scholarly journals Aplikasi Wingeom dan Camtasia Studio untuk Pembuatan Media Pembelajaran Audio Visual

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.

Author(s):  
Hariadi Hariadi ◽  
Suryansah Suryansah ◽  
Muhamad Rezeki Rizal Watoni

This study was aimed at designing, creating, and developing an interactive audio visual learning media. This study was also aimed at examining the effectiveness of the implementation of the kid’s athletics interactive audio visual learning media on the student learning achievement. This research used a Research and Development method. The subjects of the study were 30 elementary students. The research design was the product development model. The data were analyzed by using a percentage calculation of the validation results. The validators were the expert in media and the expert in material. The result of the data analysis showed that the use of interactive audiovisual media kid’s athletics had been assessed as valid by the validators. The validity score was 85,71% from the media expert and 91,67% from the material expert. Therefore, the product was categorized as very good, which means it is applicable to use. The results of teacher instruction observation on using the kid’s athletics interactive audio visual media were 94,79% for the Kanga Escape material, 88,54% for Frog Jump material, 92, 70% for Turbo Throwing material, and 91,66 for Formula 1 material.


2020 ◽  
Vol 1 (2) ◽  
pp. 59-74
Author(s):  
Putri Utami Suseno ◽  
Yamin Ismail ◽  
Sumarno Ismail

This article discusses the development of mathematics learning media in the form of interactive multimedia-based videos. Media development was carried out for learning flat-plane geometry on the topic of kites. The media development method used a descriptive approach through 3 stages, namely defining, designing, and developing by involving students of SMP Negeri 3 Gorontalo as research subjects. The multimedia-based interactive video learning media produced was declared valid based on expert judgment both in terms of media and on material substance. In its application, there was a positive response from more than 70% of students who took part in the learning process. This shows that the multimedia-based interactive video learning media is good and suitable for use as a medium for learning mathematics.


Author(s):  
Sutri Theo Lija Sidabutar

This study aims to 1) determine the validity of the Mathematics learning CD assisted by Geometer’s Sketchpad Software with Jean Piaget's theory-based Constructivism approach; 2) determine the effectiveness of the Mathematics Learning CD assisted by Geometer’s Sketchpad Software with Jean Piaget's theory-based Constructivism approach. The method used in this research is research and development or research and development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subject of this research is grade VIII-4 SMP St. Petrus Medan with 32 students. The type of data used is qualitative data and quantitative data. Based on data processing and discussion, the data obtained from the material expert validation results with a percentage of 85.4% are in the category of very valid, while the results of the validation of media experts with an average percentage of 87.3% are in the category of very valid so that the mathematics learning CD is said to be very valid . The effectiveness of mathematics learning CD assisted by geometer's sketchpad software with constructivism approach based on Jean Piaget's Theory can be seen from the following assessments: 1) Positive responses assessed by students with an average percentage of positive responses of 88.88% with a very positive category, and responses teachers with an average percentage of 84% with a positive category; 2) the results of observations of teacher activities in managing learning using CDs learning mathematics with an average percentage of 89.73% with very good categories and the results of observations of student activities with an average percentage of 86.66% with very good categories; 3) the test results of student learning outcomes is obtained classical completeness of 84.37% with a very high category. Based on these assessments it can be concluded that the use of mathematics learning CDs assisted by geometer’s sketchpad software with Jean Piaget's theory-based constructivism approach is valid and effective in the learning process.


2020 ◽  
Vol 11 (2) ◽  
pp. 227-246
Author(s):  
Sulasri Suddin ◽  
Yohanis Ndapa Deda

The linkage of technology in the world of education today has developed rapidly. One of them is the development of mathematics learning media in the form of educational games. The purpose of this research is to develop an educational learning media game that is integrated into Timor local wisdom so that this media has its uniqueness to help students learn. Research on a fast educational game on mathematics based on an android smartphone was conducted at MTs Nurul Falah, Kefamenanu, NTT. The media was developed using software construct 2. The method used in this research is development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity test based on material experts, media experts, and teachers indicate that educational games with the theme of local wisdom as android-based mathematics learning media were included in the category of very feasible to use with an average validation of 4.33 and very feasible criteria. At this stage, a limited trial using a questionnaire showed that game education received a positive response to the use of game education media with an average percentage of 98.93%. These results indicate that the process of learning mathematics using this media can motivate and facilitate student learning compared to the learning that has been done. During the pandemic, COVID-19 media can be used as online-based learning media because students can easily download the application then the teacher controls the process.


2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.


