scholarly journals Development of Interactive Multimedia on The Subject of the Nervous System for Students Grade XI of Senior High School

BIOEDUKASI ◽  
2018 ◽  
pp. 90
Author(s):  
Siti Nailatul Farkhah ◽  
Wachju Subchan ◽  
Mochammad Iqbal

This research aimed at determining the validity of interactive multimedia on the nerve system material that had been developed and finding out the students’ response to the interactive multimedia. This was a developmental research (Research and Development) followed by a small group test on the eleventh-grade students of SMAN Ambulu totaling 9 students. The students were selected based on their ability level; 3 students with high ability level, 3 students with moderate ability level and 3 students with low ability level. The data collection techniques used were experts' validation sheets and questionnaires. The design of the interactive multimedia in this research was 4D (define, design, develop and disseminate) model developed by Thiagarajan (1974). The developmental procedure of 4D consists of 4 stages: (1) define, (2) design, (3) develop and (4) disseminate. The results showed that the validity of the developed interactive multimedia reached 82.9% according to the content expert, 86.3% based on the learning expert, 88,3% based on the learning media expert, and 82.7% based on the teacher’s (user) perspective. The results of small group test revealed that the legibility and the level of difficulty were 81.99% or in the good category,  and student response score was 83.55%, it means that student had positive response toward the use of developed media in their learning.   Keywords: interactive multimedia, 4D, expert validity.

2018 ◽  
Vol 1 (2) ◽  
pp. 149
Author(s):  
Dita Andini ◽  
Nanang Supriadi

This study aims to develop animation media using Macromedia flash based on the conceptual understanding of the subject of rectangle and rectangle. The research and development method used is 4D model proposed by Thiagarajan consisting of 4 stages, namely: (1) define; (2) design; (3) develop and (4) disseminate. Researchers use data collection techniques is a questionnaire in the form of Likert scale for the response of learners. The result of the research is the animation media using Macromedia flash based on the concept of the subject of rectangular and rectangle that is suitable for learning media. The feasibility of learning media obtained from the validation of material experts with an average score of 3.40 is categorized valid and validation of media experts with an average score of 3.32 are categorized as valid. Student response to learning media obtained in small group test is very interesting with an average score of 3.64. In the large group, test obtained criteria attractiveness is very interesting with an average score of 3.47.


2021 ◽  
Vol 6 (2) ◽  
pp. 202-212
Author(s):  
Rabiatul Adawiyah ◽  
Susilawati Susilawati ◽  
Lenny Anwar S

This research aims to develop an interactive e-module on redox concept. Research and Development (R&D) method was used in this study with a Plomp model. This model included three phases: preliminary, prototype or development, and assessment. Validation sheets and response questionnaires were used as research instruments. Six expert lecturers, consisting of three media and materials experts each, assessed the validity sheets. A small-scale test was carried out utilizing two approaches; a one-to-one test and a small group test. A one-to-one test was given to three students who had high, medium, and low abilities; while the small group test was conducted on three teachers and 30 students from three different schools, which are MAN 2 Pekanbaru, MAN 1 Pekanbaru, and SMA IT Al-fitiyah. The results showed that the interactive e-module was very valid and could be used in learning activities. This is indicated by the percentage of validation from material experts 89.27% and media experts 88.76%. In a small-scale trial for a one-on-one test, the teacher's response 95.83% with very practical criteria; and student response test 87.73% with interesting criteria.


2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Made Resa Krisnayudha ◽  
Agus Adiarta ◽  
Nyoman Santiyadnya

This study aims to 1) create a media-based learning interactive multimedia autoplay in the material applying basic electronics on the subjects of computer systems in SMK Negeri 1 Tejakula, 2) to assess the feasibility of the medium-Based Learning Interactive Multimedia Autoplay in the material Applying Basic Electronics in Subjects System computers in SMK Negeri 1 Tejakula, 3) to determine the students' response to the Interactive Multimedia Learning Media Based Autoplay in Basic Electronics Applying material on the Subject computer Systems at SMK Negeri 1 Tejakula. This study uses research and development, or better known as the Research and Development. Based on the research that has been conducted, we obtain some results, namely: (1) the outcome of interactive multimedia-based learning media autoplay in applying basic electronic material on the subjects of computer systems in SMK 1 Tejakula form of interactive CD, (2) the results of the expert test to get the percentage of material experts 86.15% on qualifying very decent and, the percentage of 97.78% for qualified media experts is very feasible, (3) in response to the percentage of students getting a small group of test 87.47% on excellent qualifications, and the percentage of 88.11% test a large group in qualifying very good. Based on the results obtained, the Interactive Multimedia Learning Media Based Autoplay in Basic Electronics Materials Applying the Lesson of Computer Systems at SMK Negeri 1 Tejakuka, fit for use as a medium of learning.


