scholarly journals Developing an atlas based on frond venation patterns analysis of polypodiales in Tarakan

2017 ◽  
Vol 3 (3) ◽  
pp. 222
Author(s):  
Fadhlan Muchlas Abrori ◽  
Aidil Adhani

This study aims to identify and analysis of frond venation pattern of Polypodiales in Tarakan, which then developing an atlas based on the results obtained. The results of identify and analysis the frond venation pattern of Polypodiales showed that there were 14 species of Polypodiales. The venation pattern found in Polypodiales were  reticulate and open forked. While in the development of an atlas, the assessment result of the content feasibility aspect by the content expert obtained 90.77% (valid), and assessment result of the presentation feasibility aspect obtained 100% (valid). The assessment result of the book size aspect by the media expert obtained 90% (valid), while assessment result of the book cover design aspect obtained 93.33% (valid), and assessment result of the content book design obtained 91.42% (valid). The assessment result of the language usage by language expert obtain 92% (valid), and assessment result of the language accuracy obtained 96% (valid). The field assessment result by lecturer for the easiness aspect obtained 92.31% (valid), the attractiveness aspect obtained 100% (valid), and the understandable aspect obtained 90% (valid). Meanwhile, the field assessment result by student for the easiness aspect obtained 97.43% (valid), the attractiveness aspect obtained 93.33% (valid), and the understandable aspect obtained 100% (valid).

2021 ◽  
Vol 12 (1) ◽  
pp. 8
Author(s):  
Sri Haerina Lailatul Janah ◽  
I Dewa Ayu Made Budhyani ◽  
I Gede Sudirtha

Penelitian ini bertujuan untuk mengetahui penilaian media moodboard berbantuan aplikasi pengolah gambar pada pembelajaran desain busana melalui uji ahli media, uji ahli isi, dan uji subjek sasaran. Jenis penilitian ini merupakan penelitian dan pengembangan (research and development) adapun model yang digunakan dalam penelitian ini yaitu model ADDIE yang terdiri dari analyze, design, development, implemenation, dan evaluation. Teknik analisis data dalam pengambilan data pada penelitian ini yaitu angket. Hasil penelitian menunjukkan penilaian media moodboard berbantuan aplikasi pengolah gambar berdasarkan uji ahli materi memperoleh rerata presentase 99 % termasuk kategori sangat baik, ahli media memperoleh rerata presentase 92% (sangat baik), dan subjek sasaran memperoleh rerata persentase 94% (sangat baik). Kata Kunci : Media, Moodboard, aplikasi pengolah gambar, Desain Busana This study aims to determine the assessment of moodboard media assisted by image processing applications in clothing design learning through the media expert test, content expert test, and target subject test. This type of research is research and development. The model used in this study is the ADDIE model which consists of analyze, design, development, implementation, and evaluation. The data analysis technique in collecting data in this study is a questionnaire. The results showed that the assessment of moodboard media assisted by image processing applications based on the test of material experts obtained an average percentage of 99% including the very good category, media experts obtained an average percentage of 92% (very good), and the target subject received an average percentage of 94% (very good). DAFTAR RUJUKANKeywords: Media, Moodboard, image processing application, Fashion DesignAnggrini, Anggi.2020. “ Alternatif Model Penyusunan Moodboard sebagai Metode Berfikir Kreatif dalam Pengembangan Konsep Visual” Vol 1 Juli 2020Ayu, Anggra Rucitra.2020. “ Merumuskan Konsep Dasar Interior“ Volume 5 No.1Bestari, Afif. 2016. “Pengaruh Penggunaan Media Moodboard Terhadap Pengetahuan Desain Busana Pada Mahasiswa Pendidikan Teknik Busana” Volume 3 No.2.Haryati, Siti. 2015. “Pengembangan Media pembelajaran Fliipbook Fisika Untuk Meningkattkan Hasil Belajar Peserta Didik”. Volume 4 Oktober 2015.Tegeh, Made I. Pengembangan Bahan Ajar Metode Penelitian Pendiidikan dengan Model ADDIE.SE Nomor 4 Tahun 2020 Tentang Kebijakan Pendidikan Dalam Masa Darurat Penyebaran covid-19, kementerian pendidikan IndonesiaSuciati. 2008. Moodboard. Prodi Pendidikan Tata Busana. Bandung: Universitas Pendidikan IndonesiaSugiyono. 2006. Metode Penelitian Bisnis. Bandung: Alfabeta.Sugiyono. 2019. Metode Penelitian dan Pengembangan. Bandung: Alfabeta.


