scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN MULTIMEDIA INTERAKTIF MATA KULIAH PERAWATAN KULIT WAJAH

2019 ◽  
Vol 12 (2) ◽  
pp. 52-58 ◽  
Author(s):  
Murni Astuti ◽  
Rahmiati Rahmiati ◽  
Sri Zulfia Novita ◽  
Rahmi Oktarina

Learning Skin Care is one of the compulsory subjects in the Department of Beauty And Cosmetology FPP UNP. The problems encountered in learning Facial Skin Care are students having difficulty in understanding massage tehnic and problematic facial care techniques with technology. This causes student learning outcomes are relatively low. The purpose of this research is to develop interactive multimedia learning media on Facial Skin Care courses that are practical, valid and effective. This research was conducted in the cosmetology and beauty department of FPP UNP. This research uses the Research and Development (R&D) research method. Interactive multimedia validation of Facial Skin Care courses conducted by material validators and media and language display an average of 3.68% with the category "very valid" Whereas the practicality of interactive multimedia seen from the response of lecturers who get an average of 3.60% and students 3.79%. This shows the interactive multimedia Facial Skin Care, including the category "very practical”    

Author(s):  
Nana Ronawan Rambe ◽  
Abdul Hasan Saragih

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Metode penelitian adalah Research and Development dengan menggunakan model Dick and Carey. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan tanpa menggunakan multimedia interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh t hitung  sebesar 9.0229,  sedangkan t tabel = 1.98, pada α=0.05 dengan dk 98 . Hasil perhitungan dimana  thitung > t tabel, t hitung yaitu  9.0229>1.98. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan pembelajaran multimedia  interaktif adalah sebesar 95.63% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan tanpa menggunakan pembelajaran multimedia interaktif, yaitu  sebesar 90.00%. Kata Kunci: media pembelajaran tenses bahasa inggris berbasis multimedia interaktif Abstract: The research and development is aimed at: (1) Produce interactive learning media that is fit for use, easy to learn and can be used for individual learning, (2) To determine the effectiveness of interactive learning media developed in subjects in English. The research method is the Research and Development using a model of Dick and Carey. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned using interactive multimedia learning outcomes of students that learned without using interactive multimedia. This is indicated by the data processing which gained t count equal to 9.0229, while the tables t = 1.98, at α = 0:05 to 98 hp. The results of calculations where thitung> t table, ie 9.0229 t> 1.98. It was concluded that the results of the study group of students that learned using interactive multimedia learning amounted to 95.63% and higher than the group of students that learned without using interactive multimedia learning, which amounted to 90.00%. Keywords: media learning English tenses based interactive multimedia


2019 ◽  
Vol 4 (11) ◽  
pp. 1457
Author(s):  
Didit Satya Prayogi ◽  
Sugeng Utaya ◽  
Sumarmi Sumarmi

<p><strong>Abstract:</strong><strong> </strong>Internalization of local wisdom in learning through the development of interactive multimedia is an effort made to instill a critical and proud attitude towards the culture of the region from an early age. The values of local wisdom of Berau Regency are packaged in the form of interactive multimedia with an interesting following the progress of the times where the use of information technology is a support for learning that is widely used today. The purpose of research and development is to see the response of teachers and students to interactive multimedia, and to see the effectiveness of interactive multimedia to support learning. the results of the study found positive responses and increased student learning outcomes after using interactive multimedia based on local wisdom in the learning process.</p><strong>Abstrak:</strong><em> </em>Internalisasi kearifan lokal dalam pembelajaran melalui pengembangan multimedia interaktif adalah upaya yang dilakukan untuk menanamkan sikap kritis dan bangga terhadap budaya daerahnya sejak dini. Nilai-nilai kearifan lokal Kabupaten Berau dikemas dalam bentuk multimedia interaktif dengan menarik mengikuti kemajuan zaman, dimana penggunaan teknologi informatika merupakan penunjang pembelajaran yang banyak digunakan saat ini. Tujuan penelitian dan pengembangan untuk melihat respons guru dan siswa terhadap multimedia interaktif, dan untuk melihat keefektifan dari multimedia interaktif menunjang pembelajaran. Hasil dari penelitian ditemukan respons positif dan peningkatan hasil belajar siswa setelah menggunakan multimedia interaktif berbasis kearifan lokal dalam proses pembelajaran.


