scholarly journals PENGEMBANGAN MULTIMEEDIA PEMBELAJARAN INTERAKTIF INSTALASI MOTOR LISTRIK KELAS XI TITL SMK SWASTA DWIWARNA MEDAN

Author(s):  
Horas Karlos Pasaribu ◽  
Sahat Siagian

Abstract This research is generally a research that aims to develop learning multimedia. Multimedia learning is very important in the learning process, good learning multimedia is very effective in the teaching and learning process. Researchers try to develop interactive learning multimedia that can be used in the form of interactive CDs, using several software consisting of Adobe Flash CS6, Adobe Photoshop CS5. Aims to make it easier for students to understand the lesson and also make it easier for educators to deliver lessons. Multimedia learning in this study uses the ADDIE model by using five stages in it which was adapted by Sugiyono. The target of this research is the Expert Lecturer at the State University of Medan. Tests on interactive multimedia by media validators, material validators, and user/acceptance validators showed that the resulting learning multimedia was good with a score of 4.33 for material validation, a score of 4.35 for media validation, and a score of 4.29 for user/acceptance validation. . Keywords: Interactive Multimedia Development, Adobe Flash CS6 Software, Electric Motor Installation. AbstrakPenelitian ini secara umum merupakan penelitian yang bertujuan untuk mengembangkan multimedia pembelajaran. Multimedia pembelajaran termasuk hal yang sangat penting dalam proses pembelajaran, multimedia pembelajaran yang baik sangat efektif digunakan dalam proses belajar mengajar. Peneliti mencoba mengembangkan multimedia pembelajaran interaktif yang dapat digunakan dalam bentuk CD interaktif, menggunakan beberapa software yang terdiri dari Adobe Flash CS6, Adobe Photoshop CS5. Bertujuan untuk memudahkan peserta didik dalam memahami pelajaran dan juga memudahkan pendidik dalam menyampaikan pelajaran. Multimedia pembelajaran pada penelitian ini menggunakan model ADDIE denggan menggunakan lima tahap di dalamnya yang diadaptasi oleh Sugiyono. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator media, validator materi, dan validator user/akseptansi menunjukkan bahwa multimedia pembelajaran yang dihasilkan  baik dengan skor 4,33 untuk validasi materi, skor 4,35 untuk validasi media, dan skor 4,29 untuk validasi user/akseptansi. Kata kunci: Pengembangan Multimedia Interaktif, Software Adobe Flash CS6, Instalasi Motor Listrik.

Author(s):  
Geneses Tarmizi Manalu ◽  
Uli Basa Sidabutar

AbstrakPenelitian ini secara umum merupakan penelitian yang  bertujuan untuk mengembangkan multimedia pembelajaran. Multimedia pembelajaran termasuk hal yang sangat penting dalam proses pembelajaran, multimedia pembelajaran yang baik sangat efektif digunakan dalam proses belajar mengajar. Peneliti mencoba mengembangkan multimedia pembelajaran interaktif yang dapat digunakan dalam bentuk CD interaktif, menggunakan beberapa software yang terdiri dari Lectora Inspire, Adobe Photoshop CS5, Bandycam, dan EKTS. Bertujuan untuk memudahkan peserta didik dalam memahami pelajaran dan juga memudahkan pendidik dalam menyampaikan pelajaran. Multimedia pembelajaran pada penelitian ini menggunakan model desain Borg and Gall yang diadaptasi oleh Sugiyono.Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator media dan validator materi menunjukkan bahwa multimedia pembelajaran yang dihasilkan baik pada validasi materi dengan skor rata-rata 4,6 dan untuk validasi media dengan skor rata-rata 4,3. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata Kunci : Pengembangan  Media Interaktif, Software Lectora, Instalasi Penerangan Listrik  Abstract This research is generally a study that aims to develop multimedia learning. Multimedia learning is very important in the learning process, good learning multimedia is very effectively used in the teaching and learning process. Researchers are trying to develop interactive learning multimedia that can be used in the form of interactive CDs, using several software consisting of Lectora Inspire, Adobe Photoshop CS5, Bandycam, and EKTS. It aims to facilitate learners in understanding the lessons and also facilitate educators in delivering lessons. Multimedia learning in this study uses borg and gall design model adapted by Sugiyono.The target of this research is Expert Lecturer of Medan State University. Testing of interactive multimedia by media validators and material validators showed that multimedia learning was generated both on material validation with an average score of 4.6 and for media validation with an average score of 4.3. Then the conclusion of the developed media is worth using.  Keywords: Interactive Media Development, Lectora Software, Electrical Lighting Installation


2021 ◽  
Author(s):  
Huriyah Padhilah Anasti

Learning media is the most important part in a learning process. Learning media is a tool used to assist the teaching and learning process. The purpose of using learning media is to stimulate learning patterns in order to achieve learning success and achieve the desired goals. The development and use of interactive multimedia-based learning media certainly cannot be separated from the competencies possessed by the teacher. This is because the teacher plays a role in all forms of the learning process.