Author(s):  
Putu Angga Adityastika ◽  
I Made Putrama ◽  
I Gede Aditra Pradnyana

Pengembangan Film Pembelajaran IPS ini merupakan sebuah media pembelajaran berupa film yang meceritakan kehidupan sehari-hari sesuai dengan materi film yaitu Kegiatan pokok ekonomi. Film ini mengambil studi kasus di SMP Negeri 2 Sawan dan melibatkan siswa kelas VII sebagai responden. Penelitian ini bertujuan untuk (1) mengimplementasikan hasil rancangan pengembangan film pembelajaran IPS untuk penguasaan kompetensi mendiskripsikan kegiatan pokok ekonomi (2) mengetahui respon siswa terhadap Film pembelajaran IPS untuk penguasaan kompetensi mendiskripsikan kegiatan pokok ekonomi. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan dengan desain pengembangan menggunakan model ADDIE. Film ini diimplementasikan dengan menggunakan aplikasi Adobe Premiere CS6 dalam proses video editing, Adobe Audition untuk edit audio, Adobe Encore untuk membuat menu DVD dan Adobe Photoshop CS6 untuk pembuatan desain keperluan film.Adapun hasil setelah dilakukan Uji ahli isi didapatkan hasil 88.66 % dari keuda ahli isi. Hasil uji ahli media dari kedua ahli didapatkan hasil 84.66 % dan hasil uji respon 91.59 % sehingga dapat disimpulkan film ini memiliki kriteria sangat positif. Kata Kunci: Film Pembelajaran, Kegiatan Pokok Ekonomi, ADDIEIPS Learning Film Development is a learning media in the form of films that tell everyday life in accordance with film material, namely the main economic activity. The film took a case study at Sawan Middle School 2 and involved VII grade students as respondents. This study aims to (1) implement the results of the design of the development of social studies learning films for mastery of competency in describing the main activities of the economy (2) to find out the students' responses to social studies learning films for mastering the competence of describing the main economic activities. The type of research used in this study is research and development with development design using the ADDIE model. This film is implemented using the Adobe Premiere CS6 application in the process of video editing, Adobe Audition to edit audio, Adobe Encore to create DVD menus and Adobe Photoshop CS6 for making film design needs. The results after the content expert test were 88.66% of all content experts. The results of the media expert test from the two experts were 84.66% and the response test results were 91.59% so it can be concluded that this film has very positive criteria.Keywords: Learning Film, Main Economic Activities, ADDIE 


2020 ◽  
Vol 5 (1) ◽  
pp. 23-30
Author(s):  
Desak Made Sri Mardani ◽  
I Wayan Sadyana ◽  
Putu Hendra Suputra

The ability of college students in X university to use Hiragana and Katakana letters is still weak due to the lack of practice in reading and using these letters in a word/sentence. The ability to use Hiragana and Katakana letters is not only about the ability to understand the order of writing and the differences in the strokes, but also to use Hiragana and Katakana in words/sentences. This research was a descriptive study using R D design based on the Four-D Model. In this study, three stages were carried out out of the four stages of the model. Questionnaires and interviews were used in this study as a method of data collection. Interviews also conducted to determine the needs of teachers and students, while questionnaire was used for expert judgement (expert appraisal) process consisting of learning media expert judgement and content expert judgement. The questionnaire data were analyzed descriptively to determine deficiencies in the media created. After going through the improvement phase, then a limited scale trial was conducted on 26 students. From the questionnaire data on the interactive media produced, it is known that overall, the media produced received excellent responses from students, wherein each assessment indicator also received a positive response as well. However, further studies are needed to find out how to implement the interactive media of Hiragana and Katakana in the learning process directly inside the classroom.


2020 ◽  
Vol 33 ◽  
pp. 03004
Author(s):  
David Rozado

Most citizens in modern liberal democracies regularly consume news media content to inform themselves about current affairs. Thus, content analysis of news and opinion articles from popular media outlets can provide rich insight about the cultural milieu where such textual artifacts originated. Combining computational tools for content analysis with human led finesse can help an analyst exploit the capabilities of scalable computational methods while also leveraging human skills and expertise to guide the analysis. This work introduces an online tool, the http://media-analytics.org website, that empowers researchers by providing modern analytics tools to study language usage in textual content from news and opinion articles of major media outlets. Due to the diachronic nature of news articles, the Media-Analytics.org website allows the exploration of temporal dynamics in word frequency usage and strength of association between word pairs. It is the hope of the author that these tools can help other researchers gain insights about the temporal flux in language usage by major news media organizations.


