scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MACROMEDIA FLASH

2018 ◽  
Vol 16 (2) ◽  
pp. 186-203
Author(s):  
Hilda Handayani ◽  
Fredi Ganda Putra ◽  
Yetri Yetri

This study aims to develop the learning media through Macromedia Flash program software on building materials to test the feasibility of media developed through media experts, material experts, language experts and the response of learners to the learning media. This research type is research and development by using the procedure from the ADDIE method which stands for Analysis, Design, Development or Production, Implementation or Delivery, and Evaluations. The results obtained are Macromedia Flash-based learning media, as well as the results of the assessment of the media of learning based on the questionnaire. Media experts, material experts, and language linguists developed with two validation stages. The final validation of the Expert material reached an average score of 3.5 Experts 3.3 media and the linguist reached an average score of 4 it can be concluded that developed media valid and fit for use as a medium of learning. After that field experiment, based on the results of the questionnaire responses of learners on a small scale test scored 3.68 and on field trials scored 3.51, it can be concluded that the interest level of the media is on the category of very interesting. Based on all this, it can be concluded that the media is feasible and can be used as a medium of learning.

2019 ◽  
Vol 10 (2) ◽  
pp. 33-49
Author(s):  
Vonia Revi Fajri

The lack of use of computer technology as a instructional media is a problem that needs to be addressed in the world of education today because in the current era of globalization, the latest technology-based instructional media must be familiar. The purpose of this study is to see how the level of validity and practicality of instructional media designed using Adobe Flash Professional Creative Suite (CS) 6. This research refers to Research and Development with 4-D model (Define, Design, Development, and Dissemination) recommended by Thiagarajan. This research is done until third stage of development in the small-scale test. Data collection techniques used in the form of documentation and questionnaires. The data obtained come from 2 validators (material experts and media experts), 5 chemistry teachers, and 10 students from two high school namely SMA Negeri 8 Pekanbaru and SMA Negeri 1 Pekanbaru. The results showed that the instructional media designed using Adobe Flash Professional Creative Suite 6 software has a validity level by material experts by 90% with very valid criteria and validity level by the media expert of 83% with very valid criteria and the practicality level of teachers by 87% with very practical criteria and 90% practicality of students with very practical criteria.   Kata Kunci: The Design and Test, Instructional Media, Adobe Flash Professional CS6, Fourth Transition Material Elements Period


2020 ◽  
Vol 3 (1) ◽  
pp. 17-28
Author(s):  
Resti Pangestu ◽  
Farida ◽  
Siska Andriani

This research and development uses the ADDIE model which includes 5 steps namely analysis, design, development, implementation, and evaluation. The results of this study are android-based M-learning teaching materials assisted by Construct 2 on the subject matter of relations and functions. This teaching material gets an assessment in the valid category with an average value of 3.40 in the material experts and includes a valid category with a value of 3.54 in the media expert. In small-scale trials followed by 3C and 5D classes with 10 students each getting an average score of 3.47 with very interesting criteria. In the large-scale field trial which was attended by 30 students of 3E grade the average score of attractiveness was 3.57 and grade 5C with an average of 3.38 with very interesting criteria. Effect size test results in class 3E with 0.56 results and in class 5C of 0.57 with moderate criteria. Based on these results it can be concluded that the Android-based M-learning teaching material is assisted by construct 2 on the material of the relation and the function is feasible and effective to be used as a learning aid.


2018 ◽  
Vol 3 (2) ◽  
pp. 114-131
Author(s):  
Desya Rossa Deviana ◽  
Erlina Prihatnani

This study aims to develop Monopoly Mathematics Media (Monomath) to learning mathematical probability exercises at junior high school. Using the ADDIE model consist of five phases - Analyze, Design, Development, Implementation, and Evaluation to develop this Monomath Media. This Monomath has gone through validity, practicability, and effectiveness test. The result of this research showed that the Monomath obtained a total average score for all aspect were 78.1% of validity matter expert and 80.8% of validity media expert, which means the media is valid. In the feasibility, the study result obtained a total average score for all aspect was 82.5%, which means the media has met practical criteria. The field trials result were obtained an average score of 95.46 for the posttest. It is higher than pretest average score was 54.83. The result of the student questionnaire showed that an average score of 90% which means the student give a positive response to the Monomath they used. Thus, the result of Monomath to learning mathematical probability is valid, practical, and effective.