2019 ◽  
Vol 4 (2) ◽  
pp. 55-61
Author(s):  
Sigit Sigit ◽  
Belsana Butar Butar

Abstract - The conventional teaching and learning process for most students is very boring, because only listening to the explanation from the teacher and also using the textbook as a reference for learning so that when students learn less attention to the material delivered. To overcome this, an interactive application was made about learning the introduction of Indonesian national heroes. The use of interactive animation as a visual media will make it easier for teachers to deliver material about national heroes and make it easier for students to remember national heroes as well as their history. Multimedia applications are applications that are designed and built by combining elements such as text/documents, sounds, images, animations and videos. With the use of multimedia, learning about national heroes can be more interactive, increasing students' motivation during the learning process until the desired learning goals are obtained. Before making the application using Adobe Flash Professional CS6 software (Action Script 2.0), storyboard design was used in the form of a picture in the form of a box as the main guide in making animation. From the discussions and questionnaires that have been disseminated, this animation is useful to help and facilitate teachers and parents to be able to introduce national heroes and also develop the mindset of early-level Daan Mogot 1 Keroncong Elementary School Tangerang City level five and create an atmosphere of learning while playing interesting for children. Key words: Multimedia, Learning National Hero, Animation, Storyboard


2020 ◽  
Vol 4 (1) ◽  
pp. 57-63
Author(s):  
Kadariah Kadariah ◽  
Ahmad Hamim Thohari ◽  
Riwinoto Riwinoto

Appropriate and appropriate learning methods in educating children are veryimportant things. With interactive multimedia technology that is widespread,we can use it as a learning media. Interactive multimedia development makesit possible to create an interactive educational media called "Learning ArabicVocabulary". The making of interactive multimedia "Learning Arabic Kosa-Kata" is designed based on a case study from the Elementary School (Al-Azhar Elementary School) that applies Arabic language learning. Using theright and varied media in the learning process can increase learningmotivation and can reduce student passivity (Hardianto,2005). Vocabularylearning is a very important material in language learning. A person will notbe able to speak a language before he enriches himself with vocabulary fromthat language. Likewise with children in this case. After the survey andinterview conducted at Al Azhar Elementary School located at Tiban 1,Patam Lestari, Kec. Sekupang, Batam City Prov. Riau Islands, on October31, 2018, the parties from the school in question were very hopeful that thisinteractive multimedia "Learning Arabic Kosa-Kata" could immediately beready for distribution.


2021 ◽  
Vol 2 (2) ◽  
pp. 103
Author(s):  
Anindita Berliana Mirfax

The use of technology in this era of the COVID-19 pandemic is very much needed. Due to the process of teaching and learning activities currently using the online system. In order to support the progress of education in Indonesia, it is necessary to develop technology-based learning media. Such as interactive multimedia based on the use of Microsoft Power Point programs. In this multimedia combines images, text, sound animation and video, so that it is effective in supporting online learning. This study uses the Research & Development method and also uses the ADDIE model in multimedia development, so that it becomes a multimedia that can be used effectively and efficiently. In addition, using interactive multimedia can build an interesting learning, as well as fun and meaningful learning. With this, it is hoped that teachers can take advantage of interactive multimedia-based power point media so that learning goals are easier to achieve even with Distance Learning (PJJ). Abstrak Pemanfaatan teknologi di era pandemic covid-19 ini sangat ini sangat dibutuhkan. Dikarenakan proses kegiatan belajar mengajar saat ini menggunakan sistem Online. Guna mendukung kemajuan pendidikan di Indonesia perlu pengembangan dari media pembelajaran yang berbasis teknologi. Seperti Multimedia Interaktif  berbasis pemanfaatan program Microsoft Power Point. Dalam multimedia ini mengkobinasikan gambar, teks, animasi suara dan video, sehingga eektif dalam mendukung pembelajran daring. Penelitian ini menggunakan metode Research & Development dan juga mneggunakan model ADDIE dalam pengembangan multimedia, agar menjadi multimedia yang dapat digunakan dengan efektif dan efisien. Selain itu menggunakan multimedia interaktif ini dapat membangun sebuah pembelajaran yang menarik, serta pembelejaran yang menyenangkan dan bermakna. Dengan ini diharapkan bapak-ibu guru dapat memanfaatkan media berbasis multimedia interaktif power point agar tujuan pembelajaran lebih mudah tercapai walaupun dengan Pembelajarn Jarak Jauh (PJJ)


2021 ◽  
Vol 13 (2) ◽  
pp. 1322-1330
Author(s):  
Nurilam Harianja ◽  
Tengku Ratna Soraya ◽  
Hesti Fibriasari

