scholarly journals Digitalization of Learning Media through Digital Book Development Using the Flipbook Application

2021 ◽  
Vol 54 (2) ◽  
pp. 263
Author(s):  
Meylani Astino Perdana ◽  
Dodiet Enggar Wibowo ◽  
Mochamad Kamil Budiarto

The development and advancement of information and communication technology that penetrates various fields of human life had enormous potential to be used, therefore it was important to integrate thoroughly between technology into the learning process. This study aims to develop a flipbook-based digital as an instructional media that was suitable for the learning activities. This research approach was research and development (RnD) with the ADDIE as a development model which consists of Analysis, Design, Development, Implementation, Evaluation. However, this research only focuses on knowing the feasibility level of the flipbook. The subjects of this study were media experts (2 people), material experts (2 people), subject teachers (4 people), and 44 high school class XI Science students. The research instrument used a Likert scale of 1 - 5 to find out the opinions of each validator of the flipbook as instructional media. The results of assessment from each validator will be analyzed descriptively using a percentage to determine the level of feasibility. The results showed that the flipbook-based digital media was included in the category of "feasible" to be used as an instructional learning media for biology class in high school, this was indicated by the results of the validation by each of the validators who obtained a “feasible” result.

2021 ◽  
pp. 002205742110259
Author(s):  
Tarak Dridi

Digital media literacy has become an intrinsic component in shaping high school students’ knowledge acquisition and critical thoughts. Over the last two decades, internet and computers have been the implemented tools to reach such goals and promote the students’ learning. This article looks for the impact of Information and Communication Technology (ICT) on Tunisian secondary school students by detecting their technical skills as well as their critical understanding. This quantitative study relies on a self-reporting approach and targets 150 Tunisian secondary students. It proves the necessary consideration of technological and social variables in helping sort out major digital handicaps related to secondary students and displays the interconnectedness between the different dimensions of digital media literacy. It also displays that Tunisian high school students cannot be referred to as digital-media literate people. The study contributes to the field of digital media literacy as it offers a solid empirical background to build on and indicates the necessity of integrating digital media literacy into the school-based initiatives.


2021 ◽  
Vol 5 (2) ◽  
pp. 989-1002
Author(s):  
Melinda Safitri ◽  
Henny Dewi Koeswanti

Media pembelajaran merupakan suatu perangkat pembelajaran yang digunakan oleh seseorang untuk mempermudah dalam penyampaian materi ketika proses belajar mengajar. Media pembelajaran yang dibutuhkan pada era ini yaitu media pembelajaran berbasis digital. Media pembelajaran yang digunakan di SD N Kupang 1 masih konvensional, sehingga dibutuhkan media pembelajaran yang interaktif dan menarik. Tujuan dari penelitian ini yaitu untuk mengetahui tingkat validasi dari ahli materi dan ahli media. Jenis penelitian dan pengembangan media pembelajaran menggunakan metode Research and Development atau (R&D). Penelitian ini dilaksanakan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Namun pada penelitian ini tidak semua tahap dapat dilaksanakan dikarenakan adanya pandemi covid-19yang mengharuskan siswa belajar secara daring / online. Penelitian ini hanya sampai pada tahap pengembangan prosuk kemudian dilakukan uji validitas. Hasil validitas yang diperoleh dari ahli materi memperoleh persentase sebesar 67% dengan kriteria tinggi, sedangkan hasil validitas yang diperoleh dari ahli media memperoleh presentase sebesar 93% dengan kriteria tinggi. Berdasarkan presentase yang diperoleh Media Pembelajaran “KELAS BANGTAR” berbasis Adobe Flash untuk Meningkatkan Hasil Belajar Matematika kelas IV Sekolah Dasar dapat dikatakan layak unruk digunakan.


