scholarly journals NEED ANALYSIS OF INTERACTIVE MULTIMEDIA DEVELOPMENT WITH CONTEXTUAL APPROACH ON POLLUTION MATERIAL

Author(s):  
Sevie Safitri Rosalina ◽  
Andi Suhardi

This study aims to find out information related to the needs of interactive multimedia with a contextual approach as a science learning media. This research is a research and development that refers to the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques used were questionnaires, observations, and interviews and relevant literature studies. The population in this study is SMP Negeri 1 Jember. The samples in this study were 80 students of class VII and teachers of natural science subjects. Data were analyzed using descriptive analysis. The results of this study were obtained that the learning media used are still limited to textbooks and worksheets and there is no use of interactive multimedia so it is necessary to do interactive multimedia development on natural science materials especially environmental pollution materials that are appropriate to the needs of students in order to achieve learning objectives. Based on this it can be concluded that interactive multimedia with a contextual approach is needed to be developed in natural science subjects.

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.


2019 ◽  
Vol 2 (1) ◽  
pp. 49-61
Author(s):  
Zainudin Zainudin ◽  
Rica Widjayanti

The purpose of this study is to produce a science module based on disaster mitigation using eruption software. This research is a research and development following the steps of developing the ADDIE model including analysis, design, development, implementation and evaluation. Data collection techniques using the validation sheet of science modules and data analysis techniques using qualitative descriptive analysis. The results of the science content validation module based on disaster mitigation using eruption software have a very valid and reliable category and can be used with minor revisions or without revisions in science learning.


2020 ◽  
Vol 6 (2) ◽  
pp. 204
Author(s):  
Rossy Luckita Sasmita ◽  
Harun Sitompul ◽  
Dina Ampera

Abstrak: (1) menghasilkan multimedia interaktif pembelajaran yang layak digunakan, mudah dipelajari mahasiswa dan dapat dipakai untuk pembelajaran individual, (2) untuk mengetahui keefektifan media pembelajaran yang dikembangkan pada mata kuliah Tata Rias Wajah Khusus. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karateristik mahasiswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Subjek uji coba terdiri dari dua ahli materi, dua ahli desain pembelajaran dan ahli rekayasa perangkat lunak dan desain grafis, tiga mahasiswa untuk uji coba perorangan, sembilan mahasiswa untuk uji coba kelompok kecil dan lima puluh delapan untuk uji coba lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Kata kunci : Multimedia Interaktif, Pengembangan bahan ajar. Tata rias wajah khusus Abstract: This study aims to: (1) to produce interactive multimedia education proper use, easy to learn students and can be used for individual learning, (2) to assess the effectiveness of the media that was developed in the subject of Face Makeup Special. This type of research is the development of research that uses models Borg and Gall product development combined with Dick and Carey model of education This education product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. Subject trial consists of two subject matter experts, two instructional design experts and software engineers and graphic design, three students for individual testing, nine students for small group trial and fifty-eight for field trials. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. Keywords: Interactive Multimedia, Development of teaching materials. Special makeup


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.


2020 ◽  
Vol 1 (1) ◽  
pp. 22-26
Author(s):  
Ade Suseno ◽  
Riswanto Riswanto ◽  
Partono Partono

The pre-survey result of the problem school that media that used in school have not assisted student learning, and some teachers use an interactive multimedia..The purpose of this research is to produce an integrated interactive multimedia development with student worksheet on simple machine subject by using powerpoint. The type of this research is Reseach and Development. The model development that used is the ADDIE development model includes 5 step: Analysis, Design, Development, Implementation, and Evaluation. The feasibility of the result product could be reviewed in 3 aspects: software engineering aspects, visual communication aspect and learning design aspects.The results  that the powerpoint have fulfill the criteria that showed by validation with a very feasible and good criteria. The product assessment by media expert reached 89.1% and material experts reached 89.0%. Furthermore, the product assessment by teacher response reaches 90.5% and product assessment by Student response reaches 87.1%


