scholarly journals Pengembangan media pembelajaran ekonomi mikro interaktif berkarakter pembelajaran hybrid

2018 ◽  
Vol 5 (1) ◽  
pp. 82-90
Author(s):  
Ady Soejoto ◽  
Harti Harti ◽  
Luqman Hakim ◽  
Muhammad Abdul Ghofur

Masih sedikitnya pilihan media yang dapat digunakan dalam pembelajaran hybrid mendorong pentingnya mengembangkan media pembelajaran interaktif yang sesuai dengan kebutuhan mahasiswa Universitas Negeri Surabaya khususnya untuk Mata Kuliah Teori Ekonomi Mikro. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan media pembelajaran ekonomi mikro interaktif berkarakter pembelajaran hybrid. Metode pengembangan media ini menggunakan model pengembangan ADDIE dengan target output yaitu aplikasi media pembelajaran Ekonomi Mikro interaktif yang bisa dijalankan di perangkat Android dan Windows. Subjek penelitian ini adalah pembelajaran pada Program Studi Pendidikan Ekonomi Pascasarjana Unesa. Setelah dilakukan analisis sampai pengembangan selama sekitar 4 bulan dihasilkan output aplikasi media pembelajaran interaktif ini yang bisa dijalankan pada sistem operasi Windows dan Android untuk diterapkan pada pembelajaran hibrid komplementer mata kuliah Teori Ekonomi Mikro. Media pembelajaran ini masih sangat mungkin untuk dikembangkan lagi, baik dari sisi materi, tampilan format maupun assessmen.Kata kunci: pembelajaran hybrid, media pembelajaran, interaktif DEVELOPING MICROECONOMICS INTERACTIVE LEARNING MEDIA WITH HYBRID LEARNING CHARACTERISTICSAbstractThis study aims to develop a hybrid micro-economic interactive learning media, because of the minimum of media selection that can be used in hybrid learning was less to encourages learning process. This development also important to accordance with the needs of students in the State University of Surabaya, especially for the Course of Microeconomic Theory. This method of media development using the ADDIE development model with the target output is an interactive Micro-learning learning media applications that can run on Android and Windows devices. After the development process for about 4 months generated the output of this interactive learning media applications that can run on Windows and Android operating system to apply to complementary hybrid learning subjects Micro Economic Theory. Learning media is still very likely to be developed again, both in terms of materials, display formats and assessment.Keywords: hybrid learning, learning media, interactive

2020 ◽  
Vol 4 (2) ◽  
pp. 195
Author(s):  
Rizki Amalia Putri ◽  
Warih Hadayaningrum

The increase use of technology in daily life needs the development of leaning media which utilizes technology as well. The use of mobile phones is increasing among students and the use of inappropriate makes the device as a medium of entertainment. It needs a learning media using mobile phones in the form of applications. There is lack of applications with the theme of education in accordance with learning. Mobile phones are not used as learning media by teachers and students. The reverence of learning material and learning media makes research on technology education need to be raised as a matter of matter in the field. The development of the local cultural application of Pasuruan has become one of the mobile interactive learning media that can be used as a medium for learning revision in and outside the school. The development process is carried out through the 4D stages, which are define, design, develop and dessemine. Based on the results of the research, it can be seen that there is the effectiveness of learning to use learning media applications. In addition, the results of the validator shows decent results as products which can be used. The respond of teacher and student show satisfied result in using Pasuruan local culture application as learning media.


