scholarly journals RANCANG BANGUN MEDIA INTERAKTIF PADA MATA PELAJARAN TEKNIK DASAR LISTRIK DAN ELEKTRONIKA

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.

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):  
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.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Anyan Anyan ◽  
Benediktus Ege ◽  
Hendry Faisal

ABSTRACTThe limitation of supporting media in the teaching and learning process causes the teaching and learning process to be less than optimal. To overcome this, it can be done by using interactive learning media based on Microsoft Power Point. The purpose of this study is to produce interactive PowerPoint learning products Microsoft Power Point to improve student learning outcomes in Thematic learning of the subtheme of the Beauty of the Nature of My Country in grade IV elementary school. The research method used is the published Borg and Gall research: preliminary studies, model development and model trials. The results showed that the interactive learning media developed was declared feasible. Media validation and material validation showed an average score of 82.50% and 79.16%. Student responses to teaching materials scored 81.75% in small-scale trials on large-scale trials receiving scores of 85%. The response teacher got a score of 71.7% and 89.13%. Based on the grades obtained, then the interactive learning media based on Microsoft Power Point is feasible to be applied to grade IV elementary school students.Keywords: Interactive Media, Multimedia, Power Point, Interactive LearningABSTRAKKeterbatasan media pendukung dalam proses belajar mengajar menyebabkan proses belajar mengajar menjadi kurang maksimal. Untuk mengatasi hal tersebut dapat dilakukan dengan menggunakan media pembelajaran interaktif berbasis Microsoft Power Point. Tujuan penelitian ini menghasilkan produk media pembelajaran interaktif berbasis Microsoft Power Point untuk meningkatkan hasil belajar siswa pada pembelajaran Tematik subtema Keindahan Alam Negeriku di kelas IV SD. Metode penelitian yang digunakan adalah penelitian Borg dan Gall yang meliputi: studi pendahuluan, pengembangan model dan uji coba model. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif yang dikembangkan dinyatakan layak. Validasi media dan validasi materi menunjukan nilai rata-rata skor sebesar 82,50% dan 79,16%. Respon siswa terhadap bahan ajar interaktif memperoleh skor 81,75% pada uji coba skala kecil sedangkan uji coba skala luas memperoleh skor sebesar 85%. Respon guru mendapat skor 71,7% dan 89,13%. Berdasarkan nilai yang diperoleh, maka media pembelajaran interaktif berbasis Microsoft Power Point layak diterapkan pada siswa kelas IV sekolah dasar.Kata Kunci: Media Interaktif, Multimedia, Power Point, Pembelajaran Interaktif


Author(s):  
R. Gita Ardhy Nugraha

<p class="E-JOURNALAbstractBodyEnglish">Interactive media can be used to support the thematic learning process. From the observation on second grade Satya Wacana Christian Elementary School, <span lang="EN-US">it was</span> found that second grade’s teacher<span lang="EN-US"> did</span> not use interactive media to support thematic learning. Students <span lang="EN-US">were lack of </span>interest to learn. Because of this problem, an interactive media <span lang="EN-US">is developed </span>as a new way to support the thematic learning process. The aim of this study is to <span lang="EN-US">describe</span> the <span lang="EN-US">appropriateness </span>of interactive media based on Adobe Flash CS4 Professional and the effect of interactive media implementation in the 2013th Curriculum thematic learning process. The method in this study is research and development. The result <span lang="EN-US">showed </span>that interactive media was proper to use as learning media in the thematic learning process based on expert test score (3,83 &amp; 3,23). Interactive media has a very good value based on field test score (4,24 &amp; 4,26). <span lang="EN-US">U</span>sing interactive media affected student’s interest and motivation.<span lang="EN-US"> The media </span>also given attractiveness and effectiveness in the thematic learning process based on the questionnaire by students and second grade’s teachers. </p>


2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Ketut Candra Kurniartha ◽  
Putu Suka Arsa ◽  
Gede Ratnaya

This research aims to made autoplay based interactive learning media which can be used to support teaching and learning process, to know the feasibility level of learning media and students respond after using this autoplay based interactive learning media. This study was research and development study (R & D ) the data of this study were collected using questionnaire as an instruments by a content expert (material expert), expert of media and students. This study was conducted at tenth grade (X) TAV student of SMK Negeri 3 Singaraja. The results showed that: 1) the percentage of the media feasibility level from media validator is 90% with very feasible qualifications, 2) the percentage of the media feasibility level from material validator is 90% with very feasible qualifications, 3) test result of small group the percentage is 87% with very feasible qualifications 4) test result of large group the percentage is 91,37%. Based on the result of the analysis the feasibility level and students respond autoplay based interactive learning media on logic gate material for tenth grade (X) TAV student of SMK Negeri 3 Singaraja proper to use as learning media.


