scholarly journals Interactive Media Development of Procedures for Prayer (Tara Shalat) Based on Adobe Flash in Improving the Skills of Madrasah Ibtidaiyah Prayers

2019 ◽  
Vol 11 (2) ◽  
pp. 159-182
Author(s):  
Guntur Cahyono

This research aims to develop interactive learning media for adobe flash-based prayer procedures/Tara (Tata Cara Shalat). Interactive media can develop prayer skills that are taught in the habituation process since the first grade of Madrasah Ibtidaiyah (MI).  This research used development research (RD) methods.  The development process in this study reached the stage of the formative evaluation process consisting of three steps, namely individual prototype material trials, small group trials, and field tryouts.  This field trial involved subjects in a larger class, involving 15-30 (a whole class of learners) or larger groups, namely the available classes.  The results of this field trial were used to make a product, material, or final design revisions. Interactive learning media can solve the problem of prayer skills regarding recitation and movement of prayer.  Thus, interactive learning media made it easier for students to understand the procedures for prayer quickly; besides, the learning process will be more enjoyable

Author(s):  
Hermansyah Hermansyah ◽  
Nurindah Dwiyani

Interactive Learning Media is a supporting element in generating quality students, students in using learning media whose purpose is to generate students' creativity in learning learning materials in accordance with the provisions of learning, to produce interactive media on Digital Simulation subjects whose presentation consists of text, images and videos learning, so that this attracts students' interest in learning, on digital simulation subjects. Media Interactive Using Macromedia Director 11 needs supporting applications such as Adobe Flash 8, Adobe Photoshop CS3, and Camtasia. Based on the results of the design of the media, it can be concluded that the interactive learning media on the subjects of the X-class Multimedia Digital Simulation have been realized. Interactive Learning Media has been designed later in the feasibility study by a media expert lecturer and two material expert teachers, with an average value of 0.69 and an average material validation value of 0.95 declared valid using the Aiken'V formula and based on the results of the feasibility test the learning media has been declared valid and feasible to be used as a medium of learning in school. Keywords: Designing, Digital Simulation, Interactive Media.


2018 ◽  
Vol 1 (1) ◽  
pp. 42-58
Author(s):  
Wisnu Aziz Bahtiar ◽  
Jan Hendrik Nunaki ◽  
I. Iwan Iwan

The development research aims to develop interactive multimedia-based learning media on valid, practical and effective animal tisue material. This development research refers to the ADDIE development model. Based on the data analysis obtained value of validity and media based on material expert got the value of o,92 with valid category while in terms of media diperolch value of validty for interactive learning media 0,94 with valid category, practice media obtained from the observation aheet of instructional media implementation with a value of 91,67 with good category meanwhile for the effectiveness aspect derived from 4 assessmet of student active with a value of 98,30 where the learning media is said to be effective in learning if the activities of learners in the lesson 75% the ability of teachers to manage learning with the acquisition value of 3,28 are included in the category of moderate, test results learners with completeness of individual acquisition of 21 people with mastery mask 95,5% and quistonnaire response of learners with the acquisition of 75,76 learners respond positively to interactive media learning


2019 ◽  
Author(s):  
syariful fahmi ◽  
Soffi Widyanesti Priwantoro

This research aims to find out how to develop and produce interactive learning media using Adobe Flash CS3 for students of mathemat- ics education in the course of mathematical logic and Set in class D academic year of 2017/2018, as well as how the quality of the result- ing learning media. The population in this research is the entire class D in first semester student in Mathematics Education academic year of 2017/2018. The model used is the development model of Borg and Gall which includes: (1) analysis of the content standards, (2) the collection of references to interactive media, (3) the preparation of draft interactive media, and (4) creation of interactive media in the form of digital discs (CD). Interactive multimedia has produced score of good quality according to the assessment of the learning materi- al experts, media experts, and students of Class D academic year of 2017/2018, with an average score was 209.48 with maximum score of 260. The effectiveness toward students’ confidents on computer shows there, 73.81% of students feel able to get good grades if learn- ing with computers, 57.14% of students feel very confident when starting to learn with computers, and 50% students learn to feel confi- dent with computers.


