scholarly journals Interactive Multimedia Development Based on Adobe Flash CS6 Profesional on Learning of Chemical Equilibrium

2017 ◽  
Vol 2 (2) ◽  
pp. 80
Author(s):  
Yeni R. Saselah ◽  
Muhammad Amir M ◽  
Riskan Qadar

<p>The aims of this study were to produce an interactive multimedia based on Adobe Flash Cs6 Professional in one vocational school (SMK) and to know the students' response to the use of the media used. The subject of this study was 34 students in Samarinda. This study is a research development. The data were gained from a questionnaire by expert validity and response by students. The result was an interactive multimedia that could be operated in computer and Android-based handphone. Students' response to interactive multimedia in the topic chemical equilibrium used was 97,8 % positive. The conclusions were multimedia resulted are eligible to be applied in learning of chemical equilibrium in vocational school dan had a positive response from the students.</p>

2018 ◽  
Vol 5 (2) ◽  
pp. 115-128
Author(s):  
Nusuki Syariati Fathimah ◽  
Ishartiwi Ishartiwi

Penelitian ini bertujuan untuk menghasilkan multimedia permainan interaktif pembelajaran berhitung yang layak bagi anak diskalkulia usia prasekolah. Penelitian pengembangan ini mengacu pada langkah pengembangan multimedia Alessi & Trollip mencakup tiga fase pengembangan yang meliputi perencanaan, perancangan, dan pengembangan. Subjek uji coba dalam penelitian ini yaitu dua orang ahli media, dua orang ahli matematika, dan sembilan anak diskalkulia usia prasekolah. Hasil penelitian berupa produk multimedia permainan interaktif pembelajaran berhitung bagi anak diskalkulia usia prasekolah berupa permainan puzzle dan logika yang dikemas dalam bentuk compact disc (CD) dengan menggunakan software Adobe Flash CS3. Multimedia permainan interaktif terdiri dari dua area permainan, yaitu area visual-spasial yang mencakup permainan geometri, klasifikasi, dan simbolisasi dan area sekuensial yang mencakup permainan prosedur, korespondensi, dan bilangan. Multimedia permainan interaktif dinilai  sangat layak berdasarkan hasil penilaian ahli media 88,33% dan ahli materi 91,6% serta berdasarkan hasil penilaian respon pengguna 85,18%.Kata kunci: multimedia permainan, berhitung, diskalkulia, prasekolah DEVELOPING INTERACTIVE MULTIMEDIA GAMES OF MATHEMATICS TEACHING TO PRESCHOOL DYSCALCULIC CHILDRENAbstractThis research aimed to develop interactive multimedia games of mathematics learning that was eligible for preschool dyscalculic children. This developmental study refered to the multimedia development phase suggested by Alessi & Trollip consisting of: planning, design, and development. The testing subjects consisted of two media experts, two mathematics experts, and nine preschool dyscalculia children. The results of the study was interactive multimedia games of mathematics learning for preschool dyscalculic children in the form of puzzles and logic games packaged in a compact disc (CD) form using the Adobe Flash CS3 software. The interactive multimedia games had two game areas, consisting of visual-spatial area that consisted of geometry, classification, and symbolization games and sequential area that consisted of procedure, correspondence, and number games. The interactive multimedia games were considered very eligible based on the results from the media experts 88.33% and from the subject matter experts 91.6% and based on the results from user’s responses 85.18%.Keywords: multimedia games, mathematics, dyscalculia, preschool 


Author(s):  
Lola Fibriani ◽  
Muhammad Damris ◽  
Risnita Risnita

The purpose of this study was to develop a multimedia learning to improve student motivation and outcomes in studying chemical equilibrium. Development of interactive multimedia development model is adapted from Lee and Owens, the steps were analysis, design, development, implementation, and evaluation. The Media developed combined texts, animations, videos, references, summaries, profiles, pictures and narration to visualization abstract concepts of chemical equilibrium. After validation and trials at small group the media was used in a teaching class.  It shoved that the media may be helpful for low motivations students in studying chemical equilibrium and improved students achievement.


Author(s):  
Hastuti Wibowo ◽  
Syamsurizal Syamsurizal ◽  
Upik Yelianti

Research and development of interactive multimedia development model is adapted from Lee & Owens;the steps were analysis, design, development, implementation, and evaluation. The results of learningmaterials proportion analysis based curriculum: tissues: organs: totipotensi was 40%: 40%: 20%. Theresults of need analysis of science process skills indicated that students are lack of ability in terms ofgrouping and concluding skill. The analysis also reveals that students need multimedia, which isinteresting and aesthetics. In the design phase, developers create a storyboard based on the results of theanalysis. In development stage, we input all information in storyboard to the media. According to mediaexperts, the product is scored well and very well. Trials phase is conducted in a small groups and largegroups. The results of tests shows that the skills of students increased from 69.34 to 89.30, and knowledgeof students also increased from 75.7 to 91.9. The effectiveness of interactive multimedia structure andfunction of plant tissue seen by the changes in knowledge, performance, and the positive response ofstudents using interactive multimedia and facilitate students doing science process skills.


