scholarly journals Implementation of Cognitive Theory in Developing Measurement Learning Multimedia for Deaf Students

2021 ◽  
Vol 54 (3) ◽  
pp. 425
Author(s):  
I Made Suarsana ◽  
I Gde Wawan Sudatha ◽  
Gusti Ayu Mahayukti ◽  
I Wayan Edy Ari Suandana ◽  
I Gusti Putu Suharta

The implementation of cognitive theory in multimedia development for deaf students (students with visual channels only) would be re-examined for its effectiveness. This study aimed to develop mathematics-learning multimedia based on cognitive theory for deaf students on "measurement". This development study adopted the 4D (define, design, develop, disseminate) study design. This study focused on determining the media feasibility based on expert validation, practicality trials, and effectiveness in the first year. The subjects of this study were 4 experts (content expert, learning design expert, media expert, and linguist), 2 teachers, and 7 students. The media feasibility data were collected with validation sheets, questionnaires, and tests. Furthermore, the data were analyzed using descriptive statistics. Based on the results, the feasibility level based on material experts, media experts, learning design experts, and linguists were 93.3%, 96.7%, 90%, and 93.3%, so it could be said that the developed multimedia met validity criteria. Based totally on the consequences, the multimedia practicality test for teachers and students were 95% and 93% respectively so that it could be said that multimedia met the practical criteria and the average percentage of student material mastery was 80.1% with passing grade of 71.4% so it could be said that multimedia met the effective criteria. Since the multimedia met the valid, practical, and effective criteria, it could be said that multimedia is feasible for learning.

Author(s):  
Wenny Anggraeni ◽  
Syahnan Daulay ◽  
M. Oky Ferdian Gafari

The media serves to direct students to gain various learning experiences. The aim of this study is to know the feasibility of interactive multimedia development in children' story of character education-based. Sources of data in this study were obtained from: 1) Respondents: 7th grade students of Junior High School Panca Budi Medan which amount to 23 students, 2) Informants: validators, students and Indonesian language teachers of Junior High School Panca Budi Medan. The results of the feasibility of learning media validation by instructional media design experts was declared "very good" The assessment of the content feasibility aspect was declared "very good" with a total average percentage of 91%. The assessment of the presentation feasibility was declared "very good" with a total average percentage of 83%. The assessment of the graphic feasibility was declared "good" with a total average percentage of 77%.


2020 ◽  
Vol 3 (1) ◽  
pp. 75-83
Author(s):  
Raden Wirawan ◽  
Muhammad Awal Nur ◽  
Rini Syahraeni

Abstrak: Matematika merupakan salah satu ilmu dasar yang mempunyai peranan besar dalam kehidupan sehari-hari yang dapat membentuk sikap, kecerdasan, dan kepribadian seorang anak dalam perkembangan ilmu dan teknologi. Tujuan dari penelitian ini adalah merancang sebuah aplikasi pembelajaran matematika interaktif berbasis multimedia adobe flash bagi siswa sekolah dasar. Metode penelitian yang digunakan adalah metode pengembangan multimedia dengan visual modeling menggunakan UML dan Corel Draw X7. Pembelajaran matematika interaktif ini merupakan media pembelajaran yang menyajikan materi, video dan suara berbentuk Adobe Flash Professional CS6. Hasil dari penelitian ini adalah sebuah media pembelajaran alternatif yang memberikan respon aktif bagi guru dan siswa melalui pengendalian komputer serta aplikasi ini menarik minat siswa dalam mempelajari matematika khususnya materi mengenai luas segi banyak dan lingkaran serta volume tabung dan prisma segitiga.   Abstract: Mathematics is one of the basic sciences that has a big role in daily life that can shape the attitude, intelligence, and personality of a child in the development of science and technology. The purpose of this research is to design an interactive mathematics learning application based on Adobe Flash for elementary school students. The research method used is multimedia development methods with visual modeling using UML and Corel Draw X7. The interactive mathematics learning is a learning medium that presents material, video and sound in the form of Adobe Flash Professional CS6. The result of this research is an alternative research medium that provides active response for teachers and students through computer control and this application attract students' interest in learning mathematics, especially material on the wide facets and circles and the volume of tubes and prisms triangle


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.


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.


