scholarly journals Pengembangan multimedia permainan interaktif pembelajaran berhitung bagi anak diskalkulia usia prasekolah

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 

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>


2019 ◽  
Vol 2 (02) ◽  
pp. 99-108
Author(s):  
Arta Uly Siahaan ◽  
Lailatul Fitri ◽  
Fandy Neta

The developmet of technology are increasingly advanced changing aspects of education for the students’ teaching and learning process. Based on the 2013 curriculum in mathematics learning for SDIT Fajar Ilahi 2 class IV there are fraction materials. The subject matter of mathematics learning in school is still less interesting with learning method such as lectures. This interactive multimedia fraction material is used as an alternative learning media equipped with fractions in the form of text, images, and animations. The interactive multimedia is made using the MDLC (Multimedia Development Life Cycle) method with 6 stages. Namely concept, design, material collecting, assembly, testing, and distribution. The interactive multimedia testing consists of validating media experts and material experts, testing normality, and testing paired sampel t-tests. The results of the interactive multimedia material fractions with the assessment of media experts get 89,7% percentage in the category of very decent. The assessment from material experts get a percentage of 94,81% in the very feasible category. While the paired sample t-test found a significance value of 0,000 < 0,05, the use of interactive multimedia fraction material is very useful in grade IV elementary school. It is clear that this product can achieve the objcetives of this research.    


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.


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 3 (1) ◽  
pp. 75-83
Author(s):  
Raden Wirawan ◽  
Muhammad Awal Nur ◽  
Rini Syahraeni

Abstrak: Matematika merupakan salah satu ilmu dasar yang mempunyai peranan besar dalam kehidupan sehari-hari yang dapat membentuk sikap, kecerdasan, dan kepribadian seorang anak dalam perkembangan ilmu dan teknologi. Tujuan dari penelitian ini adalah merancang sebuah aplikasi pembelajaran matematika interaktif berbasis multimedia adobe flash bagi siswa sekolah dasar. Metode penelitian yang digunakan adalah metode pengembangan multimedia dengan visual modeling menggunakan UML dan Corel Draw X7. Pembelajaran matematika interaktif ini merupakan media pembelajaran yang menyajikan materi, video dan suara berbentuk Adobe Flash Professional CS6. Hasil dari penelitian ini adalah sebuah media pembelajaran alternatif yang memberikan respon aktif bagi guru dan siswa melalui pengendalian komputer serta aplikasi ini menarik minat siswa dalam mempelajari matematika khususnya materi mengenai luas segi banyak dan lingkaran serta volume tabung dan prisma segitiga.   Abstract: Mathematics is one of the basic sciences that has a big role in daily life that can shape the attitude, intelligence, and personality of a child in the development of science and technology. The purpose of this research is to design an interactive mathematics learning application based on Adobe Flash for elementary school students. The research method used is multimedia development methods with visual modeling using UML and Corel Draw X7. The interactive mathematics learning is a learning medium that presents material, video and sound in the form of Adobe Flash Professional CS6. The result of this research is an alternative research medium that provides active response for teachers and students through computer control and this application attract students' interest in learning mathematics, especially material on the wide facets and circles and the volume of tubes and prisms triangle


Author(s):  
Budiman Budiman ◽  
Muhammad Adri ◽  
Dedy Irfan

Along the development of information technology today pose a tremendous impact for the community. Advances in information technology that has many benefits have not been utilized optimally in the process of delivering information. Today information technology has achieved various forms of multimedia presentation and ways of delivering information to the public in a dynamic and interesting in multimedia form as part of the development of information technology. This final project aims to develop media presentations Company Profile Padang State University-based interactive multimedia that can add insight to the public about the general picture Padang State University. The use of this interactive presentation media will be able to provide a better experience than other media because the media used when there are two senses that act simultaneously, namely the senses of sight and sense of hearing. For organizing or designing media interactive presentations of this, the development method used is the method of multimedia development ADDIE (Analysis, Design, Develop, Implementation and Evaluation) and designed using the software Adobe Flash CS6, Adobe Photoshop CC, Corel Draw X6, Voice Changer, Sony Vegas Studio and Flash Optimizer 2.1. The results of this interactive presentation media manufacture shaped Compact Disc (CD) that can be run on a computer device. After testing against media presentations interactive CD,s, it can be concluded that all test pages can run well and according to plan for each menu and submenu.Keywords:Company Profile,CDInteractive,MediaPresentation, ADDIE.


Author(s):  
RODY SATRIAWAN ◽  
FAHRURROZI FAHRURROZI ◽  
NENY ENDRIANA ◽  
NILA HAYATI ◽  
RISTU HAIBAN HIRZI ◽  
...  

This research aimed to develop audio visual based on learning media using adobe flash professional CS6 in material subject for students of seventh graders at MTs Mu'allimin NW Pancor that was valid, practical and effective. This research was a research and development (R&D) that was adapted from the ADDIE development model. There are 5 stages: (1) Analysis; (2) Design; (3) Development; (4) Implementation; and (5) Evaluation. The population was students of seventh graders , with a sample of students of VIIB . Data collection techniques used were using a questionnaire that was analyzed descriptively. The results showed that audio visual based on learning media using adobe flash professional CS6 which had been developed based on the assessment of media experts obtained by 96 with a very good category and material expert assessment was obtained by 42 with a good category. Based on students' responses to the practicality of the media it was found that the percentage of assessment was 75.35% with the practical category. Based on tests of student learning outcomes on the effectiveness of the media obtained a percentage of 88.46%. Based on the results of data acquisition shows that audio visual based learning media using adobe flash professional CS6 was feasible and can be used in the mathematics learning process of material for students of seventh graders at MTs Mu'allimin NW Pancor. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran bilangan berbasis audio visual menggunakan adobe flash profesional CS6 untuk kelas VII MTs Mu’allimin NW Pancor yang valid, praktis, dan efektif. Penelitian ini merupakan penelitian pengembangan yang diadaptasi dari model pengembangan ADDIE. Tahapan penelitian ini ada 5 tahap, yaitu: (1) Analysis; (2) Design; (3) Development; (4) Impelementation; dan (5) Evaluation. Hasil penelitian menunjukkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 yang telah dikembangkan berdasarkan penilaian ahli media diperoleh sebesar 96 dengan kategori baik. Berdasarkan respon siswa terhadap kepraktisan media didapatkan persentasi penilaian sebesar 75,35% dengan kategori praktis. Berdasarkan tes hasil belajar siswa terhadap keefektifan media yang telah dikembangkan diperoleh persentase sebesar 88,46%. Berdasarkan hasil penelitian dan analisis data, dapat disimpulkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 layak dan dapat digunakan dalam proses pembelajaran matematika materi bilangan kelas VII MTs Mu’allimin NW Pancor.


2020 ◽  
Vol 3 (3) ◽  
pp. 336-346
Author(s):  
Putri Maharani ◽  
Ardian Asyhari

This study aimed to develop interactive multimedia using construct 2 on the topic of temperature and heat. The research method used is Research and Development (R and D) which adopted the development of Borg and Gall. Based on the results of the validation from the content experts, the results obtained were 81% in the very good category, and the media experts gave a score of 94% for the very good category, and the results of the teacher’s response obtained a percentage score of 77% in the good category. Then interactive multimedia was tested through two stages, small group trials and field trials. The average results obtained were 83.6% for small group trials, and the results of field trials in three schools were 85%, 84%, and 84%, and the average was 85.7% in the very good category. So, it can be concluded that interactive multimedia is feasible and good for use in learning.


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