scholarly journals DEVELOPING INTERACTIVE FLASH MEDIAFOR THEMATIC LEARNING

Abjadia ◽  
2016 ◽  
Vol 1 (1) ◽  
pp. 16
Author(s):  
Dian Mustika Anggraini ◽  
Muhammad Walid

This research is aimed at portraying the development of interactive flash-media to boost the young learners’ comprehension about the learning theme of energy saving that is inserted in thematic learning. Interactive media are necessary to promote different learning satisfaction for young learners. The need analysis is employed to detect the relevance of learners’ needs and appropriate material for the development of the media. By adapting the development research model by Alessi and Trollip the result of try-out material shows that the product is significantly interactive to boost learners’ comprehension. The average score of post-test is better than the pre-test X2 89.67>X1 76. This interactive flash-media development is, therefore, valid, practical, and effective.

2019 ◽  
Vol 14 (1) ◽  
pp. 77
Author(s):  
Anna Wijayanti

This study aims to describe the design development, the implementation, and the feasibility of learning media of text writing based on prezi negotiation on grade X of senior high school students. It uses research and development method. The development of this learning media is elaborated in accordance with the development stage of the procedural model based on Borg and Gall. This development research model is conducted only until step seven, that are (1) need analysis, (2) product design and development,(3) product validation I, (4) small group test, (5) product validation II, (6) large group test, and (7) evaluation and dissemination. The pre test and post test reveal that the learning outcome is 34.4% higher after using the media. Thus, it can be concluded that the learning media is feasible to be applied in learning process.


Author(s):  
Layla Fatimatutz Zahroh

<p>This research was conducted based on the researcher’s observation that every student and teachers had facilities for using e-learning system, but they couldn’t use it effectively. The aims of this research were 1) to explain the extent to which the product development needed to teach the writing of descriptive text; 2) to explain how the media potentially developed through Moodle e-learning media to teach descriptive text writing; 3) to explain the effectiveness of Moodle e-learning media to teach descriptive text writing. The subject of this research was students at tenth grade of SMK NU Ma’arif 01 Semarang. The scientific involved 47 students. 22 students were in the control class, and 25 students were in the experimental class. The data were collected through pre-test and post-test. The result of this research described as follow: 1) the extent needed of developing Moodle e-learning media is as follow: a) the students’ need analysis mentioned in the rate 96%, that students agreed toward Moodle e-learning media because it was very helpful. b) the total of validation result from expert validation 1 and 2 was 79.1% 2) The researcher developed Moodle e-learning media was done by using seven steps R and D research adapted by Borg and Gall. 3) the effectiveness of product supported by the results of students posttest that obtained 76.04. Based on those findings, this Moodle is valid to be implemented in an English learning process.</p>


2021 ◽  
Vol 4 (1) ◽  
pp. 37
Author(s):  
Eva Faliyanti ◽  
Devi May Ratih

The aimed of this research is to test the effectiveness of using Pecha Kucha Technique in students’ speaking performance at fourth semester of English Department in Muhammadiyah University of Metro. Pecha Kucha is a presentation form of 20 pictures for 20 seconds and it is also called 20x20 presentations.The entire presentation always lasts for exactly 6 minutes and 40 seconds. The research method used in this research is an experimental research. The subjects of this research are the students at fourth semester of English Department in Muhammadiyah University of Metro academic year 2020. There are 21 students of control group and 21 students of experimental group. The research instrument used to collect the data in this research is an oral test. From the two classes, the experimental and control group, the measurement shows that increasing line of the speaking ability of the experimental group is higher than the control group. The result of pre-test score shows that the average score of the experimental group and the control group are 52.38 and 56.19. From the score of both groups, the result shows that the control group is better than experimental group. Then, the result of the post test of the experimental group is higher than control group; the average scores are 70,71 for experimental group and 62.38 for control group. It can be concluded that there is significant influence of using Pecha Kucha Technique in students’ speaking skill.


