scholarly journals Pengembangan Multimedia Interaktif Model Games untuk Meningkatkan Respon Mahasiswa pada Mata Kuliah Organisasi dan Arsitektur Komputer

Author(s):  
Kadek Agus Hendra Pujawan

The aims of this study were (1) to create an interactive multimedia by using games which is proper used by Politeknik Ganesha Guru students in computer organization and architecture course. (2) to know the feasibility level of interactive multimedia by using games according to content expert, media expert and learning design expert in computer organization and architecture course. (3) to know the students’ response to the development of interactive multimedia by using games in computer organization and architecture course. This study used Dick and Carey as the development model which invoved first semester students of Politeknik Ganesha Guru in Informatics Management Study Program. Based on the result of the data analysis from the content feasibility aspect made by the content expert indicated that the product is in accordance with the SAP of Computer Organization and Architecture courses. Tests conducted by media experts obtained a calculation result of 87% which is being in good qualification. Tests conducted by the design of learning experts obtained a calculation result of 88% which are in good qualification. The user/lecturer gave a good response. Field trials conducted got a result of 90% calculation which are in excellent qualification

2019 ◽  
Vol 2 (3) ◽  
pp. 126
Author(s):  
Kadek Agus Hendra Pujawan ◽  
I Gede Jaka Mahendr

The objectives to be achieved in this study were (1) to describe the design of interactive multimedia development based on Balinese culture on graphic design learning at class X Multimedia in SMK Negeri 1 Sawan. (2) to describe the responses of content experts, design experts and media experts to the development of interactive multimedia based on Balinese Culture contextual on graphic design learning at Class X Multimedia in SMK Negeri 1 Sawan. (3) to describe the response of the user / teacher teaching graphic design subjects to the development of interactive multimedia based on Balinese contextual culture on graphic design learning at Class X Multimedia in SMK Negeri 1 Sawan. (4) to describe the response of students in the form of individual trials, small group trials and field trials on the development of interactive multimedia based on Balinese Culture contextual on graphic design learning in Class X Multimedia in SMK Negeri 1 Sawan. The interactive multimedia development model based on Balinese cultural contextual learning graphic design used Dick & Carey model. In the process of designing multimedia products, content experts are required to adjust the material presented in interactive multimedia with the material provided at school, in this case the teacher is appointed as content expert, so the teacher's contribution in this study is to provide a syllabus of graphic design material. In addition to content experts, media experts and design experts are also needed to test the validity of interactive multimedia developed. After being valid, it will be implemented in school by giving a questionnaire to students whether the interactive multimedia developed in this study is suitable for use or not. The following are tests on aspects of display, graphics, program operation and grammar performed by media experts obtaining 85% of the calculation results in good qualifications. Tests on aspects of learning, curriculum and interface design conducted by learning design experts obtain a calculation of 89% in good qualifications. User/teacher responded well. Individual trials carried out received good responses. Small group trials obtained calculation results of 90% are in very good qualifications. Field trials that were carried out obtained a calculation of 87% in good qualifications.