Author(s):  
Ostawati Gultom ◽  
Anita Yus ◽  
Sriadhi Sriadhi

Development of Interactive Learning Multimedia Learning Beginning for early childhood (5-6 years) in Christian Kindergarten 3 District Medan Kota, Medan City. Postgraduate Basic Education Study Program, State University of Medan. The purpose of this research and development was to determine the feasibility and effectiveness of interactive learning multimedia for early childhood reading in Group B TK Nasrani 3, Medan Kota District, and Medan City. The development model in this study refers to the 4D (Four-D) researches and development model which consists of 4 main stages, namely define, design, develop, and disseminate. The subjects in this study were 3 expert validators and 20 students of Group B TK Nasrani 3 Medan. The product of this research is a multimedia interactive learning software product on the material of celestial objects for group B students TK Nasrani 3 Medan. The results showed that (1) the feasibility level of interactive multimedia learning pre-reading based on: a) the validation results of the material experts on the feasibility of content by instructional media experts by 3.6, learning material experts by 3.7, while design experts 3.5 in the category with " very worthy ”. b) The practical results of the teacher state that children get very good responses and responses. This can happen because the steps loaded in multimedia learning have instructions and are easily understood by children. 2) the results of the effectiveness of interactive learning multimedia that were developed showed the average result of reading the beginning of the child on the results of initial observations was 45%, which means the child began to develop and the result of the final observation was 83%, which means that the child developed very well.


2019 ◽  
Vol 11 (2) ◽  
pp. 159-182
Author(s):  
Guntur Cahyono

This research aims to develop interactive learning media for adobe flash-based prayer procedures/Tara (Tata Cara Shalat). Interactive media can develop prayer skills that are taught in the habituation process since the first grade of Madrasah Ibtidaiyah (MI).  This research used development research (RD) methods.  The development process in this study reached the stage of the formative evaluation process consisting of three steps, namely individual prototype material trials, small group trials, and field tryouts.  This field trial involved subjects in a larger class, involving 15-30 (a whole class of learners) or larger groups, namely the available classes.  The results of this field trial were used to make a product, material, or final design revisions. Interactive learning media can solve the problem of prayer skills regarding recitation and movement of prayer.  Thus, interactive learning media made it easier for students to understand the procedures for prayer quickly; besides, the learning process will be more enjoyable


2007 ◽  
Vol 16 (VIII) ◽  
pp. 22-31
Author(s):  
Rina Sukawati

The purpose of this research was to develop training package for intrapersonal intelligence development for the students of Educational Technology Department, School of Education, State University of Jakarta. The package was develop by employing Instructional Development Model. The research resulted in training package for intrapersonal intelligence development for the university students which is expected to be applicable or adjustable for trainings and the other universities for the similar purposes. A set of recommendation is given in using this package to be effective and efficient.


2021 ◽  
Vol 13 (3) ◽  
pp. 2790-2799
Author(s):  
Ulya Wati ◽  
Woro Sri Hastuti ◽  
Ali Mustadi

This study aims to ascertain (1) the inventiveness of university students in developing digital media for science education. (2) provides an overview of elementary science media applications that students can develop, and (3) discusses the obstacles students encountered while developing digital media for elementary science learning during COVID-19. This study took place at Yogyakarta State University and Makassar State University. The sample size for this study is 142 students, including 71 UNM students and 71 UNY students. The approach is descriptive with a quantitative component. Thus, the results demonstrated students' creativity in developing science media during the COVID-19 pandemic, as measured by five characteristics: fluency, flexibility, originality, elaboration, and sensitivity. Students can create media by using applications such as PowerPoint, Articulate Storyline, Flipbook Maker, Wondershare Filmora, and a variety of other supporting platforms (websites). However, students face obstacles in four areas when developing media, including fluency, flexibility, originality, and elaboration, namely (1) students continue to struggle with integrating science learning media into elementary school through the use of appropriate approaches/models/learning methods, (2) determining the variety of problem-solving strategies available to users of science learning media in elementary school, and (3) determining the variety of problem-solving strategies available to users of science learning media in elementary school. (3) difficulty identifying science learning media for elementary schools located in areas without internet access due to the COVID-19 pandemic and others.


2019 ◽  
Vol 1 (2) ◽  
pp. 25
Author(s):  
Alam Asrorul Haq ◽  
Aris Maulana ◽  
Dimas Ramadhana ◽  
Dyanrosa Deboraa ◽  
Prananda Anugrah

 This study was conducted to examine how the use of social media to developing a new college student at State University of Malang. This study uses in-depth interviews method were conducted in a manner that has been structured. This method applied to eight new college students to get information from students about the new college student development through social media. All the students in this case, uses social media Whatsapp and Instagram in their development process, only a few students who use LINE and Facebook. This study focuses on three things that is how social media is used to perform a new student development, student response in development through social media and the tendency of students to choose development process through social media or directly development process. The results of this study can be obtained that social media help in the process but the given information must be complete and clear.


