scholarly journals RANCANG BANGUN MEDIA PEMBELAJARAN MULTIMEDIA INTERAKTIF PADA MATA PELAJARAN SIMULASI DIGITAL

Author(s):  
Hermansyah Hermansyah ◽  
Nurindah Dwiyani

Interactive Learning Media is a supporting element in generating quality students, students in using learning media whose purpose is to generate students' creativity in learning learning materials in accordance with the provisions of learning, to produce interactive media on Digital Simulation subjects whose presentation consists of text, images and videos learning, so that this attracts students' interest in learning, on digital simulation subjects. Media Interactive Using Macromedia Director 11 needs supporting applications such as Adobe Flash 8, Adobe Photoshop CS3, and Camtasia. Based on the results of the design of the media, it can be concluded that the interactive learning media on the subjects of the X-class Multimedia Digital Simulation have been realized. Interactive Learning Media has been designed later in the feasibility study by a media expert lecturer and two material expert teachers, with an average value of 0.69 and an average material validation value of 0.95 declared valid using the Aiken'V formula and based on the results of the feasibility test the learning media has been declared valid and feasible to be used as a medium of learning in school. Keywords: Designing, Digital Simulation, Interactive Media.

Author(s):  
Anwar Yusuf ◽  
Efrizon Efrizon

Digital Simulation is a basic subject of expertise in curricula in 2013. This Digital Simulation Learning is more directed at the activities of knowledge and skills for all students to shape their creativity by networking information with other parties who function to improve their knowledge and skills. In this  research discusses the design of interactive learning media based on Macromedia on digital simulation subjects at 1 Baktiya Vocational School. In this design use the classic tutorial model. The software used to create media is Macromedia Adobe Director 11.5 and other supporting applications. The existence of pretest in the media as a measure of students' knowledge of the material being studied. Based on the results of the validity test the media obtained an average score of 0.83 so that the media is worthy of use. It is hoped that this media can become an example for designing interactive media, so that students are motivated while learning, and the achievement of learning objectives. Keywords: Designer, Interactive Learning Media, Adobe Director.


2019 ◽  
Vol 4 (2) ◽  
pp. 227-236
Author(s):  
Ferli Septi Irwansyah ◽  
Efa Nur Asyiah ◽  
Ida Farida

Students' problems in understanding of the hybridization process need to be overcome by using interactive media. Therefore, this study aimed to analyze the results of the validation test and the feasibility test of learning media based on Augmented Reality (AR) on the concept of hybridization. The research method used was the Design-based Research (DBR) method based on technology that supports the learning process within two stages, namely the analysis stage and the design and development stage. Data collecting instruments used were a validation test questionnaire and a limited trial sheet. The media was validated by 3 expert lecturers and 10 respondents of Chemical Education Department students at UIN Sunan Gunung Djati Bandung, Indonesia. Overall validation test results obtained an average value of robserved of 0.88. The validation test obtained a value above 0.30, which showed that the learning media was valid and can be used for the limited trial. The limited trial obtained an average value of 88.59 % within a feasible category. This research concluded that AR learning media on the concept of hybridization is appropriate to be used as teaching material in the learning.


Author(s):  
Febby Dwi Al Indra ◽  
Ika Parma Dewi

Basic Electrical and Electronics Engineering (DLE) is a subject that has theory and practice, students are required to play an active role in learning so that they understand the material being taught, these subjects are the basis for students to understand and understand electronic components. SMK Negeri 1 Padang is one of the schools that has taken advantage of technological developments, such as the use of computers and Liquid Crystal Display or LCD projectors in the learning process. The purpose of this study is to improve student learning outcomes by using interactive media in the teaching and learning process. This research produces interactive learning media for basic electrical and electronic techniques. The media was then tested through computers and several people who understood interactive learning media and were revised based on suggestions and input from examiners, then tested their feasibility for use in the teaching and learning process. From the results of the trial it can be concluded that the media designed can run as it should and is suitable for use in the teaching and learning process at SMK Negeri 1 Padang.Keywords : Interactive Media, Adobe Flash CS6, Basic Electricity and Electronics.


2019 ◽  
Vol 11 (2) ◽  
pp. 159-182
Author(s):  
Guntur Cahyono

This research aims to develop interactive learning media for adobe flash-based prayer procedures/Tara (Tata Cara Shalat). Interactive media can develop prayer skills that are taught in the habituation process since the first grade of Madrasah Ibtidaiyah (MI).  This research used development research (RD) methods.  The development process in this study reached the stage of the formative evaluation process consisting of three steps, namely individual prototype material trials, small group trials, and field tryouts.  This field trial involved subjects in a larger class, involving 15-30 (a whole class of learners) or larger groups, namely the available classes.  The results of this field trial were used to make a product, material, or final design revisions. Interactive learning media can solve the problem of prayer skills regarding recitation and movement of prayer.  Thus, interactive learning media made it easier for students to understand the procedures for prayer quickly; besides, the learning process will be more enjoyable


2018 ◽  
Vol 24 (2) ◽  
pp. 262-269
Author(s):  
Pramudita Budiastuti ◽  
Moh. Khairudin ◽  
M.N.A Azman

Interactive learning media facilitate students to be understand and comprehend certain contents of engineering subjects. Therefore, this study aimed to develop e-instructional multimedia for students in the subject of basic electronics and electricity using adobe flash CS 5.5. This subject was selected to support the teaching-learning process at the Vocational Secondary Schools. There were five stages during the development of the learning media, including (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation (ADDIE). Furthermore, 30 students in total were selected to test the media practicability. The results revealed that this multimedia is acceptable based on five criteria: creativity, affectivity, efficiency, interestingly, and interactivity with the scores of 76.8, 76.8, 71.5, 77.4, and 74.4 respectively. This study suggested the implementation of the e-instructional multimedia for further understanding its empirical application.    