Author(s):  
Theodora Aruan ◽  
Abdul Hamid K ◽  
Samsidar Tanjung

Abstrak: Penelitian ini bertujuan untuk: (1) mengembangkan multimedia pembelajaran pada mata kuliah Pengetahuan Alat Pengolahan dan Penyajian Makanan yang layak digunakan pada mahasiswa program studi Tata Boga. (2) mengetahui efektifitas multimedia pembelajaran pada mata kuliah Pengetahuan Alat Pengolahan dan Penyajian Makanan program studi Tata Boga. Penelitian menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran dari Dick and Carey. Metode penelitian ini terdiri dari dua tahapan, yang mana pada tahap I merupakan tahap uji coba produk yang terdiri dari: (1) validasi ahli desain pembelajaran, (2) validasi ahli materi pelajaran, (3) validasi ahli media pembelajaran, (4) uji coba perorangan, (5) uji coba kelompok kecil, dan (6) uji coba lapangan terbatas. Hasil penelitian menunjukkan: (1) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (82,17%), (2) uji ahli materi berada pada kualifikasi sangat baik (89,5%), (3) uji ahli media berada pada kualifikasi sangat baik (85%), (4) uji coba perorangan berada pada kualifikasi sangat baik (87%),  (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (86%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (83,8%). Kata Kunci: multimedia, pembelajaran, pengetahuan alat pengolahan dan penyajian makanan Abstract: This study aims to: (1) develop learning multimedia in the subject of Knowledge Processing and Presentation Tools that are suitable for use in culinary study program students. (2) knowing the effectiveness of learning multimedia in the subject of Food Processing and Food Processing Program Knowledge and Processing Tools. The study used the Borg and Gall product development model combined with learning design models from Dick and Carey. This research method consists of two stages, which in stage I is the product testing phase which consists of: (1) validation of learning design experts, (2) expert material validation, (3) validation of learning media experts, (4) test try individuals, (5) small group trials, and (6) limited field trials. The results showed: (1) the learning design expert test was in very good qualification (82.17%), (2) the material expert test was in very good qualification (89.5%), (3) the media expert test was in the qualification very good (85%), (4) individual trials are in very good qualifications (87%), (5) small group trials are in very good qualifications (86%), and (6) limited field trials are at very good qualification (83.8%). Keywords: multimedia, learning, knowledge of processing and serving food


2021 ◽  
Vol 56 (3) ◽  
pp. 436-445
Author(s):  
Ismail Thoib

This study aims to develop a critical collaboration-oriented constructivist learning model to improve students' social-spiritual skills. It boosts the urgency that most educators currently believe the online learning model does not improve students' social and spiritual skills. The development is carried out using the Assure model developed by Smaldino, Russell, Heinich, and Molenda. The developed model followed six steps, namely: (1) analyzing the characteristics of students, (2) setting learning objectives, (3) selecting media, methods, and materials, (4) utilizing teaching materials, (5) involving students in learning activities, and (6) evaluation and revision. The research process was carried out at UIN Mataram, involving one content expert, one design expert, five students in individual trials, nine students in small group trials, and 40 students in field trials. The results show that the developed learning model had theoretical feasibility of 96.4% for the material and 96% for the learning design. At the same time, the results of the empirical feasibility test showed that the product was empirically feasible with a feasibility level of 85.87% in individual trials, 90.12% in small group trials, and 94.25% in field trials. This study ends with the suggestions to implement the developed learning model in different fields of studies as the discussion of this model is rare while the impacts are beneficial. The discussion on its application and effects on learning achievements and attitudes in different fields of studies will contribute to a broader understanding of the same topic.


Author(s):  
Try Ade Jumita Wulandari ◽  
Abdul Muin Sibuea ◽  
Sahat Siagian

Abstrak: Penelitian ini bertujuan untuk :”menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual”. Jenis penelitian pengembangan menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model desain pembelajaran Dick dan Carey. Subjek uji coba terdiri dari dua ahli materi pelajaran Biologi, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang siswa untuk uji coba perorangan, Sembilan siswa untuk uji coba kelompok kecil dan 69 orang siswa untuk uji lapangan terbatas. Hasil penelitian produk akhir menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (83,08%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (84,12%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,51%), (4) uji coba perorangan berada pada kualifikasi sangat baik (91,67%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (93,00%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (94,24%), dan layak untuk digunakan dalam proses pembelajaran Biologi. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran berbasis multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan konvensional. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 25,08 > ttabel= 2,0105, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan efektivitas penggunaan media interaktif sebesar 78,32% sedangkan media konvensional 67,00%. Kata Kunci: Media Pembelajaran Interaktif, hasil belajar biologi Abstract: This study aims to: "produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning". This type of development research uses the Borg and Gall product development model combined with Dick and Carey's learning design models. The trial subjects consisted of two experts on Biology subject matter, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials and 69 students for limited field testing. The final product research results show: (1) the material expert test is in very good qualification (83.08%), (2) the learning design expert test is in very good qualification (84.12%), (3) learning media expert test are in very good qualifications (83.51%), (4) individual trials are in very good qualifications (91.67%), (5) small group trials are in very good qualifications (93.00%), and (6) limited field trials are in very good qualifications (94.24%), and are suitable for use in the Biology learning process. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using interactive multimedia-based learning media with student learning outcomes that are taught using conventional learning. This is indicated by the results of data processing obtained by t = 25.08> t table = 2.0105, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the effectiveness of interactive media use was 78.32% while conventional media was 67.00%. Keywords: Interactive Learning Media, biology learning outcomes