Author(s):  
Armiadi . ◽  
Mukhtar . ◽  
R Mursid

Abstrak: Tujuan penelitian dan pengembangan ini adalah (1) menghasilkan media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika yang layak digunakan. (2) mengetahui efektifitas media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika.  Metode pengembangan dalam penelitian ini menggunakan model pengembangan dari Thiagarajan yang lebih dikenal dengan nama model 4D, yaitu : Define, Design, Develop, Dissemnate. Hasil penelitian menunjukkan, (1) validasi ahli materi (86%) dengan kategori sangat baik, (2) validasi ahli desain instruksional (85%) dengan kategori sangat baik, (3) validasi ahli media pembelajaran (89%). (4) ujicoba perorangan berada pada kualifikasi sangat baik (89%), (5) ujicoba kelompok kecil berada pada kualifikasi sangat baik (86,3%), (6) ujicoba lapangan berada pada kualifikasi sangat baik (81%). Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika layak digunakan. Pada tahap penyebaran di empat sekolah berbeda menunjukkan adanya kenaikan rata-rata dari nilai pretes dan posttest yaitu dari 63,65 menjadi 86,9. Serta persentase rata-rata hasil penilaian terhadap produk multimedia interaktif berbasis budaya memburoleh nilai 83,56% dengan kriteria sangat baik. Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika sangat efektif. Kata Kunci: Media interaktif berbasis budaya pada mata pelajaran Matematika  Abstract: research and development purposes are  (1) generating media-based learning interactive culture in mathematics proper use. (2) determine the effectiveness of media-based culture interactive learning in mathematics. Method development in this research using a model of the development of Thiagarajan, better known by the name of the 4D model, namely: Define, Design, Develop, Dissemnate. The results showed, (1) validation of subject matter experts (86%) with a very good category, (2) validation expert instructional design (85%) with a very good category, (3) validation of learning media expert (89%). (4) The individual trials are in excellent qualifications (89%), (5) testing small groups that are in excellent qualifications (86.3%), (6) field trials are in excellent qualifications (81%). It concluded that the product development research culture media based interactive learning in mathematics worth using. In the deployment phase at four different schools showed an increase in the average of the value pretest and posttest ie from 63.65 to 86.9. As well as the average percentage of an assessment of culture-based interactive multimedia products memburoleh value of 83.56% with the criteria very well. It concluded that the product development research culture media based interactive learning in mathematics is very effective. Keywords: interactive media based culture intaraktif learning in mathematics


1988 ◽  
Vol 32 (18) ◽  
pp. 1246-1250
Author(s):  
Michael J. Singer ◽  
Randall J. Mumaw ◽  
Elizabeth L. Gilligan

Formative evaluation in the broadest sense refers to the measurement of some system in order to make direct and immediate differences in the procedures, mechanisms, and goals of that system during development. The objective of this formative evaluation is to address three areas: 1) increase our understanding of how the targeted users make decisions, 2) train the user about how the system makes decisions and presents information, and 3) develop information about interface and modeling changes needed in the system. What is needed in the design of decision aids is an understanding of both how the user perceives the decision process, and how the decisions actually could be effectively made. Both of these issues must be addressed before the user will accept and use the decision aid. The system also needs to be able to accept and use the information that the user considers necessary, as well as to present both recommendations and supporting information in acceptable formats. We have applied a structured interview within our formative evaluation process as a basis for integrating the user in the develop, revise, and deliver cycle. The structured interview was conducted on-line, demonstrating what the system does while explanations of how it works are provided. The responses have provided information about whether the user thinks the system addresses the correct issues, the users agreement with the system analyses, and a report of the users decision processes. By including the user in the review of the developing system, the design of the prototype more accurately reflects the user's decision processes, as well as providing more usable output. This study will provide some insight about one method for evaluating decision aids early in the development process.


2020 ◽  
Vol 6 (2) ◽  
pp. 143
Author(s):  
Nurhidayah . ◽  
R Mursid ◽  
Ibrahim Gultom

