scholarly journals THE DEVELOPMENT OF INTERACTIVE MULTIMEDIA WITH DRILL AND PRACTICE MODEL ON MULTIMEDIA II (TWO DIMENTION ANIMATION) COURSE IN POLITEKNIK GANESHA GURU

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.

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.


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.


2020 ◽  
Vol 6 (2) ◽  
pp. 204
Author(s):  
Rossy Luckita Sasmita ◽  
Harun Sitompul ◽  
Dina Ampera

Abstrak: (1) menghasilkan multimedia interaktif pembelajaran yang layak digunakan, mudah dipelajari mahasiswa dan dapat dipakai untuk pembelajaran individual, (2) untuk mengetahui keefektifan media pembelajaran yang dikembangkan pada mata kuliah Tata Rias Wajah Khusus. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karateristik mahasiswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Subjek uji coba terdiri dari dua ahli materi, dua ahli desain pembelajaran dan ahli rekayasa perangkat lunak dan desain grafis, tiga mahasiswa untuk uji coba perorangan, sembilan mahasiswa untuk uji coba kelompok kecil dan lima puluh delapan untuk uji coba lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Kata kunci : Multimedia Interaktif, Pengembangan bahan ajar. Tata rias wajah khusus Abstract: This study aims to: (1) to produce interactive multimedia education proper use, easy to learn students and can be used for individual learning, (2) to assess the effectiveness of the media that was developed in the subject of Face Makeup Special. This type of research is the development of research that uses models Borg and Gall product development combined with Dick and Carey model of education This education product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. Subject trial consists of two subject matter experts, two instructional design experts and software engineers and graphic design, three students for individual testing, nine students for small group trial and fifty-eight for field trials. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. Keywords: Interactive Multimedia, Development of teaching materials. Special makeup


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.


2020 ◽  
Vol 6 (2) ◽  
pp. 217
Author(s):  
Roy Fikri Tinambunan ◽  
R Mursid ◽  
Hamonangan Tambunan

Abstrak: Tujuan penelitian adalah:  (1) mendeskripsikan  rancangan multimedia  interaktif, (2) mengetahui hasil pengembangan media pembelajaran interaktif dan (3) mengetahui efektivitas penggunaan pengembangan media pembelajaran interaktif terhadap hasil belajar PKn.  Jenis penelitian  ini  adalah penelitian pengembangan, dengan  model  ADDIE.  Penelitian ini melibatkan siswa kelas VIII 30  orang. Hasil  penelitian  menunjukkan:  (1)  rancang  bangun  media pembelajaran interaktif  berupa  flowchart  dan  storyboard  yang  digunakan  untuk  mengembangkan  sebuah  produk pengembangan  berupa  media  pembelajaran  interaktif.  (2)  kualitas  hasil  pengembangan multimedia interaktif   menurut  ahli materi  yaitu  sebesar  91% berada pada  kualifikasi  sangat  baik. Hasil evaluasi  ahli  desain  sebesar  87,66%  berada  pada  kualifikasi  sangat  baik.  Hasil  evaluasi  ahli  media sebesar 83,1% berada pada kualifikasi baik. Hasil uji perorangan sebesar 79% berada pada kualifikasi baik.  Hasil  uji  perorangan  sebesar  82,25%  berada  pada  kualifikas  sangat  baik.  Hasil  uji  kelompok sebesar  91,4% dan hasil uji lapangan sebesar 92,9% berada pada  kualifikasi  sangat  baik.  (3) berdasarkan hasil uji efektivitas  penghitungan hasil  belajar secara manual maka  terdapat  perbedaan  yang  signifikan  hasil  belajar  PKn  siswa  antara   sebelum  dan sesudah  menggunakan  multimedia  pembelajaran  interaktif.  Nilai  rata-rata  setelah  menggunakan media (90,5) lebih tinggi dibandingkan sebelum menggunakan media (62,40). Kata Kunci: media pembelajaran interaktif, masalah, pendidikan kewarganegaraan Abstract: The research objectives are: (1) describing interactive multimedia design, (2) knowing the results of the development of interactive learning media and (3) knowing the effectiveness of using interactive learning media development on Civics learning outcomes. This type of research is development research, with ADDIE models. This research involved 30th grade VIII students. The results showed: (1) design of interactive learning media in the form of flowcharts and storyboards that are used to develop a product of development in the form of interactive learning media. (2) the quality of the results of the development of interactive multimedia according to material experts that is equal to 91% is in very good qualifications. The design expert evaluation results of 87.66% are in very good qualifications. The results of the evaluation of media experts by 83.1% are in good qualifications. Individual test results of 79% are in good qualifications. Individual test results of 82.25% are in very good qualifications. Group test results of 91.4% and field test results of 92.9% are in very good qualifications. (3) based on the results of the effectiveness of manually counting learning outcomes test results there are significant differences in student Civics learning outcomes between before and after using interactive learning multimedia. The average value after using the media (90.5) is higher than before using the media (62.40). Keywords: interactive learning media, problems, citizenship education


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


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


Author(s):  
Scott D. Ironside ◽  
L. Blair Carroll

Enbridge Pipelines Inc. operates the world’s longest and most complex liquids pipeline network. As part of Enbridge’s Integrity Management Program In-Line Inspections have been and will continue to be conducted on more than 15,000 km of pipeline. The Inspection Programs have included using the most technologically advanced geometry tools in the world to detect geometrical discontinuities such as ovality, dents, and buckles. During the past number of years, Enbridge Pipelines Inc. has been involved in developing a method of evaluating the suitability of dents in pipelines for continued service. The majority of the work involved the development of a method of modeling the stresses within a dent using Finite Element Analysis (FEA). The development and validation of this model was completed by Fleet Technology Limited (FTL) through several projects sponsored by Enbridge, which included field trials and comparisons to previously published data. This model combined with proven fracture mechanics theory provides a method of determining a predicted life of a dent based on either the past or future operating conditions of the pipeline. CSA Standard Z662 – Oil and Gas Pipeline Systems provides criteria for the acceptability of dents for continued service. There have been occurrences, however, where dents that meet the CSA acceptability criteria have experienced failure. The dent model is being used to help define shape characteristics in addition to dent depth, the only shape factor considered by CSA, which contribute to dent failure. The dent model has also been utilized to validate the accuracy of current In-Line Inspection techniques. Typically a dent will lose some of its shape as the overburden is lifted from the pipeline and after the indentor is removed. Often there can be a dramatic “re-rounding” that will occur. The work included comparing the re-rounded dent shapes from a Finite Element model simulating the removal of the constraint on the pipe to the measured dent profile from a mold of the dent taken in the field after it has been excavated. This provided a measure of the accuracy of the tool. This paper will provide an overview of Enbridge’s dent management program, a description of the dent selection process for the excavation program, and a detailed review of the ILI validation work.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


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