Author(s):  
Try Junita Wulandari ◽  
Sahat Siagian ◽  
Abdul Muin Sibuea

Abstrak: Penelitian ini bertujuan untuk: menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual. Jenis penelitian pengembangan model pengembangan produk Borg dan Gall model desain pembelajaran Dick dan Carey. Hasil penelitian menunjukkan: (1) uji ahli materi kualifikasi sangat baik (88,88%), (2) uji ahli desain pembelajaran kualifikasi sangat baik (87,77%), (3) uji ahli media pembelajaran kualifikasi sangat baik (84,44%), (4) uji coba perorangan kualifikasi sangat baik (84,12%), (5) uji coba kelompok kecil kualifikasi sangat baik (89,97%), dan (6) uji coba lapangan terbatas kualifikasi sangat baik (92,02%), dan layak untuk digunakan dalam proses pembelajaran Matematika. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan buku ajar dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 6,557 > ttabel= 2,024, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan buku ajar sebesar 78,38% lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan buku teks sebesar 65,71%. Kata Kunci: media pembelajaran, macromedia flash, matematika Abstract: This study aims to: produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning. This type of research is developing the Borg and Gall product development model of Dick and Carey's learning design model. The results of the study showed: (1) the expert test was very good qualification (88.88%), (2) the learning design expert test was very good qualifications (87.77%), (3) the test media learning expert qualifications were very good (84 44%), (4) individual qualification trials are very good (84.12%), (5) small group trials of very good qualifications (89.97%), and (6) field trials are limited to very good qualifications (92 , 02%), and is suitable for use in the process of learning Mathematics. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using textbooks with student learning outcomes learned by using textbooks. This is indicated by the results of data processing obtained by tcount = 6.557> t table = 2.024, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the group learning outcomes of students who were taught using textbooks were 78.38% higher than the group of students who were taught using textbooks of 65.71%. Keywords: learning media, flash macromedia, mathematics


MADRASAH ◽  
2020 ◽  
Vol 12 (2) ◽  
pp. 130-139
Author(s):  
Nuril Nuzulia ◽  
Sudirman Sudirman

Development of mentally retarded student worksheets using the strategies of relating, experiencing, applying, cooperating, and transferring (REACT) in Primagama Malang Home Schooling 4th grade is based on the fact that there are no thematic student worksheets for the theme "Playing in My Environment". So far the thematic learning at Primagama Malang Home Schooling is still in general, there are no elements of relating, experiencing, applying, cooperating, and transferring (REACT) in the evaluation of learning, this is evidenced by the developer having never met any thematic student worksheets in which using a strategy relating, experiencing, applying, cooperating, and transferring. The purpose of this study is to produce student worksheets using relating, experiencing, applying, cooperating, and transferring strategies on the theme of "playing in my environment" for mentally disabled students in class IV at Primagama Malang Home Schooling which is valid, practical and effective. The development of this teaching material uses the development of the Dick and Luo Carey design model. The results of this development produce student worksheets based on relating, experiencing, applying, cooperating, and transferring strategies for Grade 4 mentally retarded students at Primagama Malang Home Schooling. The products of the development are tested through several sequential stages namely validation of content experts, validation of learning design experts, validation of learning experts, as well as field trials. The results of the content expert research were 86% with very good qualifications, 86% of learning media experts with very good qualifications, 83% learning experts with good qualifications, 85% field trials with very good qualifications. Analysis of the data used Paired Samples T Test with SPSS 16 tools and the results of Sig 0,000 0.02 then Ho is rejected, meaning that there are differences in learning outcomes from classes that have used student worksheets. So it can be concluded that the use of student worksheets using strategies relating, experiencing, applying, cooperating, and transferring can improve the thematic learning of playing themes in my environment at Primagama Malang Home Schooling 


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.