Abstrak: Penelitian pengembangan ini bertujuan untuk mengembangkan media belajar dalam pembelajaran Contextual Teaching And Learning. Media pembelajaran interaktif berbasis CTL ini mengembangkan materi Hope and Dream dengan subjek penelitian pada SMA Negeri 20 Medan. Teknik pengumpulan data menggunakan metode wawancara, angket tanggapan, lembar observasi, angket pengamatan, dan dokumentasi. Penelitian pengembangan media melalui beberapa tahap yaitu tahapan defenisi dilakukan wawancara analisis kebutuhan dan masalah yang ada pada lokasi penelitian pengembangan. Tahap kedua dilakukan perancangan media berupa naskah media yang akan dikembangakan. Tahap terakhir adalah tahap pengembangan dilakukannya penilaian pada hasil media yang dikembangakan kemudian diuji cobakan terhadap siswa skala kecil dan skala besar. Berdasarkan hasil penelitian pengembangan media pembelajaran berupa media interaktif   berbasis  CTL layak  digunakan  dalam pembelajaran. Terbukti dengan penilaian oleh ahli materi mendapat nilai rata-rata 4.48 dengan tingkat persentase kelayakan 89.58% dengan kategori “Layak”, ahli media mendapat nilai rata-rata 4.27 dengan  tingkat persentase kelayakan 85.36% dengan kategori “Layak”, ahli desain pembelajaran 3.78 dengan tingkat persentase kelayakan 75.56% dengan kategori “Layak” serta pendapat siswa pada uji skala kecil 3.64 dengan tingkat persentase kelayakan 74.67% dengan kategori “Layak” selanjutnya uji skala besar 3.65 dengan tingkat persentase kelayakan 75.12 % dengan kategori “Layak”. Kata Kunci: media pembelajaran interaktif,  contextual teaching and learning, bahasa inggris Abstract: This development research aims to develop learning media in learning Contextual Teaching And Learning. CTL-based interactive learning media develops Hope and Dream material with research subjects at SMA Negeri 20 Medan. Data collection techniques using interview methods, response questionnaires, observation sheets, observation questionnaires, and documentation. Media development research through several stages, namely the definition stage interviews conducted analysis of needs and problems that exist at the location of research development. The second stage is media design in the form of a media script that will be developed. The last stage is the stage of development to do an assessment of the results of the developed media then tested on small and large scale students. Based on the results of research into the development of instructional media in the form of interactive media based on CTL is suitable for use in learning. Evidenced by the assessment by the material experts got an average value of 4.48 with a level of eligibility percentage 89.58% with the category "Eligible", media experts received an average value of 4.27 with a percentage level of eligibility 85.36% with the category "Eligible", learning design expert 3.78 with a level the percentage of eligibility 75.56% with the category "Eligible" and students' opinions on the small scale test 3.64 with a level of eligibility percentage 74.67% with the category "Eligible" then the large scale test of 3.65 with a percentage level of eligibility of 75.12% with the "Eligible" category. Keywords: interactive learning media, contextual teaching and learning, English


Author(s):  
Febby Dwi Al Indra ◽  
Ika Parma Dewi

Basic Electrical and Electronics Engineering (DLE) is a subject that has theory and practice, students are required to play an active role in learning so that they understand the material being taught, these subjects are the basis for students to understand and understand electronic components. SMK Negeri 1 Padang is one of the schools that has taken advantage of technological developments, such as the use of computers and Liquid Crystal Display or LCD projectors in the learning process. The purpose of this study is to improve student learning outcomes by using interactive media in the teaching and learning process. This research produces interactive learning media for basic electrical and electronic techniques. The media was then tested through computers and several people who understood interactive learning media and were revised based on suggestions and input from examiners, then tested their feasibility for use in the teaching and learning process. From the results of the trial it can be concluded that the media designed can run as it should and is suitable for use in the teaching and learning process at SMK Negeri 1 Padang.Keywords : Interactive Media, Adobe Flash CS6, Basic Electricity and Electronics.


2020 ◽  
Vol 2 (2) ◽  
pp. 70-76
Author(s):  
Savitri Septiara Pratiwi ◽  
Ana Setiani ◽  
Novi Andri Nurcahyono

The purpose of this research are : 1) knowing the process of developing interactive with using Adobe Flash CS3 Professional media, 2) knowing the effectiveness of interactive learning with using Adobe Flash CS3 Professional media, 3). knowing the ability of students' mathematical understanding after using the Adobe Flash CS3 Professional media. The type of research is Research and Development (R & D) with One-Group Pretest-Posttest. The research was conducted at Mardi Waluya 2 Sukabumi Junior High School in the 2018/2019 semester event. The writer take the population of this study is on VII class. The sample used simple random sampling and for the instruments used were validation questionnaires media and tests. Data analysis techniques are using the Likert scale for validation questionnaires media, using the T test to determine effectiveness, and N-Gain to determine the increase in students' mathematical understanding skills. Interactive learning media are valued by media experts and material experts, with the results obtained that are valid so that they can be used in learning. The results of the effectiveness test are Thit (8.78)> T table (1,699) with a significant level used which is 5%. With high criteria of N-Gain test results are 75.61. Based on the results of these studies, interactive learning with using Adobe Flash CS3 Professional media can be effective in learning and can improve students' of mathematical understanding skills.


1989 ◽  
Vol 17 (4) ◽  
pp. 255-271 ◽  
Author(s):  
Jeffrey A. Cantor

This article describes a four-phased process used by the U.S. Navy for the systematic design and development of interactive videodisc (IVD) courseware (ICW). Phase One of the process, Analysis and Alternatives, describes the methodology for analyzing job/task data for the purpose of verifying the appropriateness of interactive videodisc as the medium of instructional choice, and for analyzing the proposed problem, and scoping out the approach and solution. Phase Two, System Design, describes the process for the layout and design of the IVD instructional product. Phase Three, System Development, discusses the process followed to actually develop and construct an IVD system. Lastly, Phase Four, System Test and Evaluation, will describe the formative evaluation process through which the IVD product and system is proven ready for use.


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


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