scholarly journals تطوير اللغز الرقمي لمادة التطبيق الصرفي 1 على الهاتف المحمول كالتدريبات الإضافية خارج الفصل الدراسي

2019 ◽  
Vol 25 (1) ◽  
pp. 129-139
Author(s):  
Moh Fery Fauzi

Abstract: This research is generally aimed on producing a cellphone-based digital learning quiz for Tathbiq Sharfi I course in Arabic Department, Faculty of Letters, State University of Malang. Specifically, this research aimed at describing (1) the characteristic of a cellphone-based digital learning quiz for Tathbiq Sharfi I course, (2) degree of properness of a cellphone-based digital learning game for Tathbiq Sharfi I course, (3) the model of using of a cellphone-based digital learning quiz for Tathbiq Sharfi I course. The development of this media is using Sadiman & Rahardjo’s development design. The data collection is done by observation and giving questionnaire. The softwares used on developing this media are adobe flash CS 3, action script 2, and flash player. Based on the scoring by the material expert, it is known that this digital learning quiz is highly valid. Meanwhile, based on the scoring done by the media expert, the result shows that this digital learning game is valid to use. On the small-group tryout, it is known that this digital learning game is highly valid, and the field test also shows that this digital learning game is highly valid to use. Therefore, this cellphone-based digital learning game for Tathbiq Sharfi I course is highly valid to be used.Keywords: Digital Quiz, Cellphone, Learning Tathbiq Sharf I

Author(s):  
Budiman Budiman ◽  
Muhammad Adri ◽  
Dedy Irfan

Along the development of information technology today pose a tremendous impact for the community. Advances in information technology that has many benefits have not been utilized optimally in the process of delivering information. Today information technology has achieved various forms of multimedia presentation and ways of delivering information to the public in a dynamic and interesting in multimedia form as part of the development of information technology. This final project aims to develop media presentations Company Profile Padang State University-based interactive multimedia that can add insight to the public about the general picture Padang State University. The use of this interactive presentation media will be able to provide a better experience than other media because the media used when there are two senses that act simultaneously, namely the senses of sight and sense of hearing. For organizing or designing media interactive presentations of this, the development method used is the method of multimedia development ADDIE (Analysis, Design, Develop, Implementation and Evaluation) and designed using the software Adobe Flash CS6, Adobe Photoshop CC, Corel Draw X6, Voice Changer, Sony Vegas Studio and Flash Optimizer 2.1. The results of this interactive presentation media manufacture shaped Compact Disc (CD) that can be run on a computer device. After testing against media presentations interactive CD,s, it can be concluded that all test pages can run well and according to plan for each menu and submenu.Keywords:Company Profile,CDInteractive,MediaPresentation, ADDIE.


2019 ◽  
Vol 7 (3) ◽  
pp. 99
Author(s):  
I G Adi Aryana ◽  
L.J.E. Dewi ◽  
I.N Pasek Nugraha

Penelitian ini bertujuan untuk: 1) Mengetahui pengembangan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar. 2) Mengetahui kelayakan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar kelas X TBSM di SMK Negeri 3 Singaraja. Penelitian ini menggunakan jenis penelitian (R&D) Research and Development, dengan model pengembangan 4D (Four D models), yang terdiri dari 4 tahap yaitu tahap pendefinisian (define) tahap perancangan (design) tahap pengembangan (development) dan penyebaran (deseminate). Pada penelitian ini baru dilakukan 3 tahap, Hasil validitas dari 1) Ahli materi yaitu sangat layak dengan persentase 85.33%, 2) Ahli media memberikan hasil dengan persentase sebesar 90% sehingga kriteria dari segi media sangat layak, 3) Uji coba kelompok kecil memperoleh persentase sebesar 86.5%, sehingga dapat dinyatakan dalam kriteria sangat layak, 4) Uji coba kelompok besar mendapatkan kriteria sangat layak dengan persentase sebesar 89.2%. Berdasarkan hasil pembahasan dari penelitian dan pengembangan ini dapat dinyatakan sangat layak dari segi materi, dan media serta tanggapan dari siswa, sehingga media ini dapat dinyatakan sangat layak digunakan untuk pembelajaran. Kata Kunci: Media Pembelajaran, Video Animasi, Solidworks 2014, Adobe Flash CS3, Motor Bakar.This study aims to: 1) determine the development of instructional media Based on Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine. 2) determine the feasibility of learning media based On Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine for Class X TBSM in SMK Negeri 3 Singaraja. This study uses a type of research (R&D) Research and Development, with a 4-D development model (Four D model), which consists of 4 stages, namely the stage of defining, the design phase of development and the development of deseminate). In this research, only 3 stages have been carried out. The results of the validity of 1) Theory experts are very decent with a percentage of 85.33%, 2) Media experts give results with a percentage of 90% so that the criteria in terms of the media are very feasible, 3) Small group trials get a percentage of 86.5%, so that it can be stated in very feasible criteria, 4) Large group trials get a very feasible criterion with a percentage of 89.2%. Based on the results of the discussion of this research and development can be declared very feasible in terms of material, and the media and responses from students, so that this media can be declared very feasible to use for learning. Keywords: Learning Media, Animation Video, Solidworks 2014, Adobe Flash CS3, Combustion Engine.


