scholarly journals PENGEMBANGAN MULTIMEDIA INTERAKTIF DENGAN APLIKASI AUTORUN PRO ENTERPRISE II PADA MATA KULIAH KOMPUTER MULTIMEDIA DI PROGRAM STUDI TEKNOLOGI PENDIDIKAN

2018 ◽  
Vol 17 (2) ◽  
pp. 1
Author(s):  
Nofri Nofri Hendri

This type of research is research development (Research and Development / R & D). This research uses Borg and Gall development model with modified step that is (1) Doing Planning, (2) Developing the initial product, (3) Conducting product validation, (4) Conducting a limited trial and (5) Result of final product. Product validity test is done by three validators, two media validators and one material validator. Product test was conducted to 21 students of FTP UNP Department of KTP who took Multimedia Computer Courses semester July-December 2017. The instruments used were questionnaire, assessment format and documentation. Data were analyzed descriptively quantitative to know the quality of interactive multimedia developed. The results of the analysis show that interactive multimedia for multimedia learning, in the material aspect is in the "Good" category, for the media aspect is in the "Very Good" category. Furthermore, for the results of product practicality test that has been done is in the category of "Very Good". These results show that interactive multimedia is practically used as a source of learning and alternative media in multimedia learning. Keywords : research and development, multimedia, interactive, autorun pro enterprise.

2019 ◽  
Vol 1 (3) ◽  
pp. 120-126
Author(s):  
Rina Sepriana ◽  
Rini Sefriani ◽  
Indra Wijaya ◽  
Pipit Lestari

This study aims to determine the level of product validity testing in the form of Interactive Multimedia Learning Media Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses research and development research and development (R&D) methods. Validation is carried out by validators, media experts, material experts and multimedia experts. Evaluation from validator for Learning Media Interactive Multimedia Module Based on Macromedia Director MX in terms of aspects (1) Content worthiness is obtained by an average of 90.4%; (2) the linguistic component is obtained an average of 91.00%; (3) Presentation Components obtained an average of 89.5%; (4) The components of the graphics are 90.3% on average. . Overall validator test assessment of Interactive Multimedia Module Learning Media Based on Macromedia Director MX obtained an overall average of 90.35%, so that the level of validity can be interpreted very validly used so that Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in Padang Vocational High School is interpreted to be very valid in use. Based on the assessment along with expert input and the results of the field testing of learning media Interactive Multimedia Module Based on Macromedia Director MX, it can be concluded that the feasibility has been tested.


2020 ◽  
Vol 8 (2) ◽  
pp. 86
Author(s):  
Zulbahri Zulbahri ◽  
Yuni Astuti ◽  
Erianti . ◽  
Pitnawati . ◽  
Damrah .

This research is motivated by the limited development of learning media for the subjects of Physical Education, Sports and Health on floor exercise (artistic) material, especially for schools in the regions. This study aims to produce a learning media product for students and students in learning gymnastics. The subjects or samples of this research were FIK UNP students who attended basic and advanced / learning gymnastics courses with a total of 12 people for small group subject trials and 15 people for field trials. The data used in this research are qualitative and quantitative data. Qualitative data in this study is data obtained through validation from material experts, media experts, while quantitative data in this study were obtained through assessment questionnaires which were analyzed with descriptive statistics.This research was conducted using "Research and Development" (Research and Development), namely the research method used to produce certain products. The model used as a reference is the Borg & Gall development research model with 10 developments, in this study the researcher adopted the following stages: 1) Preliminary Study (research and data collection). 2) Prepare a plan and analyze the media to be made. 3) Initial product development by producing learning media with validation by media experts and material experts. 4) Conduct small group trials. 5) Product Revisions. 6) Conduct field trials. 7) Revise the final product. For this early stage research, it has only arrived at the fourth stage (4), namely the initial stage validation by media experts and material experts. Research results in the form of learning media products for practical material with a score of 3.67 with good criteria and for media with a score of 3.3 with a fairly good category.


2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Sukardi Sukardi

Abstrak: Penelitian bertujuan untuk menghasilkan model pendidikan prakarya dan kewirausahaan berbasis ekonomi kreatif berdimensi industri keunggulan lokal yang efektif bagi lulusan SMA berjiwa wirausaha. Penelitian menggunakan prosedur research and development yang dipadukan dengan prinsip desain konstruktivistik dengan tahapan: studi pendahuluan, pengembangan produk awal, dan uji produk awal melalui uji validasi ahli dan praktisi; uji terbatas secara bersiklus, uji produk akhir melalui quasi eksperimen, dan desiminasi serta implementasi. Hasil penelitian tahap pertama adalah sebagai berikut. Industri kerajinan lokal dan pemasarannya menjadi prioritas substansi prakarya dan kewirausahaan dengan menggunakan pembelajaran konstruktivisme social. Desain model terdiri atas tiga komponen, yaitu tujuan (tujuan mata pelajaran, kompetensi dasar, dan indikator), prosedur pembelajaran (pengorganisasian dan penyampaian materi serta pengelolaan pembelajaran), dan penilaian. Desain model menghasilkan produk yang berupa: rumusan kompetensi dasar, silabus, buku ajar, panduan pembelajaran, media, rencana pelaksanaan pembelajaran, dan perangkat penilaian. Hasil uji produk awal menunjukkan bahwa secara keseluruhan rancangan model dan produk yang dihasilkan pada kategori sangat baik. Kata Kunci: desain model, prakarya dan kewirausahaan, ekonomi kreatif MODEL DESIGN OF PRAKARyA AND ENTREPRENEURSHIP WITH CREATIVE ECONOMY BASED AND LOCAL QUALITY OF INDUSTRY DIMENSION Abstract: This study aims to produce education model of prakarya and entrepreneurship with creative economy based and local quality of industry dimension to the graduated students of Senior High School who have entrepreneur passion. This study used research and development procedure with constructivism design which included the introduction study, initial product development, and initial product test through expert and practitioner validity; limited test in cycle, final product test through quasi experiment, dissemination, and implementation. The first result of the study is as follow. Local handicraft industry and its marketing became the substantial priority of prakarya and entrepreneurship by using social constructivism learning. The model design consists of three components, such as objective (learning objective, basic competency, and indicator), learning procedure (material organization, material delivery and learning management), and evaluation. Model design produce a product which include basic competency formula, syllabus, handout, learning guide, media, lesson plan, and evaluation. The result of the initial product showed that all of produced model plan and product is categorized into good. Keywords: model design, prakarya and entrepreneurship, creative economy