Sigma ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 42
Author(s):  
Linda Ardani Afriliziana ◽  
Maimunah Maimunah ◽  
Susda Heleni

The purpose of the research conducted is to produce math learning media field line and point (TGB) on the material of cuboid and cube for mild intellectual disability 8th in SMPLB Pekanbaru. The  developed media learning are TGB method and manual book.  The research methods Borg and Gall development models with ten stages: (1) Potential and problems; (2) Collect information; (3) Product design; (4) Design validation: (5) design revisions; (6) Product testing; (7) Product revisions; (8) Usage testing; (9) Product revisions; and (10) mass production. This research is conducted until product testing stage, due to the Covid-19 pandemic it is hard to continue the research from 7th to 10th stages. Apparantly it needs wider coverage and more sufficient term on making this research works fully at times like this. The results of the data validation analysis show the average assessment for the learning media and the manual book is 2.77 with valid criteria. The results of the analysis of the practical data were collected from the results of the students response to the media, with average percentage of 100%. Based on the results of data analysis and discussion can be concluded that the mathematics learning media developed has fulfilled valid criteria that is worthy to be used and practical that is easy to use.


Author(s):  
Made Satya Hariana ◽  
I Gede Partha Sindu ◽  
Dewa Gede Hendra Divayana

Penelitian ini bertujuan: (1) Untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan film dokumenter: ”Pelestarian Lingkungan Melalui Permainan Tradisional Mapoh-pohan”, (2) Untuk mengetahui respon masyarakat terhadap hasil akhir film dokumenter: ”Pelestarian Lingkungan Melalui Permainan Mapoh-pohan”. Metode penelitian yang digunakan pada film dokumenter Mapoh-pohan adalah Research and Develompent dengan model cyclic strategy. Tradisi Mapoh-pohan yang dipilih sebagai subjek penelitian adalah Mapoh-pohan yang ada pada Banjar Ole, Desa Dauh Puri, Kecamatan Marga, Kabupaten Tabanan. Adapun tahap – tahap dari Cyclic Strategy diantaranya adalah brief, tahap 1, tahap 2, evaluasi 1, tahap 3, evaluasi 2, tahap 4 dan Outcome. Hasil penelitian menunjukkan bahwa film dokumenter: ”Pelestarian Lingkungan Melalui Permainan Tradisional Mapoh-pohan” dalam kriteria sangat baik. Hasil yang diperoleh dari uji ahli isi dan uji ahli media seluruhnya sudah sesuai. Sedangkan dari uji respon penonton disebar ke 30 responden didapatkan hasil rata-rata presentase yaitu 93,66% dengan tingkat pencapaian “sangat baik”. Kesimpulan yang didapatkan film dokumenter: ”Pelestarian Lingkungan Melalui Permainan Tradisional Mapoh-pohan”  sudah sangat baik dan bisa digunakan sebagai media pelestari dan promosi permainan tradisional “Mapoh-pohan” dalam bentuk dokumentasi digital.  Kata kunci: Film Dokumenter, Mapoh-pohan, Permainan Tradisional, Cyclic Strategy                This study aims: (1) To produce a design and implement the result of documentary film: "Environmental Preservation through Mapoh-pohan Traditional Game", (2) To find out the public response to the final result of documentary film: "Environmental Preservation Through Mapoh-pohan Traditional Game". The research method used in the Mapoh-pohan documentary film was Research and Develompent with a cyclic strategy model. Mapoh-pohan tradition chosen as the research subject was Mapoh-pohan in Banjar Ole, Dauh Puri Village, Marga District, Tabanan Regency. The results showed that the documentary film: "Environmental Preservation through Mapoh-pohan Traditional Game" was in very good criteria. The results obtained from the content expert test and the media expert test are all appropriate. Whereas from the audience response test spread to 30 respondents, the average percentage was 93.66% with a "very good" achievement level. The conclusion obtained by the documentary film: "Environmental Preservation through Mapoh-pohan Traditional Game" has been very good and can be used as a preservation media and promotion of "Mapoh-pohan" traditional games in the form of digital documentation. Keywords: Documentary Film, Mapoh-pohan, Traditional Game, Cyclic Strategy.


2018 ◽  
Vol 5 (2) ◽  
pp. 115-128
Author(s):  
Nusuki Syariati Fathimah ◽  
Ishartiwi Ishartiwi

