications. Field trials that were carried out obtained a calculation of 87% in good qualifications.


Author(s):  
Zainuddin Ibrahim, Et. al.

Graphic Design is used in many industries and involves both the knowledge and skills in creating artefacts. Many Deaf and hard-of-hearing (DHH) students, especially in the Technical and Vocational Education and Training  (TVET) institutions are attracted in pursuing studies in this field, perhaps due to the visual nature of the course. However, learning graphic design is challenging for DHH students due to the technologies and teaching approach applied in these institutions. A module which was designed with experts, was implemented in a selected polytechnic which offered the graphic design course for the deaf and non-deaf students. The module used videos and other resources for the different learning styles, as well as a discussion platform on Padlet, and quizzes. An exploratory implementation study on 15 DHH students who volunteered to use the module was conducted. The students’ interactions were monitored and the results of their pre and post-tests during the implementation of the module was analysed to determine if the module was effective for learning. The findings indicate that students could use the module based on their learning styles and were active interacting on Padlet. The results of the pre and post-tests show a significant increase in scores, indicating the effectiveness of the module. Hence, the module has the potential to improve understanding in graphic design among DHH students. The findings have implications on the design of modules for DHH and special needs students. This is in line with TVET aspiration, which is to provide equal access to quality education for all. Further investigation should be done to determine whether the module could be used for other programs involving special needs students.


Author(s):  
Pui Fong Kan

Abstract The purpose of this article is to look at the word learning skills in sequential bilingual children—children who learn two languages (L1 and L2) at different times in their childhood. Learning a new word is a process of learning a word form and relating this form to a concept. For bilingual children, each concept might need to map onto two word forms (in L1 and in L2). In case studies, I present 3 typically developing Hmong-English bilingual preschoolers' word learning skills in Hmong (L1) and in English (L2) during an 8-week period (4 weeks for each language). The results showed gains in novel-word knowledge in L1 and in L2 when the amount of input is equal for both languages. The individual differences in novel word learning are discussed.


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