2021 ◽  
Vol 9 (4) ◽  
pp. 482-490
Author(s):  
Ari Septian ◽  
Sarah Inayah ◽  
Ihsanu Nasihin

The purpose of this study was to develop teaching materials assisted by Google Classroom in the form of mathematical material about building cubes and blocks, examples of math problems, and practice math problems. Developed as empirical evidence of the effectiveness of Google Classroom-assisted teaching materials on building materials. The method used in this study is research and development (Research and Development) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). These teaching materials were developed through a questionnaire and assessed from several expert validations including media experts and material experts. Based on the results of the media expert validation, the average score percentage was 78.3% and was included in the Eligible category. Meanwhile, based on the results of material expert validation, the average score percentage is 82.6% and is included in the Very Eligible category. Thus, overall Google Classroom-assisted teaching materials on this spatial building material have a percentage of 80.4% and fall into the Very Eligible category. so that it is effective as a Google Classroom-assisted teaching material on building materials and can be used anytime.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Evi Rahmawati ◽  
Irnin Agustina Dwi Astuti ◽  
N Nurhayati

IPA Integrated is a place for students to study themselves and the surrounding environment applied in daily life. Integrated IPA Learning provides a direct experience to students through the use and development of scientific skills and attitudes. The importance of integrated IPA requires to pack learning well, integrated IPA integration with the preparation of modules combined with learning strategy can maximize the learning process in school. In SMP 209 Jakarta, the value of the integrated IPA is obtained from 34 students there are 10 students completed and 24 students are not complete because they get the value below the KKM of 68. This research is a development study with the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The use of KPS-based integrated IPA modules (Science Process sSkills) on the theme of rainbow phenomenon obtained by media expert validation results with an average score of 84.38%, average material expert 82.18%, average linguist 75.37%. So the average of all aspects obtained by 80.55% is worth using and tested to students. The results of the teacher response obtained 88.69% value with excellent criteria. Student responses on a small scale acquired an average score of 85.19% with highly agreed criteria and on the large-scale student response gained a yield of 86.44% with very agreed criteria. So the module can be concluded receiving a good response by the teacher and students.


2019 ◽  
Vol 2 (2) ◽  
pp. 217-226
Author(s):  
Fira Amanta ◽  
Indra Gunawan ◽  
Wan Jamaluddin

Abstract: This study aims to produce products through the development of Frezi-based physics learning media on business materials and energy at the VIII grade of junior high school level, knowing the feasibility of the media according to the validators and knowing the responses of students to the media. This research is R & D research. The types of data produced are quantitative and qualitative data which are analyzed by the guideline of assessment criteria to determine product feasibility. This study resulted in Frezi-based learning media products on business materials and energy at the junior high school class VIII the final product produced had shown to be very feasible with an average score of material expert assessment 81%, media experts with an average score of 80%. learning media obtained in small group trials are very good with an average score of 87%. In the field trials obtained very good criteria with an average score of 88.33%. This frezi-based physics learning media has been qualified to use as a learning mediaAbstrak: Penelitian ini bertujuan untuk menghasilkan produk melalui pengembangan media pembelajaran fisika berbasis Frezi pada materi usaha dan energi tingkat SMP kelasVIII, mengetahui kelayakan media menurut para validator dan mengetahui respon peserta didik terhadap media. Penelitian ini merupakan penelitianR&D. Jenis data yang dihasilkan adalah data kuantitatif dan kualitatif yang dianalisis dengan pedoman kriteria penilain untuk menentukan kelayakan produk. Penelitian ini menghasilkan produk media pembelajaran berbasis Frezi pada materi usaha dan energi tingkat SMP kelas VIII produk akhir yang dihasilkan telah menunjukan sangat layak dengan skor rata-rata dari penilaian ahli materi 81%, ahli media dengan skor rata-rata 80% Respon peserta didik terhadap media pembelajaran yang diperoleh pada uji coba kelompok kecil yaitu sangat baik dengan skor rata-rata 87%. Pada uji coba lapangan diperoleh kriteria sangat baik dengan skor rata-rata sebesar 88,33%. Media pembelajaran fisika berbasis Frezi ini sudah terkualifikasi digunakan sebagai media pembelajaran.


2021 ◽  
Vol 2 (2) ◽  
pp. 180-188
Author(s):  
Laras Gita Kinanti ◽  
Utvi Hinda Zhannisa ◽  
Tubagus Herlambang

The purpose of this research is to modify a simple disc device for learning physical education. The research method used was the development of Borg & Gall, namely (1) collecting information, (2) developing the initial form (in the form of a disc tool model), (3) expert validation testing, namely using 1 validation of athletic experts and one physical education learning expert, and small-scale trials using questionnaires and analysis, (4) revision of the first product design, based on the results of experts and small-scale trials (20 students), (5) field trials (48 students), (6) final product revision, (7) the final result of the modification produced through revision of field trials.The results of expert validation were carried out by 2 validities, namely validation in the field of athletic experts and validation of physical education material experts, and the results obtained in each validity were the first for the validation results in the field of athletic experts getting a percentage of 87.6% calcification (Good) , the second for the validation results in the field of Physical Education material experts got a percentage of 83.0% with the classification (Good). The results of the student questionnaire on a small scale test got a percentage of 86.6% (good). the results of the questionnaire on large-scale test students got a percentage of 81.8% (good).The conclusion and advice is that the development of a modified model of disc throwing tools with iron plate waste media can be used as an alternative to discus throwing. With the modification of disc throwing, teachers and students can be helped in learning discusses, students are interested and more active and excited in learning throw the disc.