Author(s):  
Antonius Prasetyo Hadi

: The use of learning media is one of the critical success factors in higher education, therefore an educator must have innovation to use of learning media. The purpose of this research is to develop learning media based on the Inspiring Suit 8 on arbitration material courses of theoretical and practice for Volleyball 1 academic year 2018/2019 at IKIP Budi Utomo Malang. The existence of media will be a big successful support in learning process, so that students do not feel boredom because of the weaknesses of the lecturers, in which they are unable to provided good learning variation or even have difficulty in conveying or transferring knowledge. The research was descriptive qualitative design. The research subjects were students of Physical Education, Health, and Recreation Study Program who took volleyball theory and practice courses in the even semester academic year 2018/2019. The instruments used were the media expert review questionnaire, the learning expert questionnaire, and the trial analysis questionnaire. The questionnaire will be analyzed to see the feasibility of the developed media. Based on the data results review by media expert volleyball, media learning expert and field trials, it can be concluded that media developed is useful in learning process. In addition, it is used to provide independent motivation, which can be used in lesson for students.


EDUDEENA ◽  
2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Mochamad Desta Pradana

Abstract: One of the efforts to solve learning problems is by developing instructional resources. One of them is instructional tutorial. Based on the field observation, subject of photo media for Instruction (photography) in graduate program PBA of STAIN Kediri still employes instructional media (utilization). Thus, there is a need to develop media of instructional tutorial (by desaign) in order to overcome errors in delivering instructional messages. The aim of this study is to produce instructional media of subject of photo media for Instruction (photography) in the form of tutorial, lecturer guidance and students’ guidance which is expected to be able to help students gain knowledge of facts, concepts, and proper shooting procedures. The tutorial media is developed in terms of the study of the instructional technology which is based on the ADDIE model. The ADDIE model is a systematic instructional design model consisting of five phases: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. Furthermore, the product of the development of the instructional interactive multimedia will be evaluated. There are six steps in the evaluation phase: (1) judgement of the matter expert/ the material expert, (2) judgement of the design expert, (3) judgement of the media expert, (4) individual trials, (5) small group trials, (6) large group trials/ field trials. The result of expert validation for this instructional media tutorial indicates that it is properly designed, 73%. The result of media expert validation shows that it is very properly designed, 83%. The result of design expert validation shows that it is very properly designed, 82%. Personal validation is on the proper category, 70%. Result of small group validation is on proper category, 70%. Moreover, the result for big group test or field test is on the very proper category, 95%. Suggestion proposed related with the use and developing of media tutorial is (1) lecturers should be more creative and innovative in delivering instructional messages contained in this tutorial in order to make learning to be more attractive, fun, and creative, (2) there is a need to develop instructional media for subject of photo media instruction (photography) or other subjects, (3) the use of designed in media tutorial should be more interesting to make learning more interactive and interesting


Author(s):  
Rizki Nurhana Friantini ◽  
Rahmat Winata

This study aims to analyze the mathematical disposition and self-regulated learning of online lectures with the help of Google Classroom. This type of research is descriptive quantitative. This study's subjects were 34 students of the first semester of the Mathematics Education Study Program consisting of 11 male students and 23 female students determined by the saturated sampling method. From the research results, it can be concluded that students' mathematical disposition through learning assisted by Google Classroom has high criteria. The mathematical disposition of male and female students through learning assisted by Google Classroom has high criteria. Still, the level of mathematical disposition of male students is slightly higher than female students. Meanwhile, student self-regulated learning with the help of Google Classroom obtains very high criteria. For male and female students, both have very high learning independence criteria in carrying out learning with the help of Google Classroom.Keywords: Mathematical Disposition, Self-regulated learning, Google Classroom, Online Lectures, Gender


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