2019 ◽  
Vol 4 (2) ◽  
pp. 90
Author(s):  
Sera Delta Tanjung ◽  
Ihsan Ihsan

In the curriculum informatics engineering program of South Aceh Polytechnic, functiom derivative is taught in the second semester. The derivative function is a mathematics concept who does manipulation toward a function, thus the function slope can be obtained quantitatively on the slanted point. The derivative function material is one of the difficult material faced by the students. Accordingly, the implementation of a learning model is a good thing to create students' interest on the subject. And the media also use to support teaching and learning process as software maple. The purpose of this research is to find out the students’ results who have taught by quantum teaching and also maple on derivative function and the students who have taught by conventional method, and also to know the students' responses after taught by quantum teaching and software maple on derivative material. Experimental method is used in this research by designing pre-test and post-test and control groups. The population is all of the second semester informatics engineering's students at South Aceh Polytechnic where they divided into two classes. The technique in gaining data is using two tests, they are written and questionnaire test. The result of data is analyzed by T-test, and questionnaire is analyzed by calculating the average scores which have set by Likert-scale. Research found that t-score > t-table that is 2.41>1,69. This showed that, the students' score on derivative material taught by quantum teaching by adopting media maple is better than the students' score taught by conventional method at informatics engineering of South Aceh Polytechnic. As for the students' responses, gainned the average of a proposed statements is 3.52. According to the specified criterias, the researcher concludes that the students' responses toward the implementation of quantum teaching by software maple on derivative function is very positive.


2017 ◽  
Vol 2 (2) ◽  
pp. 86-100
Author(s):  
Rita Mahriza

This study is to find out whether speed reading improves student’s reading skill of the eleventh grade students at SMA Negeri 2 Langsa. The population of this research is the entire eleventh grade students at SMAN 2 Langsa. This study used quazy experiment. Test in the form of multiple choices through speed reading was used as instrument of this study. It is found that the result of pre-test and post-test in both experimental and control class is different. In experiment class, the average score of multiple choices test is higher than thatof control class. Based on t-test analysis, it was found that the t score(2,02)> ttable(2,71). It can be concluded that tscore is higher than ttable, thus hypothesis is accepted. Meanwhile, in control class, the students’ average score of speed test was 135 WPM and improves at least 1832 WPM in experiment class. The students’ reading skill of SMAN 2 Langsa in speed test is good. 1 students in experiment class secured A and no student obtained the same grade in control class. 9 students in experiment class got B while only 5 students from control class obtained the same score. It shows that experiment class performs better than that of control class. Thus, teaching reading skill by using speed reading at SMAN 2 Langsa is successfull and proves that speed reading improves students’ reading skill.


2018 ◽  
Vol 3 (2) ◽  
pp. 141
Author(s):  
Anissa Indrasari ◽  
Dian Novita ◽  
Fika Megawati

Introducing English to young learners is challenging job. In order to make the students focus, something interesting should be brought inside the classroom. One of the media that can potentially entertain students as well as transfer the language concept is big book. The aim of this study is to find out whether there is significant effect in students’ vocabulary achievement in the first grade at primary school before and after being taught by using big book. In this case, the researcher used quantitative method with quasi experimental design. The subject of this research consisted of 35 students in each group. The main activities conducted in the learning process were try-out, pre-test, treatment and post-test. In analyzing, the researcher used ttest to calculate the data and to test the hypothesis. The result of this research revealed that the use of big book gives significant effect to students’ vocabulary achievement. Further, the result of vocabulary recognition task or VRT in I-B as experimental class showed more satisfying point. This implies that teachers for young learners have to be active and creative to present attractive media so that the learners can be motivated in learning the target language, especially in the context of EFL.  


2021 ◽  
Vol 13 (1) ◽  
pp. 16-31
Author(s):  
Helmi Kamal

Online game is suggested as a medium that can encourage learners' acquisition of Arabic vocabulary. This research aimed to find out the learners’ vocabulary achievement before applying online game to the learners and to describe the usage of online game in improving learners’ vocabulary achievement effectively. This research used Classroom Action Research. There were 30 learners involved. Teaching processes consisted of two-cycle. Interviews, observation, tests, and documentation were the instruments of this research. The results of the tests were analyzed by using SPSS 20; the results of the interview and observation were analyzed qualitatively. The author found that online game improves learners’ vocabulary. The average score in cycle I was better than the average score in cycle II. The Pretest results in cycle I showed the greatest score obtained by the learners was 76. While in the Post test of the cycle I, the greatest score obtained by the learner was 90. Whereas in cycle II, the greatest score obtained by the learners was 100. Based on the observation, the learners were more excited on studying and focus on finishing their task; the learners could understand well the subject was given, and the learners were more enthusiastic in memorizing vocabulary. The author had successfully provided a new experience for learners who always learn conventionally by involving into the appealing and interactive online game-based learning atmosphere. The author hoped this research could be guidance for the effectuality of the next Arabic language learning through the online game in the class.