2016 ◽  
Vol 4 (1) ◽  
pp. 34
Author(s):  
Muna Aprilianto ◽  
Tomoliyus Tomoliyus

Penelitian ini bertujuan untuk menghasilkan buku pedoman bermain sepakbola untuk meningkatkan aspek psikologis (semangat, gembira, dan disiplin) anak usia 12-13 tahun di Yogyakarta. Penelitian ini merupakan penelitian dan pengembangan yang terdiri atas dua tahapan yaitu tahap penelitian pendahuluan terdiri dari kajian literatur, kajian penelitian relevan, studi lapangan dan tahap pengembangan terdiri perencanaan, validasi ahli, uji skala kecil, dan uji skala besar. Peneliti ini mengambil sampel dari sekolah sepakbola di Yogyakarta. Teknik sampling yang digunakan adalah purposive sampling. Pada uji coba skala kecil dilakukan di SSB Real Madrid melibatkan 10 siswa dan satu orang pelatih. Pada uji coba skala besar dilakukan di dua tempat yaitu di SSB Real Madrid dan SSB Bina Putra Jaya Sleman melibatkan 38 siswa dan dua pelatih. Analsis data dalam penelitian ini menggunakan teknik analisis deskriptif kuantitatif dan kualitatif. Hasil validasi menunjukkan model bermain sepakbola anak usia 12-13 tahun layak untuk diuji cobakan. Berdasarkan Hasil pelaksanaan pada uji coba skala kecil dan besar secara substansi isi dan pelaksanaan tergolong sangat baik. Hasil penilaian efektivitas model tehadap psikologis anak berupa semangat, gembira, dan disiplin mengalami peningkatan: nilai pertemuan kedua lebih tinggi dari pertemuan pertama. Dapat disimpulkan model bermain sepakbola anak usia 12-13 tahun efektif untuk meningkatkan aspek psikologis berupa semangat, gembira, dan disiplin siswa dalam melakukan latihan sepakbola.Kata Kunci: model, bermain, psikologis, sekolah sepakbola Development a playing soccer model to improve the psychological aspects of 12-13 years old children in Yogyakarta AbstractThis research aims to develop a playing soccer model to improve the psychological aspects (spirit, joy, and discipline) of 12-13 years old children in Yogyakarta. This study is a research and development which consists of two stages. The Preliminary research stage and development stage. The Preliminary research stage consisted of a literature review, relevant research studies and field studies. The Development stage consisted of planning, validation expert, small-scale test, and test large scale. The Validation involve three people experts. The sampel of take it from soccer school in Yogyakarta. The small-scale tryout was conducted on 10 students and one coach of Real Madrid Soccer School in Yogyakarta. The large-scale trials were conducted with two soccer school on 38 students and two coach of Yogyakarta Real Madrid Soccer School and Sleman Bina Putra Jaya Soccer School. The resul is a playing soccer model for children aged 12-13 years with the title "Playing Soccer in Practice to Improve Psychological Aspects". Based on the small-scale tryout and the small-scale tryout content implementation aspects are in an excellent category. The Psychological development of students assessment resulting in the form of passion, joy, and discipline in playing soccer show improvement: score of the second meeting is greater than the average score of the first meeting, thus it can be concluded thaat the playing soccer model for children age 12-13 years is effective to improve students’ psychological aspects, including the aspects of spirit, joy, and discipline in doing soccer practice.Keywords: models, play, psychological, soccer school


2020 ◽  
Vol 4 (1) ◽  
pp. 34-40
Author(s):  
Imas Ratna Ermawati ◽  
Andita Andita ◽  
Aisyah Fitriana ◽  
Andryastuti Andryastuti ◽  
Hani R

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.


Author(s):  
Anggia Sekarini Yosanti

Purose of the study to find out the steps to delevlop videomedia making body pattern woman with draping system. Research development using team theory puslijaknov which includes 5 stages namely product analsyis to be developed, develop the intial product, validation exprest and revisions, small scale trials and revisions, large-scale trials and products end. Reserarch instruments use sheet use of media in learning. Techique descriptive analysis. Research result shows the development of video media learning through: product analysis that is requirements for the type of developments. Step observations to reveal the use of the syllabus analysis and analysis of developing media, the intial product is the process of making a video validation process for experst to find out the feasibility of the media, test small scale implementation of learning use video that was revoked 2 observer with good results, large scale test implementation of learning using video which was observed by observers with the results are very good.


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