Author(s):  
I Gede Arya Sudarmayana ◽  
Made Windu Antara Kesiman ◽  
Nyoman Sugihartini

The purpose of this research is to develop learning media based on the Augmented Reality Book of Animal Breeding on the Android platform, as one of the media to facilitate and provide it’s an attraction in understanding animal breeding material in Natural Sciences (IPA) lessons in SDN 4 SUWUG. The development of the Augmented Reality Book Animal Breeding application uses the ADDIE model which consists of five stages, namely the Analyze, Design, Development, Implementation, and Evaluation stages. In this model, an Evaluation process is carried out in each of the stages that are passed continuously to produce products that meet the needs in the field. The final result of this development is in the form of Augmented Reality Animal Breeding applications that can be used via mobile devices with the Android operating system. The final results of this study indicate that the application of Augmented Reality Animal Breeding is included in the criteria very well. The results obtained based on the black-box test obtained a percentage of success of 100%, white-box test obtained a percentage of success of 100%, content expert test, and media expert test were processed with Gregory Technique with an average of 1.00 calculation results if converted into a table of achievement levels expert validity criteria included Very High, and for the user response test with a percentage of 93.4% so that it falls into the rating criteria that is Very Good.


Author(s):  
Kadek Agus Hendra Pujawan

This study aims (1) To create interactive multimedia design with drill and practice model at Multimedia II (animation 2 dimension) course, (2) To know the feasibility of interactive multimedia with drill and practice model at Multimedia II (animation 2 dimension) course.  The type of study used was Research and Development by using development model of Dick & Carey. This study involved the first grade students of Informatika Management program at Politeknik Ganesha Guru. Based on the result of data analysis which is derived from the content feasibility aspect performed by the content expert showed that the product was acceptable with SAP of Multimedia II (animation 2 dimension) course.  In the tests which were performed by the media expert obtained 85% calculation results are in good qualification.  In the tests which were done by the design of the learning expert obtained 88% calculation results are in good qualification. The user/lectures gave good response. Field trials that were conducted obtained a calculation of 89% are in good qualification.


Jurnal Desain ◽  
2017 ◽  
Vol 4 (03) ◽  
pp. 191
Author(s):  
Florencia Irena ◽  
Arik Kurnianto

<p><em><span style="font-family: Times New Roman; font-size: small;">Depression is as old as the human race, and not many people realize its presence. It is difficult for someone with depression to explain their experience. Depression -whatever the cause, can disturb someones life mentally or physically.<span>  </span>Animation can be one of the media that able to visually represent and explain depression's experiences and still entertain the viewers. To create that kind of visuals, great and solid idea/concept are needed. Of course storyline is also put a big impact on a film. In this research, writer did kinds of study with qualitative methodology. This research also leads to design aspect, especially for characters and environments.Result</span></em></p><p><em><span style="font-family: Times New Roman; font-size: small;"> </span></em></p><p><em><span style="font-family: Times New Roman; font-size: small;">Keywords: depression, short animation,suicide, visualization</span></em></p>


2018 ◽  
Vol 14 (1) ◽  
pp. 5-13
Author(s):  
Almira Sitasari ◽  
Andika Trisurini

Lack of awareness in food label reading could be a problem of eating habit in Indonesian especially in youth. School-aged children are susceptible group to have risk from unsafe packaged snack food. Comic book would be one of good education media for them. Aim of the study was to raise awareness to food label reading and to make a good media to educate youth to read packaged food/snack label. This study was a research and development study (R and D study) with 4 D approach (define, design, develop, disseminate). After designing the media (including storyline and cover design) the media was rated by 2 media experts, tested in school-aged children, and also requested feedback from school teachers. Quantitative data were shown in percentage of feasibility, while qualitative data were analyzed by saturation  of data. The rating test from experts showed that overall comic feasibility was 87,86% (means feasible to use). The testing from users or school-aged children showed that overall comic feasibility was 96,41% (means feasible). The school teachers gave positive feedbacks on comic book. The conclusion of the study is that the comic book about food labelling with folklore character is feasible to use.


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