2018 ◽  
Vol 3 (1) ◽  
Author(s):  
Utin Desy Susiaty ◽  
Dwi Oktaviana

<em>The purpose of this research is to find out the design of an Adobe Flash CS5-based computer media on the quadrilateral concept material and how far this medium can facilitate understanding of the quadrilateral concept. It is a development research with stages consisting of needs analysis, computer media compilation, limited product trial and product evaluation. Data analysis performed for questionnaire of medium component evaluation is quantitative data analysis, while for questionnaire of medium material evaluation and student’s learning results, which are pre-test and post-test, is qualitative data analysis. The use of the medium can help students to improve their concept understanding of 42.969% and to keep answering with the right answer of 26.563%. The result of medium evaluation questionnaire on media being developed is good with average score of 33.75 from maximum score of 38. This shows that the media is useful to facilitate the quadrilateral concept learning in a classroom</em>


2018 ◽  
Vol 4 (1) ◽  
pp. 1-10
Author(s):  
Mia Novita Ningrum ◽  
Novi Ratna Dewi ◽  
Parmin Parmin

Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan modul pop-up berbasis inkuiri terbimbing tema tata surya. Penelitian ini merupakan penelitian pengembangan yang terdiri dari sepuluh langkah dalam pelaksanaannya. Modul yang dikembangkan kemudian divalidasi oleh 3 ahli materi dan 3 ahli media untuk mengetahui kelayakan produk. Hasil penelitian menunjukkan bahwa penilaian kelayakan modul pop-up berbasis inkuiri terbimbing oleh ahli materi dan media memperoleh skor rata-rata 54 dan 39 dengan kriteria sangat layak. Uji coba skala kecil untuk mengetahui keterbacaan modul mendapatkan rata-rata skor 36,89 dari siswa dan 11,9 dari guru dikategorikan sangat baik. Hasil skor N-gain diperoleh  kriteria sedang sampai tinggi sebesar 93,75% dan siswa mendapatkan nilai posttest ≥75 sebesar 84,4%. Berdasarkan hasil penelitian dapat disimpulkan bahwa modul pop-up berbasis inkuiri terbimbing tema tata surya layak dan efektif digunakan dalam proses pembelajaran. Development of pop-up module with inquiry guided-based in the solar system’s theme for 7th grade students AbstractThis research aims to determine the feasibility and effectiveness of pop-up module with the inquiry guided based in the solar system’s theme. This research is a development research using research model that cited from Sugiyono (2015) which consists of ten steps in the implementation. Then, the modules which developed were validated by 3 material experts and 3 media experts to determine the feasibility of the product. The results show that the feasibility assessment of pop-up module with inquiry guided based is guided by material and the media experts obtain an average score of 54 and 39 with very reasonable criteria. Small-scale experiment  aims to determine the legibility of the module earned an average score of 36.89 from students and 11.9 from teachers. The classical exhaustiveness obtained is 84,4%, the average og gain normality is 0,55 with medium criterion. Based on the results of the research can be concluded that the pop-up module with inquiry guided-based in the solar system’s theme is feasible and effective use in the learning process.


2017 ◽  
Vol 5 (3) ◽  
pp. 399
Author(s):  
Kintoko Kintoko

This research is a developmental research, the purpose of this research is to produce a problem based mathematic learning media with Tangent Line to Circle for VIII grade Junior High School student by utilizing Adobe Flash SC6 on a Compact Disc (CD). This research was conducted to determine the quality of mathematics learning media in accordance with a good learning media which based on three aspects; Validity, Practicality an Effectiveness. The procedure of this research was using ADDIE model; Analysis, Design, Development, Implementation and Evaluation. The result of this research shown that Problem Based Interactive Mathematics Learning Media on Tangent Line to Circle for VIII Grade Junior High School fulfilled the criteria of good media quality. On validity aspect, the media got “Valid” category with average score 3,307 by material expert and got “Very Valid” category with average score 3,877 by media expert. On practicality aspect, validator determined that the media was applicable with minimal revision, teacher response to the media shown “Very Good” category with average score 3,404 and media learning implementation observation sheet analysis shown “Good” category with average score 3,333. On effectiveness aspect, students’ test result shows 85,19% student “Passed”, students’ mathematic solving ability shows “Good” category with average score 80,09 and also students’ positive response with 81,25% response


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