2019 ◽  
Author(s):  
Mohammad Faizal Amir

The progress of information and communication technology demands lecturer of mathematics to make innovative learning based on IT while focusing the main goal in learning mathematics, i.e to create students who are skilled in solving problems and have good mathematical reasoning. Therefore, an interactive mathematical development based on problem solving is required. The model is developed using ADDIE (Analysis, Design, Development, Implementation, Evaluation). The data is analyzed using both Quantitative (as the main data) and qualitative (as supporting data). The results showed that interactive mathematical multimedia significantly improved the students' mathematical reasoning in terms of analyzing data, proposing allegations, verifying, drawing conclusions, and examining the validity of arguments. Students' responsiveness and motivation to learn mathematics is also positive because multimedia has interactive video display and complete material, while students feel that the learning process is not limited by space and time.


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


Author(s):  
Susilawati Susilawati ◽  
Raden Oktova ◽  
Della Putri Nindi Lestari

<p class="AbstractEnglish"><strong>Abstract:</strong>. Developments in educational technologies are influenced by developments  of technologies in general, including the use of android-based smartphones as a learning medium. At high schools android-based learning provides an attractive alternative to conventional independent learning using work sheets. This paper reports the development of a practical, interactive and attractive android-based modern physics learning medium on atomic models using Adobe  Flash CS6 with three-dimensional animations for twelfth year high school students.  The development was based on the ADDIE model (Analysis-Design-Development-Implementation-Evaluation). The feasibility of the medium was validated using questionnaires by medium (IT) experts, subject experts, and twelfth year high school students as users. The feasibility level of the medium given by the medium experts, the subject experts, and the students are, respectively, 95.0 %, 93.0 %, dan 85.0 %. It is concluded that the medium developed is feasible for independent learning.</p><p class="KeywordsEngish"> </p><p class="AbstrakIndonesia"><strong>Abstrak:</strong> Perkembangan teknologi pendidikan tidak terlepas dari perkembangan teknologi pada umumnya, termasuk penggunaan telepon pintar berbasis android sebagai media pembelajaran. Di SMA, pembelajaran berbasis android dapat menjadi salah satu alternatif yang menarik dibandingkan pembelajaran mandiri konvensional dengan mengerjakan lembar kerja siswa (LKS). Tujuan penelitian ini adalah untuk menghasilkan media pembelajaran Fisika Modern berbasis android menggunakan Adobe  Flash CS6 dengan animasi tiga dimensi pada materi Model Atom untuk siswa Kelas XII SMA yang praktis, interaktif dan menarik untuk belajar secara mandiri. Model pengembangan yang digunakan adalah ADDIE (Analysis-Design-Development-Implementation-Evaluation). Untuk mengetahui kelayakan media dilakukan validasi dengan angket oleh ahli media (TI), ahli materi, dan pengguna siswa Kelas XII SMA. Tingkat kelayakan media yang diberikan oleh ahli media, ahli materi  dan pengguna berturut-turut adalah sebesar  95,0 %, 93,0%, dan 85,0 %. Dapat disimpulkan bahwa media yang dikembangkan layak digunakan untuk belajar secara mandiri.</p>


Author(s):  
Sumadi Sumadi ◽  
Evita Anggereini ◽  
Upik Yelianti

The proper media will easy students to understand subject matter in class. This study aims to develop digital media in the form of encyclopedia for vertebrate as a source of student learning. The This research and development produce digital encyclopedias of vertebrate that is used as media in learning biology. The model used in this study is the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). Products that have been developed are then validated by material experts and media experts. The validation process by the two experts was carried out three times before finally the prouduct was declared feasible to be tested both for teachers and students. The response showed that biology teacher in the SMA 4 Muaro Jambi assesed the product as "very good". The results of the small group trials obtained a percentage value of 96.3% (very good category), while the large group trials obtained a percentage value of 84.6% (very good category). Based on the results of these trials, overall the digital encyclopedia of vertebrate animals based on Android Studio is categorized very good to be used as one of the learning resources in learning biology in high school.