2021 ◽  
Vol 58 (1) ◽  
pp. 5628-5636
Author(s):  
Zaenab Hanim Et al.

The research aims to find out the feasibility and effectiveness of using interactive multimedia using articulate storyline 2 on plant breeding course. It was conducted at State Vocational Senior High School (SMK Negeri 1) Loa Janan, East Kalimantan, Indonesia. It is development-based research which is a process used to develop and validate educational products using interactive multimedia Articulate Storyline 2 with the following respondents: multimedia experts, school teachers and all students of grade X of the school. Interviews were conducted with the school principal, media expert of Information Technology (IT), the teacher of plant breeding course and 4 students of the grade X, while the data were descriptively analyzed. The results of the research indicated that the feasibility of the research development was categorized very good or very feasible and its effectiveness has increased even exceeded the school completeness standard of 75.  


Author(s):  
Nurul Silfi Dhawira ◽  
Syahnan Daulay ◽  
Khairil Ansari

This study is aimed to know the feasibility of interactive multimedia validation data results on folk poetry texts learning. The development of interactive multimedia is focused on folk poetry text material. The students are expected to learn independently through interactive multimedia that has been adjusted by the developer. The research and development population is VII grade students of MTS Nurul Amaliyah Tanjung Morawa. The research was using the 4D method, which involves four stages of research: define, design, development, and disseminate. The product of this research results in the form of interactive multimedia development of folk poetry texts is Adobe Flash CS5 media. The results shows that the feasibility of the media and material scored an average of 88.8 % with the criteria of "good" and 86.4% with the criteria of "good" in the development of interactive multimedia on folk poetry text learning.


2021 ◽  
Vol 6 (3) ◽  
pp. 238
Author(s):  
Ade Oktaviani Sinaga ◽  
Ardi Ardi ◽  
Erma Erma

The purpose of this research is to collect initial information to develop interactive multimedia based on Adobe Flash. The type of research used in this research is descriptive quantitative research. The method used to collect data was done through interviews with biology teachers and distributing observation questionnaires to students of class XI MIPA. In addition, the results of daily tests obtained by students are also used as data in this study. The results of the study revealed that students had difficulty in understanding the material on Cells and Cell Bioprocess, this is because this material has many submaterials and is abstract. In addition, the media used by the teacher is also not effective in overcoming the learning difficulties of students, as well as the varied learning styles of students. This makes students look less active and causes the low value of student learning outcomes or is still under the Minimum Completeness Criteria (KKM). Therefore, interactive multimedia based on Adobe Flash is needed on Cells and Cell Bioprocess materials for class XI SMA/MA.


2020 ◽  
Vol 1 (1) ◽  
pp. 34-42
Author(s):  
P Purwandari ◽  
Andista Candra Yusro ◽  
Endah Dwi Styani

This research is a research development which aims to 1) Develop a Physics game learning based on Android that is feasible to be used as a learning media on physics subjects. 2) Knowing students' responses to physics game learning based on Android as learning media 3) Knowing that physics game learning based on Android as learning media can improve students' ability to analyze in the chapter of momentum, impulse, and collision. This research uses the ADDIE development model. This research has been tested by 3 media experts and 3 material experts with the results of the assessment stating that the media is feasible to be used as a medium for physics learning. The subjects of this research were 11 students in class X of Industrial Chemistry at the Vocational School of Gula Rajawali Madiun. The results of this research development indicate that: 1) media physics game learning based on android meets the feasibility standard to be used as a learning medium on physics subjects. 2) The learning media of Physics game learning based on Android gets a very good response from students. 3) Physics game learning based on Android as learning media can improve students' analytical skills in the chapter of momentum, impulses, and collisions with an average N-Gain of 0.54 which is in the medium category. 


Author(s):  
Wenny Anggraeni ◽  
Syahnan Daulay ◽  
M. Oky Ferdian Gafari

The media serves to direct students to gain various learning experiences. The aim of this study is to know the feasibility of interactive multimedia development in children' story of character education-based. Sources of data in this study were obtained from: 1) Respondents: 7th grade students of Junior High School Panca Budi Medan which amount to 23 students, 2) Informants: validators, students and Indonesian language teachers of Junior High School Panca Budi Medan. The results of the feasibility of learning media validation by instructional media design experts was declared "very good" The assessment of the content feasibility aspect was declared "very good" with a total average percentage of 91%. The assessment of the presentation feasibility was declared "very good" with a total average percentage of 83%. The assessment of the graphic feasibility was declared "good" with a total average percentage of 77%.