Author(s):  
Hamdan Hamdan ◽  
Umar Mansyuri ◽  
Beni Junedi

Natural science is the study of nature and all its contents in it, one of which studies the human body organs which are divided into two parts, namely internal organs and human external organs. The delivery of learning materials in schools is still conventional, namely using the media of printed books. The delivery media that is still conventional and many terms on the material of human organs cause students to have difficulty in understanding the material. There are many media that can be applied in learning human organs, one of which is by using learning game media. Game is a medium of delivery that is widely enjoyed by all people. So it is necessary to create an application system or multimedia-based learning game, as a solution to solving the problem of students' difficulties in understanding the material. Multimedia has aspects that are of interest to students because of its appearance in the form of images, animations, audio, and video. In designing this game, the human body uses a hierarchical multimedia flow structure, while the software used to build this game is Adobe Photoshop, Adobe Flash, and CorelDraw. The results of the game design will be implemented into a multimedia-based human organ recognition game using a multimedia hierarchy structure which is expected to be an effective way of delivering material in overcoming various problems that occur in learning human organs


Author(s):  
RODY SATRIAWAN ◽  
FAHRURROZI FAHRURROZI ◽  
NENY ENDRIANA ◽  
NILA HAYATI ◽  
RISTU HAIBAN HIRZI ◽  
...  

This research aimed to develop audio visual based on learning media using adobe flash professional CS6 in material subject for students of seventh graders at MTs Mu'allimin NW Pancor that was valid, practical and effective. This research was a research and development (R&D) that was adapted from the ADDIE development model. There are 5 stages: (1) Analysis; (2) Design; (3) Development; (4) Implementation; and (5) Evaluation. The population was students of seventh graders , with a sample of students of VIIB . Data collection techniques used were using a questionnaire that was analyzed descriptively. The results showed that audio visual based on learning media using adobe flash professional CS6 which had been developed based on the assessment of media experts obtained by 96 with a very good category and material expert assessment was obtained by 42 with a good category. Based on students' responses to the practicality of the media it was found that the percentage of assessment was 75.35% with the practical category. Based on tests of student learning outcomes on the effectiveness of the media obtained a percentage of 88.46%. Based on the results of data acquisition shows that audio visual based learning media using adobe flash professional CS6 was feasible and can be used in the mathematics learning process of material for students of seventh graders at MTs Mu'allimin NW Pancor. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran bilangan berbasis audio visual menggunakan adobe flash profesional CS6 untuk kelas VII MTs Mu’allimin NW Pancor yang valid, praktis, dan efektif. Penelitian ini merupakan penelitian pengembangan yang diadaptasi dari model pengembangan ADDIE. Tahapan penelitian ini ada 5 tahap, yaitu: (1) Analysis; (2) Design; (3) Development; (4) Impelementation; dan (5) Evaluation. Hasil penelitian menunjukkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 yang telah dikembangkan berdasarkan penilaian ahli media diperoleh sebesar 96 dengan kategori baik. Berdasarkan respon siswa terhadap kepraktisan media didapatkan persentasi penilaian sebesar 75,35% dengan kategori praktis. Berdasarkan tes hasil belajar siswa terhadap keefektifan media yang telah dikembangkan diperoleh persentase sebesar 88,46%. Berdasarkan hasil penelitian dan analisis data, dapat disimpulkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 layak dan dapat digunakan dalam proses pembelajaran matematika materi bilangan kelas VII MTs Mu’allimin NW Pancor.


Author(s):  
Tri Septiana Islamiati ◽  
Rahmi Sofah ◽  
Harlina Harlina

This type of research is development research by using the ADDIE model. This research aimed to produce products of audio visual media which were valid, practical and effective. The research was conducted at SMA Srijaya Negara Palembang. This research consisted of 5 stages, namely 1) analysis (pre-test and interview with BK teacher), 2) design (making RPL and media manuscript), 3) development (making media, after the media was finished, the researcher conducted validation with three experts: material expert, media expert, language expert and small group test), 4) implementation (field test and post-test), 5) evaluation (strengths and limitations of the media). The results obtained at pretest with materials that can be updated in the future are 47.9% in the "moderate" category, which means that students still need improvement. From the comments and suggestions given by the three experts, the results of the media were valid and appropriate to be tested in a small group trial. The students gave comments and suggestions to improve the video, after which the researcher conducted a field test, the results obtained were 87% "very practical" and in the post-test 88.9% of the" high "category was obtained. The effectiveness of audio visual media obtained by N-Gain was 0.71 which "high" category. From the results of the research, it can be concluded that the classical audio visual service media developed has been valid, practical and effective used in classical service delivery on the career field of future orientation materials.