Author(s):  
Dwianti Putri Amelia ◽  
Amin Harahap

This study aims to overcome students' low interest in learning mathematics by using interactive multimedia learning models to increase students' interest in learning mathematics in class VII MTS PP ATH-TOHIRIYAH Gunung Selamat in the midst of the Corona Virus outbreak. With the application of this interactive multimedia learning model, it is hoped that it will increase students' interest in learning mathematics. The research method used in this study is a quantitative method with a class action method. In this study, the authors analyzed the data from the pre-test and post-test scores from both classes. The population in this study were all students of MTS PP ATH-TOHIRIYAH Gunung Selamat grade VII, totaling 40 students. The sampling technique used is probability sampling using cluster sampling. From the results of data analysis, it is known that there is a difference between the average value of student learning outcomes before and after the implementation where the average value of the experimental pre-test is 56.60% and the control pre-test is 66.70% and becomes 86.55% for the experimental post-test and 75.30% for the control post-test. The experimental class increased by 29.95%, while the control class only increased by 8.60%. Based on the results of research and data processing that have been discussed, it can be concluded that the application of the interactive multimedia-based mathematics learning process has an impact on student learning interest in terms of student learning outcomes.


Author(s):  
Handika S Tumanggor ◽  
Harun Sitompul

Abstrak: Penelitian ini bertujuan untuk mengetahui: (1) Kelayakan multimedia interaktif untuk pembelajaran membaca Alquran di pesantren. (2) Hasil belajar siswa yang diajarkan dengan menggunakan multimedia interaktif lebih tinggi daripada hasil belajar siswa yang diajarkan dengan menggunakan media grafis sketsa pada pembelajaran membaca Alquran di pesantren. Metode penelitian pengembangan. Hasil penelitian menunjukkan bahwa kelayakan produk adalah: (1) validasi ahli materi pembelajaran berada pada kualifikasi sangat baik, (2) validasi ahli desain pembelajaran berada pada kualifikasi sangat baik, (3) validasi ahli media pembelajaran berada pada kualifikasi sangat baik, (4) uji coba terbatas berada pada kualifikasi sangat baik, (5) uji coba lebih luas berada pada kualifikasi sangat baik. Hasil pengujian hipotesis keefektifan produk menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan media grafis sketsa. Hasil pengolahan data diperoleh bahwa  thitung=2,988 pada taraf signifikasi α=0,05 dengan dk=78 diperoleh ttabel=1,997 sehingga thitung>ttabel, disimpulkan bahwa hasil belajar membaca Alquran kelompok yang diajarkan dengan menggunakan multimedia interaktif lebih tinggi daripada kelompok yang diajarkan dengan menggunakan media grafis sketsa. Kata Kunci: pengembangan multimedia interaktif, pembelajaran membaca alquran, pesantren Abstract: This study aims to determine: (1) Eligibility interactive multimedia for learning to read the Koran in schools. (2) The results of student learning is taught using interactive multimedia learning outcomes are higher than students taught by using graphic media sketch on learning to read the Koran in schools. The research method development. The results showed that the eligibility of products are: (1) expert validation of learning materials that are in excellent qualifications, (2) validation expert instructional design that are in excellent qualifications, (3) validation expert instructional media that are in excellent qualifications, (4) limited trial are in excellent qualifications, (5) more extensive trials are in excellent qualifications. Results of hypothesis testing the effectiveness of the product indicate that there are significant differences between student learning outcomes that learned using interactive multimedia learning outcomes of students that learned by using graphic media sketch. The result of data processing obtained that t = 2.988 at significance level α = 0.05 df = 78 obtained table = 1.997 so thitung> ttable, concluded that the results of learning to read the Koran groups taught by using interactive multimedia higher than the group taught by using graphic media sketch. Keywords: interactive multimedia development, learning to read the Quran, boarding