Author(s):  
Iim Abdul Rohim ◽  
Putra Jaya

This study aims to produce learning media for electronic components using Augmented Reality technology by knowing the performance and magnitude of the feasibility value of learning media for electronic components using the Augmented Reality technology. Designing and making applications using the steps of the waterfall method include: 1) Designing, 2) Architectural Design and Interfaces, 3) Encoding / Programming, and 4) Testing. Application programs are made with laptops that have Intel®core ™ i3 [email protected] processor specifications, 4.00GB RAM, Intel® HD Graphics520, 1TB hard drive, with a Windows 10 Pro 64-bit X64 operating system. Integrated Development Environment (IDE) in making this application is Unity 2018.3.6f1 with the marked based tracking method. Based on the results of the feasibility test conducted by two material experts as well as two media experts, that in the aspect of application material got an average value of a total score of 63 out of 68. In the media aspect the application got an average score of 84.5 from the total score of 96 Both of these scores give interpretation that the application of Augmented Reality learning media in teaching electronic engineering is very feasible to be used as a learning media.Keywords: Augmented Reality, Learning Media, Electronic Engineering, Unity 3D


Author(s):  
Nur Rahmi Akbarini ◽  
Wiedy Murtini ◽  
Andre N Rahmanto

This study was a research and development. This study aimed to find out the feasibility and validity of interactive learning multimedia in general administration subject. Lectora Inspire-based interactive learning media was tried out through validation by media expert, linguist, material expert, practitioners, and with the students through learning process.The result of validation by material expert on the media developed obtained total score of 87.5% belonging to very good criterion, the result of validation by material expert obtained total score of 95% belonging to very good criterion, the result of validation by linguist obtained total score of 100% belonging to very good criterion, and the result of validation by practitioners obtained total score of 93.10% belonging to very good criterion. The result of validation conducted by expert was also supported with the result of feasibility test in product tryout obtaining score of 87.5% belonging to very good criterion.The conclusion of research was that Lectora inspire based interactive learning in general administration subject was valid and feasible to use as learning media in school.


2020 ◽  
Author(s):  
Kustyarini . ◽  
Sri Utami ◽  
Endang Koesmijati

Writing text procedures is one form of text type found in Indonesian language learning that applies the 2013 Curriculum. In this study, researchers focused on writing text procedure skills using edutainment-based learning media. The challenge is implementing a learning system that involves the senses simultaneously. Using a text-based approach, the 2013 Curriculum Indonesian Language Learning trains individuals to solve problems and think critically in accordance with real life. The text that describes a step or way of dealing with it is a text procedure. The main purpose is to make it easier for readers to understand things quickly and precisely. The main objective in this study is to see whether the creation of a happy atmosphere, via the use of edutainment media, will affect the processing, storing and receiving information, and feedback for learning text procedures. The learning outcomes after the use of edutainment-based interactive media procedure for writing text skills increased in comparison to the scores before the use of the media. Therefore, this learning medium is very effective in increasing individual motivation and learning outcomes writing and developing creative ideas. Keywords: efficacy, interactive learning media, edutainment, procedural text, writing skills


2017 ◽  
Vol 5 (3) ◽  
pp. 399
Author(s):  
Kintoko Kintoko

This research is a developmental research, the purpose of this research is to produce a problem based mathematic learning media with Tangent Line to Circle for VIII grade Junior High School student by utilizing Adobe Flash SC6 on a Compact Disc (CD). This research was conducted to determine the quality of mathematics learning media in accordance with a good learning media which based on three aspects; Validity, Practicality an Effectiveness. The procedure of this research was using ADDIE model; Analysis, Design, Development, Implementation and Evaluation. The result of this research shown that Problem Based Interactive Mathematics Learning Media on Tangent Line to Circle for VIII Grade Junior High School fulfilled the criteria of good media quality. On validity aspect, the media got “Valid” category with average score 3,307 by material expert and got “Very Valid” category with average score 3,877 by media expert. On practicality aspect, validator determined that the media was applicable with minimal revision, teacher response to the media shown “Very Good” category with average score 3,404 and media learning implementation observation sheet analysis shown “Good” category with average score 3,333. On effectiveness aspect, students’ test result shows 85,19% student “Passed”, students’ mathematic solving ability shows “Good” category with average score 80,09 and also students’ positive response with 81,25% response


AL MURABBI ◽  
2020 ◽  
Vol 5 (2) ◽  
pp. 1-7
Author(s):  
Laila Raudatul Fauziah

This study aims to describe the results of the needs analysis for the development of learning media based on Adobe Flash CS6. This research is a qualitative descriptive study using survey methods to identify the needs of students and teachers in learning assessment. In this study, needs analysis refers to the achievement of student learning outcomes, problems faced by students, and the media needed in the learning assessment process. This research uses observation and interview methods in collecting data. Observations and interviews were conducted for grade X students of basic graphic design subjects at SMKN 8Padang. The results showed that: 1) completeness of student learning 2) Interactive learning media needed on computer subjects and basic networks. The results of this study concluded that students need interactive learning media in learning activities. Thus, this research was used in designing learning based on Adobe Flash CS6


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