2020 ◽  
Vol 20 (1) ◽  
pp. 26
Author(s):  
Diliza Afrila ◽  
Akhmad Faisal Hidayat

This study aims to determine (1) the process of developing Statistics Education module modules at the Teaching and Education Faculty of Batanghari University Jambi, (2) The eligibility of the Education Statistics module at the Teaching and Education Faculty of Batanghari University Jambi based on the assessment of material experts and media experts , and (3) Eligibility for Educational Statistics modules in the Teaching and Education Faculty of Batanghari University Jambi based on student assessment. The research the researcher carried out included research and development methods by adapting the ADDIE development model. The data collection instrument that researchers use is a questionnaire, which aims to measure the feasibility of the media, both by material experts, media experts, and students as material for evaluating the product / learning media developed. The results of the study show that (1) The process of developing the Education Statistics module modules refers to the ADDIE development model, namely (a) Analysis, namely needs analysis, material analysis, and competency analysis, (b) Design (Design), i.e. gathering the object of design and preparation of assessment instruments, (c) Development, namely the creation of instructional media, material validation, material revision, media validation, and media revision, (d) Implementation, namely One to One, Small Group, and Field Test, and (e) Evaluation, which analyzes the assessment of material and media experts, analyzes the assessment of students, and the final product, (2) The feasibility of Education Statistics modules based on material and media expert assessments, namely (a) Expert assessment material before revision obtained an average of 4.01, so it is in the feasible category. Meanwhile, the material expert assessment after the revision obtained an average of 4.53, so that it was in the very feasible category, and (b) The media expert assessment before the revision obtained an average of 4.09, so that it was in the feasible category. Meanwhile, the assessment of media experts after the revision obtained an average of 4.53, so that it was in the very feasible category, and (3) The feasibility of the Education Statistics modules based on student assessment, namely (a) One to One gained an average of 4.49 with TCR 89, 78 so that it is in the good category, (b) Small Group obtains an average of 4.16 with TCR 83.24 so that it is in the good category, and (c) Field Test obtains an average of 4.44 with TCR 88 , 71 so it is in the good category.


2017 ◽  
Vol 3 (2) ◽  
pp. 125
Author(s):  
Nur Kesumayanti ◽  
Rizki Wahyu Yunian Putra

ABSTRACTThe purpose of this research is to produce material of quadratic equations supported by quick, appealing, and easy formula for students. The Method of This research is Research and Development Procedure ( R & D)� from Brog and Gall which is adopted by Sucipto that is up to the seventh stage, such as: potential problem, data collection, product design, design validation, design revision, product trial, and product revisions. The subject of this research is one of high school students in Bandar Lampung. The data collection was obtained from the validation of the instruments as well as trials of small group and large group products. This researchs analyzed by descriptive quantitative and qualitative. The products produced through the validation of the feasibility of� the material expert validator team, the media expert, the linguist and the mathematic teacher and the language teacher obtained the criteria "Very worthy of use". furthermore on the aspects of small group and large group product trial obtained the criteria "Very easy and very interesting for students". Based on the results of assessment of responses by experts, teachers, and student responses it can be concluded that the material module of quadratic equations aided by the formula is quickly categorized very feasible, very interesting, and very easy for students.Keywords: Teaching Materials, Quadratic Equations, Quick Formulas