2018 ◽  
Vol 14 (2) ◽  
Author(s):  
Septia Rahandinasari

ABSTRACTIn the present era, advances in technology and communication are growing rapidly, especially in the field of education, it is necessary to develop learning media based on information and communication technology. The development of instructional media must be in accordance with the purpose of learning, but it is also the learning media that can make the students are educated to be independent in accordance with the teacher's direction. This study aims to develop historical learning media as an online comic reading service. Currently researchers are using Historytoon to create a formative involving high school students in Yogyakarta. Based on the testing of the learning media, it can produce a decent historical learning media and can improve the understanding of the material of the National Movement of Indonesia class XI SMA. Keywords: Historytoon media, Android, History Learning


2021 ◽  
Vol 12 (01) ◽  
pp. 17-25
Author(s):  
Ader damar Indrawan

Abstract The purpose of this study was to provide an overview of a variety of models of training in futsal shooting techniques that are effective for high school extracurricular students. To find out that the design product of a new training model or perfecting previous research is complete with product specifications as well as testing the effectiveness of the training model created, so that it can improve accuracy and quality and can be used as a guide for playing futsal games in the form of shooting. Based on the data obtained from the expert / expert test results and implementation to the futsal extracurricular trainer, it can be concluded that this training model is feasible to be applied in practicing futsal shooting skills. The subjects in this study were students who were members of the extracurricular activities at KORPRI higj school and Al-Muslim high school. The research method used is (Research and Development) from ADDIE which consists of 5 steps, namely analysis, design, development, implementation, evaluation. There are 23 models of futsal shooting practice.


Author(s):  
Rialdo Rezeky Manogari L. Toruan ◽  
Radja Erland Hamzah ◽  
Muhammad Saifulloh

Digital literacy is an interesting study at this time in the midst of the development of Information and Communication Technology (ICT), especially for SMEs. Through socialization and digital literacy training, MSME actors can apply in their business so that they are skilled and can market their products as well as increase income and improve the economy. The purpose of this study is to identify the actions of MSME actors in Kuningan Barat, South Jakarta. The research approach is qualitative and the method used is Stephen Kemmis's Action Research (PRA), and the concept used is the digital literacy stage of Steve Wheeler. The results show that digital literacy can be implemented through socialization and training that is realized in a digital product. Through action participation, MSME actors can be digitally literate and use digital media well. In this case, MSME actors create a website product www.plazakuninganbarat.com as a medium for digital marketing.


2021 ◽  
Vol 4 (1) ◽  
pp. 108-120
Author(s):  
Imbar Kunto ◽  
Diana Ariani ◽  
Retno Widyaningrum ◽  
Regita Syahyani

The media producer must be able to design the message and then simultaneously visualize the idea of the message before continuing it at the next production stage of various media formats that may be developed for learning. As for seeing the needs of the Education Technology study program students related to the production of learning media, the researcher determined the purpose of this study was to produce a variety of storyboards for the production of instructional media. The ADDIE development framework is used in this development research, while the procedures in this model are carried out linearly or a work process will occur continuously. The following are the steps that will be carried out in this research: Analysis (Analyze.), Design (Design), Development (Implementation), Implementation (Implementation), Evaluation (Evaluation). The output in the form of a storyboard for digital media production is the result of this development, which consists of two storyboard template formats based on linear and non-linear presentation flows. Mahasiswa sebagai media developer harus mampu mendesain pesan kemudian secara simultan melakukan visualisasi ide dari pesan tersebut sebelum melanjutkannya pada tahap produksi selanjutnya dari beragam format media yang mungkin dikembangkan untuk pembelajaran. Adapun melihat kebutuhan dari para mahasiswa terkait produksi media-media pembelajaran, maka dengan ini peneliti menentukan tujuan dari penelitian ini adalah menghasilkan ragam storyboard untuk produksi media pembelajaran. Model pengembangan yang digunakan pada penelitian pengembangan ini adalah dengan menggunakan framework ADDIE, adapun pada ADDIE ini dilakukan secara linear atau akan terjadi proses kerja yang dilakukan secara kontinyu prosesnya. Berikut langkah-langkah yang akan dilakukan dalam penelitian ini: Analisis (Analyze.), Desain (Design), Pengembangan (Development), Implementasi (Implementation), Evaluasi (Evaluation). Hasil dari penelitian pengembangan ini adalah produk berupa storyboard untuk produksi media digital berdasarkan alur penyajian yang terdiri dari dua format template storyboard linear dan non-linear.


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