scholarly journals PERANCANGAN MEDIA INTERAKTIF LOGIKA PEMOGRAMAN UNTUK MENARIK MINAT BELAJAR SISWA PADA SMK NEGERI 1 MESJID RAYA

2020 ◽  
Vol 4 (1) ◽  
pp. 61
Author(s):  
Muftizar Muftizar ◽  
Hendri Ahmadian ◽  
Basrul Abdul Majid

This study aimed to design interactive learning media of Programming Logic using Adobe Flash CS6 applications, and determined the effect of student interest in those media. This research was conducted at SMK Negeri 1 Mesjid Raya which students of multimedia class X as the sample. The method of this study was the research and development area. There were several stages carried out for the research process, which started from the concept, design, material collection, process, testing and distribution. The technique of data collection used a questionnaire. This media application has been tested and validated by the experts of multimedia. The results of this study was the coefficients test obtained 2 variables that affect interest, namely the media and material. The effect of attracting students' learning interest using this media gets 52.7% results. Threfore, it can be concluded that interactive media programming logic can influence to attract students' learning interest.

2021 ◽  
Vol 9 (1) ◽  
pp. 15
Author(s):  
Arta Uly Siahaan ◽  
Winastra Andaga Marennanta ◽  
Afdhol Dzikri ◽  
Fandy Neta

The purpose of this research is to develop interactive multimedia namely Smile English that can be used as the media for learning reading especially for self-preparation on the Test of English for International Communication (TOEIC) material. This reading interactive media used a simulation model. This idea exploded after observing and collecting the data in the internal environment of Politeknik Negeri Batam Based on the placement test, it was found that about 540 (49,23%) of Polibatam students' test were categorized into the intermediate level and the rest were elementary and novice level. It means that the students need to improve their preparation before taking the test to an accomplished better score. Smile English was developed by using R and D research. In this case, the researcher followed the step of the Luther-Sutopo method which was started from concept, design, material collecting, assembly, testing, and distribution. It was designed using Adobe Flash software which in this software combined text, sound, and animation. The research result showed that the implementation of Smile English was successful to help the students in preparing themselves for the TOEIC test. Therefore, 60 students from Politeknik Negeri Batam had a good result in joining the TOEIC test, especially for the reading section.


Author(s):  
Hermansyah Hermansyah ◽  
Nurindah Dwiyani

Interactive Learning Media is a supporting element in generating quality students, students in using learning media whose purpose is to generate students' creativity in learning learning materials in accordance with the provisions of learning, to produce interactive media on Digital Simulation subjects whose presentation consists of text, images and videos learning, so that this attracts students' interest in learning, on digital simulation subjects. Media Interactive Using Macromedia Director 11 needs supporting applications such as Adobe Flash 8, Adobe Photoshop CS3, and Camtasia. Based on the results of the design of the media, it can be concluded that the interactive learning media on the subjects of the X-class Multimedia Digital Simulation have been realized. Interactive Learning Media has been designed later in the feasibility study by a media expert lecturer and two material expert teachers, with an average value of 0.69 and an average material validation value of 0.95 declared valid using the Aiken'V formula and based on the results of the feasibility test the learning media has been declared valid and feasible to be used as a medium of learning in school. Keywords: Designing, Digital Simulation, Interactive Media.


2017 ◽  
Vol 5 (3) ◽  
pp. 399
Author(s):  
Kintoko Kintoko

This research is a developmental research, the purpose of this research is to produce a problem based mathematic learning media with Tangent Line to Circle for VIII grade Junior High School student by utilizing Adobe Flash SC6 on a Compact Disc (CD). This research was conducted to determine the quality of mathematics learning media in accordance with a good learning media which based on three aspects; Validity, Practicality an Effectiveness. The procedure of this research was using ADDIE model; Analysis, Design, Development, Implementation and Evaluation. The result of this research shown that Problem Based Interactive Mathematics Learning Media on Tangent Line to Circle for VIII Grade Junior High School fulfilled the criteria of good media quality. On validity aspect, the media got “Valid” category with average score 3,307 by material expert and got “Very Valid” category with average score 3,877 by media expert. On practicality aspect, validator determined that the media was applicable with minimal revision, teacher response to the media shown “Very Good” category with average score 3,404 and media learning implementation observation sheet analysis shown “Good” category with average score 3,333. On effectiveness aspect, students’ test result shows 85,19% student “Passed”, students’ mathematic solving ability shows “Good” category with average score 80,09 and also students’ positive response with 81,25% response


2020 ◽  
Vol 3 (2) ◽  
pp. 34
Author(s):  
Dicky Halin Wijana Ashidiq ◽  
Rizhal Hendi Ristanto ◽  
Mieke Miarsyah

<em>Misconceptions are often experienced by the students of senior high school. Especially on the learning material of circulatory system. The aim of this study is to develop Biology instructional media in the form of Adobe Flash-based interactive instructional media on the learning material of Circulatory System which the content is designed to improve the students’ competencies. The development of this instructional media uses the RnD method with the Borg and Gall development model. There are 3 validators consisting of 2 Biology material experts and 1 instructional media expert who will test and validate the media that is developed. The study to test the effectiveness of the media is a before-after experimental design. The validation of media done by material and media experts shows the result that is categorized as very good, and the result of statistical test with paired sample t-test shows a significance value of 0.00 &lt; 0.05. This means that there is a significant difference in the average score of students from before and after using Adobe Flash-based interactive instructional media to improve students’ competencies. Thus, the Adobe Flash-Based Interactive instructional media can improve the competencies of students.</em>