2020 ◽  
Vol 4 (2) ◽  
pp. 108
Author(s):  
Ayu Priana

ABSTRCT Billboards are one of the media for advertising political campaigns. This study aims to determine the effectiveness of Grace Natalie's billboard advertisement in enhancing her self-image as Chairperson of the Indonesian Solidarity Party (PSI). This type of research is a descriptive study through a quantitative approach. The population of this study is students of the Communication Studies program at the 2018 Jakarta State University with 38 people with 35 respondents. Data collection techniques in this study were carried out by distributing questionnaires to 35 respondents. This study has one research variable, namely advertising effectiveness. The results of this study stated that the submission of Grace Natalie's advertisements using billboards advertising media in order to improve self-image as Chair of the Indonesian Solidarity Party (PSI) was effective. Keywords: effectiveness of advertisements, political campaign advertisements, self-image Abstrak Baliho merupakan salah satu media untuk pemasangan iklan kampanye politik. Penelitian ini bertujuan untuk mengetahui efektivitas dari iklan baliho Grace Natalie dalam meningkatkan citra diri sebagai Ketua Umum Partai Solidaritas Indonesia (PSI). Jenis penelitian ini merupakan penelitian deskriptif melalui pendekatan kuantitatif. Populasi penelitian ini merupakan mahasiswa program studi Ilmu Komunikasi Universitas Negeri Jakarta angkatan 2018 dengan jumlah 38 orang dengan jumlah responden sebanyak 35 orang. Teknik pengumpulan data pada penelitian ini dilakukan dengan penyebaran kuesioner kepada 35 responden. Penelitian ini memiliki satu variabel penelitian, yaitu efektivitas iklan. Hasil penelitian ini menyatakan bahwa penyampaian iklan Grace Natalie menggunakan media iklan baliho dalam tujuan untuk meningkatkan citra diri sebagai Ketua Umum Partai Solidaritas Indonesia (PSI) sudah efektif. Kata kunci: efektivitas iklan, iklan kampanye politik, citra diri


2018 ◽  
Vol 5 (2) ◽  
pp. 139-151
Author(s):  
Deskoni Deskoni ◽  
Rusmin AR ◽  
Firmansyah Firmansyah

Abstract This research is aimed to produce MYOB learning materials in accounting computer learning which was valid, practice, and having the potential effects toward the learning achievement. This research prosedure using Rowntree Model which had three stages, which consists of planning, developing, and evaluating. The data validity was done through the expert evaluation stage with the percentage result from the media expert and the material expert show the results of 80% with a valid category used the validation sheet. The data practicality was done through the one-to-one evaluation with the percentage results of 87,5% and small group evaluation with the percentage results of 92,44% in the very practically category through questionnaire. The data potential effects was done through the field test stage using pretest shows the results of 45%. The data posttest shows the results of 85%. It shows an increasing in learning achievement of 40% and it can be concluded that the MYOB learning materials in accounting computer learning which was valid, practice, and having the potential effects toward the learning achievement. Abstrak Penelitian ini bertujuan untuk menghasilkan bahan ajar MYOB untuk pembelajaran komputer akuntansi yang valid, praktis, serta berefek potensial terhadap hasil belajar mahasiswa. Penelitian ini menggunakan model Rowntree yakni tahap perencanaan, tahap pengembangan, dan tahap evaluasi. Untuk melihat validitas, dilakukan pada tahap evaluasi ahli dengan hasil persentase dari ahli media dan ahli materi sebesar 80% dengan kategori valid melalui lembar validasi. Untuk melihat praktikalitas, dilakukan tahap evaluasi one-to-one dengan hasil penilaian sebesar 87,5% dan tahap evaluasi small group dengan hasil penilaian sebesar 92,44% dengan kategori sangat praktis melalui angket. Untuk melihat efek potensial, dilakukan pada tahap field test dengan menggunakan tes hasil belajar awal (pre-test) diperoleh hasil persentase sebesar 45% dan hasil belajar akhir (post-test) diperoleh hasil sebesar 85%, terjadi peningkatan hasil belajar yakni sebesar 40% dan disimpulkan bahan ajar MYOB berefek potensial terhadap hasil belajar mahasiswa.


2019 ◽  
Vol 14 (1) ◽  
pp. 67-80
Author(s):  
Rahmat Saputra ◽  
Septyani Thalia ◽  
Tria Gustiningsi

Penelitian ini bertujuan untuk menghasilkan media pembelajaran yang valid dan praktis. Peneliti menggunakan Design Research tipe Development Study dengan dua tahapan, yaitu tahap preliminary dan tahap prototyping. Pada tahap preliminary, peneliti melakukan analisis materi bangun datar dan dilanjutkan dengan membuat flowchart untuk menentukan urutan materi yang akan ditampilkan pada media pembelajaran. Pada tahap prototyping, peneliti menggunakan alur formative evaluation yang terdiri dari self evaluation, expert review, one-to-one, small group, dan field test. Pada penelitian ini hanya dibahas sampai pada tahap small group. Teknik pengumpulan data yang digunakan meliputi walkthrough, angket, wawancara, dan tes. Subjek penelitian ini adalah siswa kelas VII SMP IT Izzuddin Palembang. Hasil dari penelitian ini adalah media pembelajaran yang dihasilkan sudah valid dan praktis. Kevalidan media pembelajaran ditunjukkan dari hasil validasi pada tahap expert review dan one-to-one yang menyatakan bahwa media pembelajaran telah baik dari segi konten, konstruk, dan bahasa. Kepraktisan media pembelajaran juga terlihat pada tahap small group bahwa siswa dapat menggunakan media pembelajaran dengan baik, dapat membantu siswa dalam memahami materi, dan siswa tertarik menggunakannya.


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