2021 ◽  
Vol 4 (1) ◽  
pp. 31-36
Author(s):  
Daud Serang ◽  
Fransina Th Nomleni ◽  
Paulus Tnunay

ABSTRACT This study aims to develop a suitable picture card media product for use on the subject of mushrooms. The development model used in this study is the ADDIE Model (Analysis, Design, Development, Implementation, and Evaluation). The presentation of the results of this study was obtained from the results of the test of material experts 94%, with good qualifications, design expert test 94%, media expert test 97%, small group test 79% and large group test 86%. Based on data from experts, it can be seen that according to material experts, design experts, media experts, small group trials and large group trials with the total number of presentations is 90%. The percentage of the assessment shows a positive response to the learning media for picture cards that are developed, thus indicating that the form of the image developed is suitable for use as a learning media because the form of learning media for picture cards is in accordance with the learning objectives. This is because the form of picture card Learning Media that has been developed has its own advantages, where the image characters contained in the picture card media can attract students' attention so that the learning material will be easier for students to understand and can help teachers to teach mushroom material.Keywords: Development, Learning Media, Picture Cards  


2017 ◽  
Vol 1 (1) ◽  
pp. 15
Author(s):  
Kadek Agus Hendra Pujawan

This study was aimed to (1) Design and Implement Interactive Multimedia Development in Animation Key in Multimedia class XII SMK Negeri 1 Sawan; (2) Find out students' responses and Achievment of Multimedia class XI toward Interactive Multimedia Development in animation Key. The types of research and development and using Dick and Carrey model, it involves Multimedia class XII SMK Negeri 1 Sawan in the academic year of 2014/2015. The source of data content expert and media expert are interview and questionnaire. Validity of interactive multimedia and student responses gained by using questionnaire, the data was analysed descriptive qualitatively and descriptive kuantitatively. The feedback of media expert then analysed thus, that media is valid and proper to be implemented in teaching learning process in the intened school. The results of student’s responses data shows that the presentase of student who gave very positives responses was 64,2%, presentase of student who gave positive responses was 35,8 %, and none student to gave doubt responses, negative or even very negative response, the average scor was 43,69. That scor shows that student’ response toward material development was in very positive chategory.


Author(s):  
Fifit Sahputra ◽  
Restu Restu ◽  
Mursid Mursid

This study aims to develop contextual-based interactive multimedia of Tema Daerah Tempat Tinggalku. This research is conducted at SDN 054919 Kacangan, Secanggang District, Langkat Regency. The population in this study are 4th  grade students consisting of 30 students. The instruments which is used in this study are social studies learning outcomes tests and student response questionnaires. The data are collected and analyzed by quantitative descriptive analysis techniques. The method of this research is the development of Borg & Gall research combined with the learning development model of Dick & Carey. The trial subjects consists of learning material experts, learning design experts, two instructional media design experts, three students for individual trials, six students for small group trials and thirty students for large group trials. The results of the study show (1) The results of the trial of subject matter experts in the assessment of the content and feasibility of presentation are in very good criteria (88.09%); (2) The results of the learning design expert's test are in very good criteria (85.42%); (3) The results of the expert design study media I test are in sufficient criteria (73.21%) while the expert design test results of learning media II are on the sufficient criteria (83.92%); (4) The results of individual trials are in very good criteria (81.67%); (5) The results of the small group trial are in very good criteria (90.42%); (6) The results of a large group trial are in the criteria of good (73.2%).


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.