Author(s):  
R. Gita Ardhy Nugraha

<p class="E-JOURNALAbstractBodyEnglish">Interactive media can be used to support the thematic learning process. From the observation on second grade Satya Wacana Christian Elementary School, <span lang="EN-US">it was</span> found that second grade’s teacher<span lang="EN-US"> did</span> not use interactive media to support thematic learning. Students <span lang="EN-US">were lack of </span>interest to learn. Because of this problem, an interactive media <span lang="EN-US">is developed </span>as a new way to support the thematic learning process. The aim of this study is to <span lang="EN-US">describe</span> the <span lang="EN-US">appropriateness </span>of interactive media based on Adobe Flash CS4 Professional and the effect of interactive media implementation in the 2013th Curriculum thematic learning process. The method in this study is research and development. The result <span lang="EN-US">showed </span>that interactive media was proper to use as learning media in the thematic learning process based on expert test score (3,83 &amp; 3,23). Interactive media has a very good value based on field test score (4,24 &amp; 4,26). <span lang="EN-US">U</span>sing interactive media affected student’s interest and motivation.<span lang="EN-US"> The media </span>also given attractiveness and effectiveness in the thematic learning process based on the questionnaire by students and second grade’s teachers. </p>


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Erfa Okta Lussianda ◽  
Nia Anggraini ◽  
Liga Febrina

The purpose of this study was to find out to what extent online-based learning media (Zoom) can create student interest in STIE Persada Bunda in learning.This research was conducted for 1 (one) year starting from June 2020 to August 2021. The sample and this research were 87 samples, using the techniquestratified proportional random sampling. .The results found that online learning media (zoom) has an effect on student learning interest, this shows that the better the media provided by the lecturer, the more interested students are in learning by lecturers in the teaching and learning process. If the learning media is more interesting, the student's interest in learning will increase.    


2017 ◽  
Vol 2 (1) ◽  
pp. 11-18
Author(s):  
Alviyaturrohmah Alviyaturrohmah ◽  
Saluky Saluky ◽  
Arif Muchyidin

The use of media in learning activity can be a solution for teachers to overcome the problems that arise in learning. One of the problem is learning interest. It is important for teachers to cultivate students' learning interests. One of the media that can be used in learning is learning media with Prezi software. Learning media with Prezi software can be inserted with images, videos, music that can stimulate students' interest in learning. Population in this research is all class VIII SMP Negeri 4 Palimanan Kabupaten Cirebon while sampling using cluster random sampling technique and elected class VIII E as experiment class. Based on the results of the data obtained; the results of questionnaire analysis of students' responses to learning mathematics using Prezi software showed strong criteria with an average of 71% and the results of student interest in mathematics questionnaire analysis also showed strong criteria with an average of 80%. Based on the results of the hypothesis, it can be seen that the value of  thitung > t_tabel, that is 4.546> 1.7011. Because t_hitung> t_tabel, then the decision to be taken is to reject H0 and accept Ha, it means that the hypothesis is accepted. The writer takes the conclusion that there is significant influence between learning media with Prezi software to the students' learning interest in mathematics.


Author(s):  
Febby Dwi Al Indra ◽  
Ika Parma Dewi

Basic Electrical and Electronics Engineering (DLE) is a subject that has theory and practice, students are required to play an active role in learning so that they understand the material being taught, these subjects are the basis for students to understand and understand electronic components. SMK Negeri 1 Padang is one of the schools that has taken advantage of technological developments, such as the use of computers and Liquid Crystal Display or LCD projectors in the learning process. The purpose of this study is to improve student learning outcomes by using interactive media in the teaching and learning process. This research produces interactive learning media for basic electrical and electronic techniques. The media was then tested through computers and several people who understood interactive learning media and were revised based on suggestions and input from examiners, then tested their feasibility for use in the teaching and learning process. From the results of the trial it can be concluded that the media designed can run as it should and is suitable for use in the teaching and learning process at SMK Negeri 1 Padang.Keywords : Interactive Media, Adobe Flash CS6, Basic Electricity and Electronics.


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Biya Ebi Praheto ◽  
Andayani Andayani ◽  
Muhammad Rohmadi ◽  
Nugraheni Eko Wardani

Learning media always develops the following technological developments. Likewise, the media in learning is listening to Indonesian. The development of learning media is important. Adobe Flash-based media developed to facilitate lecturers and students in learning Indonesian listening skills in the Elementary School Teacher Education Study Program. Media that are designed to be interesting may not only train cognitive knowledge but also practice practical listening skills. Adobe Flash-based media for listening are designed by displaying several menus, namely the home menu, RPS (Semester Learning Plan), materials, practices, games, music, profiles, and references, as well as close menus appearing in accordance with the cross (x) to be used using the application. The hope media developed was able to assist lecturers in delivering learning material, as well as helping students learn well in the classroom and outside the classroom.


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