2018 ◽  
Vol 2 (1) ◽  
pp. 192
Author(s):  
Muhammad Zainal Abidin Al Gafur ◽  
Ikha Listyarini

The underlying reason that triggersthe researcher to conduct this study is the lack of facilities and lack of media so that it is initiated to overcome the learning shortagein class to be an interactive learning that is not in the form of paper based learning considered to be not alive and monotonous.The problems that is analysed in this research is how do media development establish interactive learning to overcome the learning shortage by using Macromedia Flash 8 so that it is able to be a media of learning on the social subjects for students of fifth grade in primary school? The purpose of the research is to find out the steps in developing Macromedia Flash 8 to be implemented in learning process to fill out the shortage of learning in SD N 02 Mranggen, Demak. This is a research and development research. The population of the research is all students in SD N 02 Mranggen, Demak academic year of 2017/2018. The sample of the research is 33 students of fifth grade. The technique of data collection uses the scale of Likert and Guttman. The data of the research is obtained through the observation and other economic indicators. The propose future design of this research is the development of the interactive learning by utilizing the advance support of Macromedia Flash 8 that is created. According to the freedom on learning material designing for social subject, it is worthwhile to implement this learning model to fifth grade students in the second semester under the curriculum of school (KTSP Curriculum). The validation process is carried out in two ways, include validation from media experts which shows the result of 90.5% with two categories are considered to be very good and validation from material designer experts showing the result of 85 % with two categories are considered to be very good. According to the research result, it is recommended to develop and implement the interactive media by using Macromedia Flash 8 as one of the alternative media in classroom teaching and learning process.


Author(s):  
Ellbert Hutabri ◽  
Anggia Dasa Putri

Technology is increasingly developing in all aspects of life, even in the teaching and learning process. Children at Elementary School level are more interested in learning with interactive learning media that are more interesting than conventional learning from textbooks. Learning to use textbooks makes it difficult for elementary school age children to concentrate because of the large amount of material, books that are less interesting and lack of interaction so that when learning students must be guided especially for Social Sciences subjects. With the Android-based interactive learning media application, students can learn while playing. The media is designed to contain material in the form of images, audio and video so as to attract the attention and concentration of students in the learning process independently. This media design uses the RAD (Rapid Application Development) and Unified Modeling Language (UML) methods as a tool for modeling media, android studio for its design. Based on the results of trials conducted on elementary school students feel more interested and easier to remember material with interactive media than learning to use textbooks.


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Biya Ebi Praheto ◽  
Andayani Andayani ◽  
Muhammad Rohmadi ◽  
Nugraheni Eko Wardani

Learning media always develops the following technological developments. Likewise, the media in learning is listening to Indonesian. The development of learning media is important. Adobe Flash-based media developed to facilitate lecturers and students in learning Indonesian listening skills in the Elementary School Teacher Education Study Program. Media that are designed to be interesting may not only train cognitive knowledge but also practice practical listening skills. Adobe Flash-based media for listening are designed by displaying several menus, namely the home menu, RPS (Semester Learning Plan), materials, practices, games, music, profiles, and references, as well as close menus appearing in accordance with the cross (x) to be used using the application. The hope media developed was able to assist lecturers in delivering learning material, as well as helping students learn well in the classroom and outside the classroom.


Author(s):  
Daniela Janssen ◽  
Christian Tummel ◽  
Anja Richert ◽  
Ingrid Isenhardt

<p class="Abstract"><span lang="EN-US">In light of the increasing technological developments, working life and education is changing and becoming more complex, interconnected and digital. These changed circumstances require new and modified competences of future employees. Education has to respond to the changing requirements in working life. To prepare for this, a technological-oriented teaching and learning process as well as gaining practical experience is crucial for students. In this context, Virtual Reality (VR) technologies provide new opportunities for practical experience in higher education, where they can further intensify the students learning experiences to a more immersive and engaging involvement in the learning process. To evaluate the potential of immersive virtual learning environments (VLE) for higher education and to understand more deeply which kind of experiences students gain while learning in immersive virtual environments (VE) an experimental research study is carried out. The paper describes education in light of industry 4.0 first and gives an overall view of immersive learning and the role of VR Technologies. Then the user study to measure user experience (UX) in immersive VLE is presented. Preliminary results are outlined and discussed with a view of further research.</span></p>


2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Fida Amalia Buana Putri ◽  
Shanta Rezkita

Based on the necessary with the teacher, it is concluded that teachers need information technology (IT) based on learning media in the teaching and learning process. The main purpose of this study is to know about the research procedure, to know about the quality of the media that developed, and the expert's respond. This study is a Research and Development (R&D). The on  procedure of the procedure uses 9 steps, including 1)Potentials and problems, 2)Data collection, 3)Product design, 4)Design validation, 5)Design revision, 6)Product try-out, 7)Product revision, 8)Application try-out, 9)Product revision until the desired products interactive powerpoint learning media are complete. The result of the study showed that the media were appropriate to be implemented. This showed from media experts of the validation result that average score 3,34 with a very good category. Material expert student's that average score 3,40 with very good category and from linguists expert result that average score 3,22 with the good category. Next, the average validation score of the teacher is 3,62 with a very good category and peers of the validation result that average score 3,44 with a very good category. The last response of the students in applications try-out responses that average score 92,75 with a very good category. 


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