Increasing of a teaching media that is able to meet the needs of the learning process throughout the Covid-19 pandemic where the teaching process cannot directly or face to face, especially in foreign language learning, especially French in class X in first semester students who should receive the most basic French language learning. This situation is of course a big challenge for teachers as facilitators who must transfer knowledge to make the learning process better and students do not lose the real atmosphere of the learning process. An interactive multimedia for French Learners in North Sumatra using Adobe flash professional CS6 software which aims to improve student motivation and learning outcomes in writing descriptive text material contained in the learning objectives decrire une personne et une chose. Interactive multimedia that is developed and implemented in learning is very important because it has been proven to be feasible and effective. The object of this research is the students of class X at SMA 21 Medan. The purpose of the research is to develop interactive multimedia on descriptive text material for French learners in North Sumatra and knowing the effectiveness of interactive multimedia products based on Adobe Flash Professional CS 6 to improve the ability to write descriptive text of students of SMA Negeri 21 Medan. This research was conducted using the R&D development research method by adapting the DDD-E development model, as for the interactive multimedia development steps for learning descriptive text writing skills for students of class XI SMA as follows: (1) Decide, (2) Design (product design), (3) Development (product development), (4)) Evaluation (product test). To obtain data validity, we use the validation of media experts and material experts. To obtain data validity, validation of media experts and material experts is required with the following results: (1) material validation shows the eligibility percentage is 88.5% in the very good category (2) media validation shows the Feasibility percentage is 87.3% with the very good category. The results of individual trials were declared "very good" with an average percentage of 82.7%. The effectiveness of interactive multimedia products is seen from the increase in student learning outcomes in descriptive text material before and after using interactive multimedia. There is a difference in value 22.30. This Interactive multimedia that is feasible and effective is used as a medium for teaching French in high school, especially class x semester 1, which must acquire basic French knowledge with a precise and interesting process during the Covid 19 pandemic.


Author(s):  
Dedi Rohendi

Recently, game-based multimedia development has been increasing rapidly. Game-based multimedia is not only used for entertaining but also for teaching and learning process. Meanwhile, for the majority of elementary school students, numeracy learning is still considered as a difficult subject to be learned and has not attracted students’ interest because it still uses vertical methods. The objective of this research is to examine the implementation of game-based multimedia in learning horizontal numeracy. In this game-based multimedia, horizontal numeracy material is presented in the form of a game. Horizontal numeracy material begins with addition, subtraction, multiplication, and division. Game-based multimedia is implemented to 20 students in grade 3 elementary schools in Bandung, Indonesia. Subsequently, the way students learn the materials and their learning outcomes are explored after using this multimedia. The results show that the students can learn horizontal numeracy excitingly; moreover, they can easily understand the concept of horizontal numeracy quickly. It is indicated by by the increasing of average post-test value.


2021 ◽  
Vol 2 (1) ◽  
pp. 68-74
Author(s):  
Pipin Nur Anggraini ◽  
Ratih Asmarani

In the implementation of learning activities that occur at SD Plus Pesantren Al-Anwar, problems when implementing learning activities, among others, are the media used are not supportive, teachers use learning resources in the form of books and have not used certain learning media. This is the cause of students tend to be passive in learning activities. When learning theme 3 sub-theme 2 learning 2 in class IV the teacher uses image media in teaching and learning activities, making students less understanding of the material. As a result, students are less interested in teaching and learning activities. This research was conducted in class IV, which consisted of 20 students. In the development research that has been carried out, it is expected to be able to provide a good influence for students, the Fun Thinkers book media is to foster student learning activities and achievements and must use media that can foster student interest in learning so that they are enthusiastic in undergoing the learning process. Research using the ADDIE model which passes through 5 stages.


PERSPEKTIF ◽  
2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Atmawarni UMA

Teaching and learning interaction ins chools is an interactive activity and the various components to realize the achievement of learning objectives have been established in the learning planning, to get there, first it need to be understood about the meaning of the term learning, teaching and interaction. These three terms will lead to the definition of teaching and learning interaction. The utilization of information technology in the making and using of interactive multimedia in learning in school be judged very effective in supporting the learning materials delivery. The use of interactive multimedia in the learning in school is one of solution to relieve stiffness, saturation, and the vacuum of students in learning so many kinds of subject in school. By steps and the process of the use of the right interactive multimedia, using interactive multimedia as the messaging media will stimulate thought, feelings, concerns and wishes of student so as to encourage the learning process more interactive and communicative and can enhance students learning experiences become more concrete.


2021 ◽  
Vol 1 (1) ◽  
pp. 32-45
Author(s):  
Putu Yuliantini

The title of this research was “The Use of Powtoon as Media to Enhance EFL students’ English Skill”. This study aims to explain that the use of Powtoon as media could enhance EFL students' English skill such as listening, speaking, reading, writing and the benefit of Powtoon as learning media.  Technology was growing fast. However, the teacher was still could not adapt to technology in the teaching and learning process. Therefore, the lack of good learning media makes students found some difficulties in understanding the material. The research design used the library research method that collected data from some articles, journals, books, and library resources. Based on the findings, Powtoon could be a solution to enhance EFL students' English skills to have good communication skill in the learning process. Powtoon has many beneficial features such text, music, animation, characters, and audio-visual for EFL students in enhancing their English skills, such as listening, speaking, reading, and writing. 


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