2018 ◽  
Vol 24 (2) ◽  
pp. 262-269
Author(s):  
Pramudita Budiastuti ◽  
Moh. Khairudin ◽  
M.N.A Azman

Interactive learning media facilitate students to be understand and comprehend certain contents of engineering subjects. Therefore, this study aimed to develop e-instructional multimedia for students in the subject of basic electronics and electricity using adobe flash CS 5.5. This subject was selected to support the teaching-learning process at the Vocational Secondary Schools. There were five stages during the development of the learning media, including (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation (ADDIE). Furthermore, 30 students in total were selected to test the media practicability. The results revealed that this multimedia is acceptable based on five criteria: creativity, affectivity, efficiency, interestingly, and interactivity with the scores of 76.8, 76.8, 71.5, 77.4, and 74.4 respectively. This study suggested the implementation of the e-instructional multimedia for further understanding its empirical application.    


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Fikri Yandi Kurniawan ◽  
Sardianto Markos Siahaan ◽  
Hartono Hartono

AbstrakMultimedia pembelajaran berbasis adventure game telah berhasil dikembangkan pada pembelajaran materi prinsip animasi di Sekolah Menengah Kejuruan. Pengembangan Multimedia interaktif menggunakan model pengembangan ADIIE Lee dan Owens dan langkahnya dari Aldoobie, mengetahui kevalidan, kepraktisan, dan efektifitas multimedia interaktif terhadap mata pelajaran prinsip animasi. Tahapan Penelitian pengembangan ini terdiri dari tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Multimedia interaktif yang telah dikembangkan kemudian diuji kevalidan oleh ahli, diuji kepraktisan oleh peserta didik, dan diuji efektifitas dengan mengimplementasikan multimedia interaktif di SMK Negeri 5 Palembang. Sementara untuk data penilaian terhadap multimedia interaktif ditujukan kepada ahli materi, ahli desain pembelajaran dan ahli media, juga peserta didik sebagai pengguna multimedia interaktif. Dari penelitian pengembangan ini didapatkan bahwa (1) multimedia interaktif teruji kevalidan dengan penilaian oleh ahli media terhadap multimedia interaktif sebesar 5 dengan kategori sangat valid, penilaian oleh ahli materi sebesar 4,45 kategori valid, dan penilaian ahli desain pembelajaran sebesar 4,52 kategori valid; (2) multimedia di uji one to one oleh 3 siswa dengan kemapuan tinggi sedang dan rendah memberikan tindak lanjut, selanjutnya multimedia interaktif teruji kepraktisannya dengan dengan penilaian Small Group menggunakan 2 kelompok yang terdiri dari 4 orang siswa memahami materi dan 4 orang siswa yang belum begitu memahami materi prinsip animasi dengan hasil efektifitas kelompok 1 nilai N-gain 0,69 kategori sedang dengan praktikalitas 4,61 kategori praktis dan kelompok 2 nilai N-gain 0,51 degan praktikalitas 4,54 kategori praktis; (3) multimedia interaktif teruji efektifitas meningkatkan hasil belajar peserta didik dilihat dari adanya gain sebesar 0,70 yang termasuk kedalam kategori tinggi.Kata kunci: adventure game, multimedia interaktif, prinsip animasi AbstractInteractive multimedia adventure game based has successfully developed for materials principal of animation in Vocational High School. Interactive Multimedia Development using the ADDIE Lee and Owens development model and steps from Aldoobie, to know validity, practicality, and effectiveness interactive multimedia on the subject matter of principal animation. This research development stages consists of the analysis, design, development, implementation, and evaluation phase. Interactive Learning that has been developed and then tested validity by experts, tested practicality by students, and tested for effectiveness by implementation interactive multimedia in SMK Negeri 5 Palembang. As for the assessment data of interactive multimedia which is addressed to subject matter experts, learning design experts and media experts, as well as the students as the interactive multimedia users. From this research development, it was found that (1)the interactive multimedia tested with media experts on interactive multimedia of 5 with a very valid category, the assessment by material experts is 4.45 valid categories, and learning design expert judgment at 4.52 valid categories; (2) multimedia was tested one by one by 3 students with moderate to high and low ability to provide andthen interactive multimedia proven practicality with the Small Group assessment using 2 groups consisting of 4 students understand the material and 4 students who do not really understand the principles of animation with the results of group 1 effectiveness N-gain is 0.69 in the medium category with a practicality of 4.61 in the practical category and group 2 N-gain values 0.51 with practicality of 4.54 practical categories; (3) interactive multimedia has been effectiveness tested to improving students learning outcomes seen from gain of 0.70 included into high category.Keywords: adventure game, interactive multimedia, principal of animation


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