2020 ◽  
Vol 5 (2) ◽  
pp. 151
Author(s):  
Buce Trias Hanggara ◽  
Noveria Anggraeni Fiaji ◽  
Prima Zulvarina

Research and development of AKSARA: interactive digital pocketbooks, focusing on the development of a mobile application based on ethics of politeness and academic corruption, introduced as a form of early learning for Brawijaya University students. This research method was a mixed-method type. The development of digital pocketbooks was using a Recursive, Reflective, Design and Development model or can be abbreviated as R2D2. In the development of digital pocketbooks, the focus was on the three development focuses of R2D2, namely (1) Focus on determination; (2) Focus on developing product design, as well as its trials, and; (3) Focus on dissemination in accordance with the context of the development’s environment and needs. The results from the research and development process was a pocketbook app using mobile platform, which makes the product more ubiquitous. Applying the concept of gamification, this application has several interesting functions that stimulate user interaction. AKSARA provides ethics of politeness and academic corruption materials which are divided into systematic chapters and subchapters, each of them contains a quiz to measure user's understanding of the material. The correctness of answers and speed in answering the question determined the points received by users which can decide the user’s level and its ranking in the leaderboard. Users can also share their profiles in social media such as Instagram and Facebook. 


2021 ◽  
Vol 4 (3) ◽  
pp. 514
Author(s):  
I Gede Ardi Suryadharma ◽  
I Nyoman Jampel ◽  
I Komang Sudarma

The cultural shift in the era of globalization has greatly influenced the Balinese culture which is deeply ingrained for the Balinese. Therefore, innovative learning media is needed as an effort to prevent this cultural shift. This study aims to develop an interactive multimedia hybrid learning model in Balinese language subjects for seventh-grade junior high school students. Interactive learning multimedia developed using the Articulate Storyline 3 application because this application has features that are easy to use. This interactive multimedia development uses the ADDIE development model which consists of the analysis, design, development, implementation, and evaluation stages. The results of the validity of interactive multimedia development will be presented in five main points which include: subject matter experts, learning design experts, learning media experts, individual trials, and small group trials. The subjects of this study included experts, namely 1 subject matter expert, 1 learning design expert, 1 learning media expert, 3 individual test subjects, and 9 small group trial subjects. The methods used in collecting data are observation methods, interview methods, and questionnaire methods. The data analysis technique in this research is descriptive qualitative and descriptive quantitative. The data collection instrument in this study was using a questionnaire. The results of the calculation of the value of the experts (subject experts, instructional design, instructional media), individual trials, and small group trials get very good qualifications. Based on these qualifications, it can be concluded that the interactive multimedia hybrid learning model in Balinese class VII subjects is feasible to be applied to support the learning process.


Author(s):  
Hugh Jack ◽  
John Farris ◽  
Shabbir Choudhuri ◽  
Princewill Anyalebechi ◽  
Charlie Standridge

A Product Design and Manufacturing (PDM) Engineering emphasis has been designed to update a Manufacturing Engineering program at Grand Valley State University. While the program continues to include a major focus on manufacturing it also emphasizes crossing disciplinary boundaries for product design. Graduates of the program are educated to work in all phases of the product development process from concept to customer. The program includes a blend of courses from a variety of disciplines, tieing these together using a sequence of product design courses. Within the courses students are exposed to course work that encourages product oriented design including prototyping. The program redesign described in the paper could also be applied to Mechanical Engineering programs.


2011 ◽  
Vol 331 ◽  
pp. 603-606
Author(s):  
Chun Sheng Wu ◽  
Qiao Ying Wu

The objective of the research was to redesign generic process of the apparel product development adopted in Chinese apparel enterprises currently by comparing and analyzing several important models. The revised apparel retail product development model by Wickett, Gaskill and Damhorst, Kunz’s taxonomy of the apparel merchandising system, and the no-interval coherently phased product development model for apparel (NICPPD) by May-Plumlee and Little were analyzed. The key factors of product development process that need to be improved were anylized according to the NICPPD model. The end result was the redesigned process of apparel product development.


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