2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Miftah Farid Adiwisastra

Abstract - This study aims to build a model of multimedia learning such as drill and practice that improve for student learning outcomes. The method used is us in this research is a method of research and development (R & D). Its for test the performance of the media as well as determine the feasibility of this game was tested to the field. It is hoped this game could help improve student learning outcomes. This study also aims to determine the views and interests of students towards learning using multimedia learning model of drill and practice, and to see the validity or appropriateness interactive quiz game that has been built as well as to see the students' multimedia assessment have been developed. Questionnaires were used in this study include field survey questionnaire used is given to two junior high school students of Islamic Boarding School Darul Muta'allimin Tasikmalaya and student assessment questionnaire to the interactive quiz game. In this research showed that almost all of the students gave positive responses regarding the use of multimedia learning model such as drill and practice with an interactive quiz game, students give a very good assessment of the learning multimedia interactive quiz game with a percentage rating of 91, 979%, and get increased learning outcomes. Keywords : Multimedia Learning, Drill and practice, Interactive Quiz Game Abstrak - Penelitian ini bertujuan untuk membangun multimedia pembelajaran model drill and practice untuk meningkatkan hasil belajar siswa. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan atau Research and Development(R&D). Menguji kinerja media serta mengetahui tingkat kelayakan game ini diujikan ke lapangan. Diharapkan game ini mampu membantu meningkatkan hasil belajar siswa. Penelitian ini juga bertujuan untuk mengetahui pandangan dan ketertarikan siswa terhadap pembelajaran yang menggunakan multimedia pembelajaran model drill and practice dan untuk melihat validitas atau kelayakan game kuis interaktif yang telah dibangun serta untuk melihat penilaian siswa terhadap multimedia yang telah dikembangkan. Kuisioner yang digunakan dalam penelitian ini diantaranya adalah kuisioner survey lapangan yang diberikan kepada 2 siswa SMP IBS Darul Muta’allimin Tasikmalaya dan kuisioner penilaian siswa terhadap game kuis interaktif. Dari penelitian ini didapatkan hasil yaitu hampir seluruh siswa memberikan respon positif mengenai pembelajaran yang menggunakan multimedia pembelajaran model drill and practice dengan game kuis interaktif , siswa memberikan penilaian sangat baik terhadap multimedia pembelajaran game kuis interaktif dengan persentase penilaian sebesar 91.979%, dan mengalami peningkatan hasil belajar. Kata kunci : Multimedia Pembelajaran, Drill and practice, Game kuis interaktif


2020 ◽  
Vol 4 (1) ◽  
pp. 41-59
Author(s):  
Sri Adelila Sari ◽  
Sulistia Ningsih Putri

One reason for the low student learning outcomes is the inactivity of students in making notes independently. This study was aimed to develop (HGNT) on colloidal system material. The research method used was research and development (RD) with the 4D model, namely: (i) Define, (ii) Design, (iii) Development, and (iv) Disseminate. The research instrument used to assess the feasibility of the HGNT that has been developed was a validation sheet, while in the dissemination stage, learning outcomes and student responses were measured using an objective test and questionnaire. The study was conducted at Budisatrya Private High School Medan in class XI IPA 1. The results showed that the developed HGNT was obtained very decent criteria. In addition, student learning outcomes were found to be improved and student responses to HGNT showed a positive category. Based on the results of this study, it can be concluded that the HGNT which has been developed was very feasible to use in learning of the colloidal system material, and student learning could be success with a very positive responses


2020 ◽  
Vol 7 (1) ◽  
pp. 58
Author(s):  
Bunga Oktaveanry Nagara ◽  
Lelly Qodariah ◽  
Jumardi Jumardi