2019 ◽  
Vol 2 (1) ◽  
pp. 23-32
Author(s):  
Rohiman Rohiman ◽  
Bambang Sri Anggoro

This study aims to develop prezi-based mathematics learning media to increase interest in learning in the function material. The media developed is a mathematics learning media using Prezi software. This type of research is research and development (Research and Development) using an adapted research and development model which includes stages: (1) Analysis; (2) Design; (3) Development; (4) Trial (Implementation). The subjects of this research trial were 33 eighth grade students with function material. In this development research with the main objectives as product development and testing the effectiveness of the product in achieving the objectives in the study. Data collection instruments used were media validation questionnaire, material validation questionnaire, and student response questionnaire. The main result of this research is mathematics learning media using Prezi software. The quality of mathematics learning media using Prezi software is very good based on the results of media expert validation with a score of 93% and based on material experts is good with a score of 77.5%, and the response of students to learning media is very good with a score of 83.9% using a scale Likert.


2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


2019 ◽  
Vol 2 ◽  
pp. 111
Author(s):  
Jhoni Lagun Siang ◽  
Bahrudin Hasan ◽  
Lukman Tamhir

The purpose of this study is to: (1) produce video lessons that are feasible to be applied as learning media. (2) knowing the feasibility of learning videos so that they are feasible to be applied to learning media. Development of this learning video uses research and development methods or Research & Development which produces learning videos. This development research uses Allesi and Trollip method, which includes 3 steps of development, namely (1) planning: determining needs and goals, gathering resources, and generating ideas. (2) design: create flowcharts, create storyboards, and prepare scripts. (3) development: producing video and audio, programming material, preparing supporting components, evaluating and revising. The results of this development research are learning video products that have been tested for their feasibility by media experts, material experts, and students as users of the media. The overall results of the trial showed results, good namely obtaining a Worthy category with details: (1) the material expert test obtained an average yield of 3.55 which was categorized as feasible (2) the media expert test obtained an average yield of 3.5 which was categorized as feasible (3) scale test small by students get 3.5 average results which are categorized as feasible, (4) large-scale test by students get an average yield of 3.19 which is categorized as feasible. Based on the results of the media feasibility test, it can be concluded that the video is learning feasible to use.


Author(s):  
Reda Ramadhani ◽  
Ali Muhtadi

This development research aims to: 1) produce interactive multimedia learning products for senior high school students in Islamic Religious Education subjects; 2) find out the feasibility level of the products developed. The research method refers to the Allesi & Trollip development model which is grouped into three development steps, namely: a) planning; b) design, and c) development consisting of components that cover standards, ongoing evaluation, and project management. This research produces interactive learning multimedia products in the form of Compact Disk (CD). The results of the product feasibility assessment score through the alpha test on material experts were 4.0 (feasible) and the media expert was 4.1 (feasible). In the beta test, the assessment results obtained were 4.0 (feasible).


Jurnal PenSil ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 24-30
Author(s):  
Gilang Mawardi ◽  
Tuti Iriani ◽  
Daryati Daryati

This research is a type of research and development that aims to produce products in the form of multimedia powerpoint-based learning media in Learning Competency courses. This development research is a Research and Development research method with the 4D (four-D) model. This research is basically done through four main stages, namely define process, design process, develop process, and disseminate process. However, the research only reaches the stage of the development process. This study uses a questionnaire as a tool to test the feasibility of the media through the validation of media experts and material experts. The results of development are multimedia powerpoint-based learning media products. Assessments by material expert lecturers get scores 4,27 categorized as "Very Good". An assessment by a media expert lecturer got a score of 3.31 which was categorized as "Quite Good". The results of the average assessment from material and media experts get the value "3,79" means that multimedia-based learning media is categorized as "Good.".


2020 ◽  
Vol 7 (1) ◽  
pp. 61-77
Author(s):  
Ahmad Zubaidi

This study aimed to develop the feasibility of the Mahârah al-Istimâ’ test instrument for electronic-based Arabic students using the Kahoot! application at UIN Sunan Kalijaga Yogyakarta. The method used in this research is the research and development of  Borg and Gall model through analysis, design, and testing. Eligibility is based on the expert validator test and the final operation field test. The results of the study can be concluded that: 1) Preparation of the Test Instrument refers to the 5 objectives or indicators of Mahmud Kamil an-Naqah into 50 questions in product design using the Kahoot! application, 2) From the results of the expert validator it is known that the results of the material quality are obtained by an average 5.37 and the media quality of the application is obtained by an average of 4.75 (very feasible), 3) After being obtained from the main field test to 20 students there are 6 questions or 12% that are not feasible because they are invalid and have not discrimination index, then the author revise and test the revision results to 70 students with 100% valid results and are suitable for use.


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