2017 ◽  
Vol 3 (1) ◽  
pp. 33
Author(s):  
Didik Purwanto

AbstractThe purpose of this research and development are to developing playing skills sepak takraw exercises models. This research begins with needs analysis using survey method and then developing learning resources with corresponding characteristic with the needs analysis result. The development of playing skills sepak takraw exercises models based on interactive multimedia package in print media form and soft file *exe package in VCD forms. The research method using research method and the development with developing steps design by Borg and Gail. Surely, that method is modifying by the researcher to corresponding with the researcher requirement. The subject of this research is 35 university students who joined Unit Kegiatan Mahasiswa or the student activities unit sepak takraw at Tadulako University. Small group test result obtained percentage of 91,69% with good category, while the result of large group test obtained percentage 94,16% with good category, and from exercise data according to the sepak takraw couch this product can be used in the real exercise. Based on effectiveness test result, empirically proven that the product result playing skills sepak takraw exercises models based on interactive multimedia has effectiveness which very good.Key Word : Development, Sepak Takraw Exercises Models, Interactive Multimedia.


Author(s):  
Theodora Aruan ◽  
Abdul Hamid K ◽  
Samsidar Tanjung

Abstrak: Penelitian ini bertujuan untuk: (1) mengembangkan multimedia pembelajaran pada mata kuliah Pengetahuan Alat Pengolahan dan Penyajian Makanan yang layak digunakan pada mahasiswa program studi Tata Boga. (2) mengetahui efektifitas multimedia pembelajaran pada mata kuliah Pengetahuan Alat Pengolahan dan Penyajian Makanan program studi Tata Boga. Penelitian menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran dari Dick and Carey. Metode penelitian ini terdiri dari dua tahapan, yang mana pada tahap I merupakan tahap uji coba produk yang terdiri dari: (1) validasi ahli desain pembelajaran, (2) validasi ahli materi pelajaran, (3) validasi ahli media pembelajaran, (4) uji coba perorangan, (5) uji coba kelompok kecil, dan (6) uji coba lapangan terbatas. Hasil penelitian menunjukkan: (1) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (82,17%), (2) uji ahli materi berada pada kualifikasi sangat baik (89,5%), (3) uji ahli media berada pada kualifikasi sangat baik (85%), (4) uji coba perorangan berada pada kualifikasi sangat baik (87%),  (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (86%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (83,8%). Kata Kunci: multimedia, pembelajaran, pengetahuan alat pengolahan dan penyajian makanan Abstract: This study aims to: (1) develop learning multimedia in the subject of Knowledge Processing and Presentation Tools that are suitable for use in culinary study program students. (2) knowing the effectiveness of learning multimedia in the subject of Food Processing and Food Processing Program Knowledge and Processing Tools. The study used the Borg and Gall product development model combined with learning design models from Dick and Carey. This research method consists of two stages, which in stage I is the product testing phase which consists of: (1) validation of learning design experts, (2) expert material validation, (3) validation of learning media experts, (4) test try individuals, (5) small group trials, and (6) limited field trials. The results showed: (1) the learning design expert test was in very good qualification (82.17%), (2) the material expert test was in very good qualification (89.5%), (3) the media expert test was in the qualification very good (85%), (4) individual trials are in very good qualifications (87%), (5) small group trials are in very good qualifications (86%), and (6) limited field trials are at very good qualification (83.8%). Keywords: multimedia, learning, knowledge of processing and serving food


2018 ◽  
Vol 32 (4) ◽  
pp. 489-497 ◽  
Author(s):  
Jill Schroeder ◽  
Michael Barrett ◽  
David R. Shaw ◽  
Amy B. Asmus ◽  
Harold Coble ◽  
...  

AbstractSeven half-day regional listening sessions were held between December 2016 and April 2017 with groups of diverse stakeholders on the issues and potential solutions for herbicide-resistance management. The objective of the listening sessions was to connect with stakeholders and hear their challenges and recommendations for addressing herbicide resistance. The coordinating team hired Strategic Conservation Solutions, LLC, to facilitate all the sessions. They and the coordinating team used in-person meetings, teleconferences, and email to communicate and coordinate the activities leading up to each regional listening session. The agenda was the same across all sessions and included small-group discussions followed by reporting to the full group for discussion. The planning process was the same across all the sessions, although the selection of venue, time of day, and stakeholder participants differed to accommodate the differences among regions. The listening-session format required a great deal of work and flexibility on the part of the coordinating team and regional coordinators. Overall, the participant evaluations from the sessions were positive, with participants expressing appreciation that they were asked for their thoughts on the subject of herbicide resistance. This paper details the methods and processes used to conduct these regional listening sessions and provides an assessment of the strengths and limitations of those processes.


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