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran talking stick terhadap hasil belajar peserta didik pada mata pelajaran sejarah kelas X di SMK Grafika Yayasan Lektur. Metode penelitian yang digunakan adalah metode penelitian kuantitatif eksperimen. Sampel yang digunakan dalam penelitian ini yaitu kelas XA sebagai kelas eksperimen dan kelas XB sebagai kelas kontrol. Pada uji validitas instrumen menggunakan korelasi biserial dengan 25 butir soal pilihan ganda dengan 15 butir soal valid an 10 butir soal yang tidak valid. Teknik analisis data yang digunakan adalah uji normalitas, uji homogenitas dan uji hipotesis menggunakan uji t. Hasil penelitian menunjukkan bahwa: (1) terdapat perbedaan hasil belajar yang diberi perlakuan menggunakan model pembelajaran talking stick lebih tinggi daripada hasil belajar yang diberi perlakuan menggunakan model pembelajaran konvensional, dari analisis data diperoleh rata-rata kelas eksperimen 87,16 dan kelas kontrol 66,85, (2) hasil pengujian hipotesis yang diperoleh thitung>ttabel yaitu  2,107>2,002 pada taraf signifikan α=0,05. Hal tersebut berarti hipotesis dalam penelitian ini dapat diterima dan dinyatakan bahwa terdapat pengaruh model pembelajaran talking stick terhadap hasil belajar peserta didik pada mata pelajaran sejarah kelas X di SMK Grafika Yayasan Lektur. Kesimpulannya bahwa terdapat pengaruh dari model pembelajaran talking stick terhadap hasil belajar peserta didik pada mata pelajaran sejarah kelas X di SMK Grafika Yayasan Lektur.Kata kunci: model pembelajaran talking stick, hasil belajar AbstractThis study aims to determine the effect of the talking stick learning model on student learning outcomes in class X history subjects at the SMK Grafika Foundation for Literature.  The research method used was an experimental quantitative research method.  The sample used in this study is class XA as an experimental class and class XB as a control class. In the validity test the instrument uses biserial correlation with 25 multiple choice questions with 15 valid items and 10 invalid items.  Data analysis techniques used were normality test, homogeneity test and hypothesis testing using t test. The results showed that: (1) there were differences in learning outcomes that were treated using the talking stick learning model higher than learning outcomes that were treated using conventional learning models, from the analysis of the data obtained an experimental class average of 87.16 and a control class 66,  85, (2) the results of testing the hypothesis obtained tcount> ttable is 2.107> 2.002 at a significant level α = 0.05.  This means that the hypothesis in this study can be accepted and it is stated that there is an effect of the talking stick learning model on student learning outcomes in class X history subjects at SMK Grafika Literature Foundation. The conclusion that there is an influence of the talking stick learning model on student learning outcomes in classs X history subjects at SMK Grafika Literature Foundation.Keywords: talking stick learning model, learning outcomes


2020 ◽  
Vol 4 (2) ◽  
pp. 78-88
Author(s):  
Andar Gunawan Pasaribu

This study aims to develop strategies learning motivational from the repository for student learning outcomes.  . This research was conducted on IAKN Tarutung students by using the development research method. Development is carried out through stages, namely symbol, development tools, ease of accessing the repository.  completeness of lecture materials, and the Effective repository.   The results of testing the use of applications repository with an average value of 88%. 


2021 ◽  
Vol 15 (2) ◽  
pp. 109-118
Author(s):  
Tuti Triyani

This study aims to improve the social studies learning outcomes of Class VI students of SD Negeri 18 Lubuklinggau by using the Jigsaw learning model. The research method used in this study is a classroom action research method (Action Research) using the Jigsaw learning model. Data collection techniques were carried out by means of observation and tests. Based on the results of research using the Jigsaw learning model in class VI students at SD Negeri 18 Lubuklinggau, it turned out to be able to improve student learning outcomes. Student learning outcomes continue to increase in each cycle, in the first cycle of the first meeting the average student learning outcomes of 51.86, the second meeting of 59.45 then in the second cycle of the first female student learning outcomes of 62.14 and at the second meeting 67 .95. and in cycle 3 the first meeting the average student learning outcomes was 71.14 and the second meeting was 85.76


2019 ◽  
Vol 2 (2) ◽  
pp. 166-184
Author(s):  
Nely Hartika ◽  
Ira Ismeylia Saputri

This study aims to find out how the application of inquiry learning models in accounting subjects in class X AK in SMKN 4 Serang City and to find out whether the inquiry learning model can improve student learning outcomes in class X AK in Accounting Basic Subjects in SMK 4 Serang City.This research uses a class action research method which consists of two cycles.  Each cycle consists of four stages, namely planning, implementing, observing reflection.  The subjects of this study were participants in grade X SMK 4 Serang City consisting of 36 students and teachers in Accounting as a team of collaborators.  These results indicate that the Inquiry learning model can improve student learning outcomes based on cycle one, from 36 students who succeeded in getting grades above the KKM of 36.56% with an average value of 66, whereas in the second cycle there was a significant increase to be 100% with  an average value of 82.


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