Penelitian ini bertujuan untuk menghasilkan multimedia permainan interaktif pembelajaran berhitung yang layak bagi anak diskalkulia usia prasekolah. Penelitian pengembangan ini mengacu pada langkah pengembangan multimedia Alessi & Trollip mencakup tiga fase pengembangan yang meliputi perencanaan, perancangan, dan pengembangan. Subjek uji coba dalam penelitian ini yaitu dua orang ahli media, dua orang ahli matematika, dan sembilan anak diskalkulia usia prasekolah. Hasil penelitian berupa produk multimedia permainan interaktif pembelajaran berhitung bagi anak diskalkulia usia prasekolah berupa permainan puzzle dan logika yang dikemas dalam bentuk compact disc (CD) dengan menggunakan software Adobe Flash CS3. Multimedia permainan interaktif terdiri dari dua area permainan, yaitu area visual-spasial yang mencakup permainan geometri, klasifikasi, dan simbolisasi dan area sekuensial yang mencakup permainan prosedur, korespondensi, dan bilangan. Multimedia permainan interaktif dinilai  sangat layak berdasarkan hasil penilaian ahli media 88,33% dan ahli materi 91,6% serta berdasarkan hasil penilaian respon pengguna 85,18%.Kata kunci: multimedia permainan, berhitung, diskalkulia, prasekolah DEVELOPING INTERACTIVE MULTIMEDIA GAMES OF MATHEMATICS TEACHING TO PRESCHOOL DYSCALCULIC CHILDRENAbstractThis research aimed to develop interactive multimedia games of mathematics learning that was eligible for preschool dyscalculic children. This developmental study refered to the multimedia development phase suggested by Alessi & Trollip consisting of: planning, design, and development. The testing subjects consisted of two media experts, two mathematics experts, and nine preschool dyscalculia children. The results of the study was interactive multimedia games of mathematics learning for preschool dyscalculic children in the form of puzzles and logic games packaged in a compact disc (CD) form using the Adobe Flash CS3 software. The interactive multimedia games had two game areas, consisting of visual-spatial area that consisted of geometry, classification, and symbolization games and sequential area that consisted of procedure, correspondence, and number games. The interactive multimedia games were considered very eligible based on the results from the media experts 88.33% and from the subject matter experts 91.6% and based on the results from user’s responses 85.18%.Keywords: multimedia games, mathematics, dyscalculia, preschool 


2019 ◽  
Vol 3 (1) ◽  
pp. 1-6
Author(s):  
Sri Saraswati ◽  
Roza Linda ◽  
Herdini Herdini

This investigation aims to develop an interactive e-module chemistry magazine-based teaching material based on Kvisoft Flipbook Maker on thermochemistry for Senior High School grade XI/MA level. The research design is a development research (Research and Development) with Plomp’s model. The object of the research is the e-module inter-addictive chemistry magazine based on Kvisoft Flipbook Maker. The data instrument collection is a validation sheet form that is given to four validators and user response sheets to two chemistry subject teachers and 30 students of Senior High School grade XI focusing on Science Class. The data analysis technique is by calculated the percentage score of the validation assessment and user response. The results revealed that the developed e-module interactive chemistry magazine based on Kvisoft Flipbook Maker filled out the valid criteria by the material validators based on content substance assessment aspect with a percentage 88.89% and learning design 97.22% and by the media validators based on display (visual communication) with a percentage96.88% and software utilization 100%. While the User responses based on the teachers' and students’ responses were in very good criteria with each score 92.61% and 86.80%.


2018 ◽  
Vol 1 (3) ◽  
pp. 329-335
Author(s):  
Yosi Marenda Wirawan ◽  
Rizki Wahyu Yunian Putra

The purpose of this study is to know whether the development of teaching materials gamification for seventh-grade students is feasible and interesting for use in junior high school. The subjects of the experiment were seventh-grade students at SMP Bandar Lampung. This research method is Research and Development (R&D), which a using Borg and Gall development model. The results of the assessment are: the expert assessment of the material giving a scored with an average percentage of 76% is categorized as highly feasible, the media or design experts scored with an average percentage of 71% categorized as feasible and the linguist gave a score with an average percentage of 69% categorized as feasible. In small group trials, an average of 3,6 was obtained with very attractive and feasible categories. In the field trial, it was found that the average of 3,4 was obtained with very attractive and feasible categories and the teacher's response to the materials gamifikasi, it was found that the average of 3,3 was obtained with very attractive and feasible categorized. So it can be concluded that the gamification teaching materials on the are categorized very attractive and feasible for use in mathematics learning in junior high school.


2018 ◽  
Vol 1 (2) ◽  
pp. 127
Author(s):  
Desta Evira Nosa ◽  
Farida Farida

The purpose of this research is to produce the product in the form of audio-visual learning media using Wingeom and Camtasia Studio and to know the learner's response to audiovisual learning media using Wingeom and Camtasia Studio. This research uses research and development method. Learning media development procedure is done through several stages: (1) Analysis in the form of curriculum analysis, characteristic analysis of learners and technology analysis. (2) Design  in the form in the media and the preparation of instruments. (3) Development in the form of media creation process until media validation. (4) Implementation in the form of product testing to learners. (5) Evaluation. This research produces a mathematics learning media that has been declared valid and suitable to be used as a medium of mathematics learning by material experts, media experts, and linguists. From the results of validation by experts, then obtained average percentage of 91% with very good criteria. In the test results the average learner responded well with a percentage of 86%. So it can be concluded that the resulting audiovisual media is considered feasible to be used as a medium of learning mathematics.


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