2020 ◽  
Vol 4 (1) ◽  
pp. 56
Author(s):  
Ani Ainun Masruroh ◽  
Rani Oktaviani ◽  
Sri Islami Kulsum ◽  
M. Afrilianto

This research aims to improve student learning outcomes on mathematics learning by using a contextual approach. This research is a Class Action Research (CAR) conducted at one of the vocational schools (SMK) in X-class areas of focus on Automation of Governance and Office 3. The research instruments used in this study are (1) tests consisting of pre-test and post-test of the concept of Sigma notation and infinite series; and (2) the use of an observation sheet for teachers and students as a condition of measuring action execution. The procedure of the study consists of (1) planning, (2) The implementation of Action, (3) observation, (4) evaluation, and (5) reflection. The test results showed that there was an increase in pre-test and post-test results of 19.33%. Obviously, this shows that students ' learning outcomes on math learning are increasing after learning using a contextual approach.


2020 ◽  
Vol 3 (1) ◽  
pp. 77-88
Author(s):  
Mukti Sintawati ◽  
Mifta Rudiyanta ◽  
Muhammad Nuryanto

Learning mathematics in elementary school is expected to adjust to the cognitive development of students. Abstract mathematical concepts make students need help to understand them. This study aims to develop mathematics learning media geometry for 4th grade elementary school students. This development research uses the Borg & Gall research model which was carried out to the seventh stage, namely research and information collecting, planning, developing preliminary form a product, preliminary field testing, main product revision, main field testing, and operational product revision. Product trials were conducted at Ngablak Public Elementary School. Data collection instruments were using a questionnaire. The questionnaire used to assess the appropriateness of the media was an expert validation assessment sheet, while the teachers’ assessment sheet and students’ response questionnaire were used to determine the practicality of the product. The validation results from the experts obtained that the Magic Geometry media was declared very appropriate to be used in learning mathematics with an average score of 4.45. The results of the teacher practicality assessment were stated to be very practical with a score of 4.9 and the student’s response questionnaire received an average score of 4.2 with a practical category. The results of the student response questionnaire also showed that Magic Geometry made learning becomes more interesting and materials easier to understand.


2015 ◽  
Vol 3 (3) ◽  
Author(s):  
Leny Hartati

<p>This study aims to determine the effect of learning styles and attitudes of <br />students in math on math learning outcomes. The method used is the method Expose Facto. The study sample drawn from a population with affordable proportional random technique, as many as 60 students. The instrument used in this study is a questionnaire instrument to measure learning style variables and variable attitudes of students in math, and test instruments, to measure the outcomes of learning mathematics. The research design used in this study is a 3 x 2 factorial design with three variables consisting of two independent variables, namely cognitive learning styles and attitudes of students in math, as well as the dependent variable, which is the result of learning mathematics. From the <br />data processing obtained the following results: (1) There are differences in mathematics learning outcomes of students who have a visual learning style, auditory and kinesthetic. It is in the show by the price of the F - count of 2,494 with a probability of 0.047 sig (sig &lt; 0.05) at significance level ? = 5 %. (2) The results of the mathematical learning of students who have a positive attitude at a higher math than students who have a negative attitude on math. It is in the show by the price of the F - count of 3,124 with a probability <br />of 0.018 sig (sig &lt; 0.05) at significance level. (3) There is no interaction between the learning styles of students in math attitudes toward math learning outcomes. It is in the show by the price of the F - calculated interaction probability value was 1.621 while sig. for interaction (learning styles * attitude of students in math) of 0.140 (sig &gt; 0.05). </p>


Academia Open ◽  
2021 ◽  
Vol 5 ◽  
Author(s):  
Aditya Kurniawan ◽  
Yulian Findawati

Voting in a democratic country is an important part of the means of choosing leaders. The village head election process in Indonesia still uses conventional voting methods, namely using ballot paper media in the election process. Voting that is carried out conventionally has several obstacles, including the lack of guaranteeing the authenticity of voters' votes, so that people think the results of voting results are often manipulated. In addition conventional selection is deemed inaccurate and time-consuming and costly. In this study the aim of this research is to design an information system e-voting that can be used for the Election of the Village Head of Cemandi, Sedati, Sidoarjo, East Java, where by using this system the election process becomes easier by ensuring the accuracy of the vote count. This system development method uses the model of software engineering waterfall. The test results blackbox show that the functions of the features in the system are running well. Based on the UAT test, the system received an average percentage rate of 86%.


AKSIOMA ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 174-185
Author(s):  
Jumadi Jumadi

This study aims to analyze the relationship between IQ test results and studentintelligence in learning mathematics through the Multiple Intelligence Theory.This research is a qualitative study which uses primary references forintelligence in mathematics learning and correlates with IQ tests based onmultiple intelligence theory.The results of research that discusses the theory of Multiple Intentions that areable to change the view of intelligence as seen from the results of IQ tests are nolonger relevant because IQ tests only discuss intelligence intelligence,mathematics and language. IQ tests only support math-intelligence andlanguage, while learning mathematics involves not only intelligence andlanguage. If the school wants to implement Multiple Intelligences in itseducation system, then it needs help from each teacher to ask to start and ask toput all his skills and creativity into teaching.Keywords: Multiple intelligence, multiple intelligence, IQ, mathematicalintelligence


Sign in / Sign up

Export Citation Format

Share Document