Author(s):  
Abd. Ghofur ◽  
Ety Youhanita

The study aims to conduct interactive multimedia development courses learning strategies to improve student motivation learning. This research uses the R&D (research and Development) research type with the ADDIE development model. The results showed that the phase of the Interacive Multimedia Development adopted an ADDIE development model which was modified into four phases, namely analysis, design, development, and implementation. Interactive learning media testing using Google Classroom media developed with media flowcharts in line with storyboards created. The validation results of media experts are not required to revise because they meet excellent categories (92%), and good category (84%).  While the results of trials in improving motivation to learn to students of University of PGRI Adi Buana Lamongan Campus average get a score of 115.46 pretes with variants of 16.56, while the test post score of 140.11 with a variant of 14.99. In addition, the results of statistical trials used using the T-Test concluded that there was an increased motivation to study learning strategy courses on students using interactive multimedia.


Author(s):  
Insih Wilujeng ◽  
Tri Suci Yolanda Putri

This research developed Science, Environment, Technology, Society (SETS) e-module integrated with predict, observe, explain (POE) model on the subject matter of Earth Layer and Its Dynamics for grade VII students. This study aimed to reveal i) the feasibility of the developed e-module for grade VII students, and ii) the practicality of the developed e-module and its dynamics. This is a developmental research adopting the ADDIE model consisting of five stages, i.e.: analysis, design, development, implementation, and evaluation. The subject of the limited test consisted of 15 students of grade VIII.G of Public Junior High School 8 Yogyakarta. The data were collected using a product feasibility assessment sheet for material and media experts, a product practicality assessment sheet for teachers, and a product readability assessment sheet for students. The results show that the developed e-module was feasible to be used according to the material and media experts and the developed e-module is practical according to teachers and students.


2020 ◽  
Vol 3 (1) ◽  
Author(s):  
I Ketut Hariawan

This action research aims: (1) to improve the science learning outcomes of VIIA class students in the even semester of SMP Negeri 1 Manggis in the academic year 2017/2018 by applying the learning investigation (GI) learning model assisted by learning videos. This type of research is classroom action research. The subjects of this study were 30 students in class VIIA, and the object of this study was the science learning outcomes. This action research is planned to be carried out in two cycles. Learning outcomes data were collected using multiple choice tests. Data were analyzed by descriptive analysis. The results showed that: (1) The natural science learning outcomes of the VIIA class in the second semester increased in the first cycle by an average of 70, 70% absorption, with a 50% grade completeness, and an average cycle II of 77, 77 absorption %, with 86.6% class completeness. With the achievement of an average of 77 Natural Science learning outcomes, it means that it is above the established success level of 70, so that the action is considered successful. Thus it can be said that the application of the learning investigation (GI) group learning model assisted by learning videos can improve the learning outcomes of natural science students in class VIIA an even number at SMPN 1 Manggis in the academic year 2017/2018.


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


2019 ◽  
Vol 4 (2) ◽  
pp. 133-142
Author(s):  
Maimunah ◽  
Nur Izzati ◽  
Alona Dwinata

The lack of use of teaching materials that are able to construct learners to understand mathematics learning in schools causes the achievement of students' mathematical skills are still in the low category. This study aims to develop a valid, practical and effective LKPD based on RME with maritime context. This research is a type of Research and Development (R&D) research with a limited ADDIE development model, they are Analysis, Design, Development (ADD) stage. Data in the study were collected by the test and questionnaire methods. The research instruments used were expert validation sheets, student questionnaire response sheets, and test sheets. Data were analyzed with descriptive analysis to measure the validity of LKPD, Rasch modeling to measure the practicality of LKPD, and compare individual and classical minimum completeness criteria from students' post-test results to measure the effectiveness of LKPD. The results showed that LKPD based on RME fulfilled valid criteria with the dominance of the assessment in the good category, practical criteria with the dominant response of students in the practical category, and effective with a percentage of completeness of 87%.


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