scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN SENI BUDAYA

Author(s):  
Rouli Simanjuntak ◽  
Abdul Hamid K

Abstrak: Tujuan studi penelitian dan pengembangan untuk (1) menghasilkan Media Interaktif yang sesuai untuk digunakan Mata Pelajaran Seni Budaya, (2) untuk mengetahui validitas para ahli dan Siswa terhadap Media Interaktif pada Mata Pelajaran Seni Budaya, dan (3) mengetahui efektivitas penggunaan Media Interaktif ini.Penelitian ini di adaptasi serta dimodifikasi dari model desain penelitian dan pengembangan menurut Borg & Gall dan model pengembangan Dick and Carey. Hasil penelitian dan pengembangan menunjukkan bahwa: (1) produk Media Pembelajaran Interaktif Mata Pelajaran Seni Budaya dikemas dalam bentuk CD, (2) validasi para ahli secara umum menyatakan kualitas produk media pembelajaran interaktif ini termasuk dalam kriteria sangat baik dari rentang skor 1-5. (3) pengujian hipotesis produk Media Interaktif ini dinyatakan efektif digunakan untuk pembelajaran Seni budaya  dimana terdapat perbedaan yang signifikan antara hasil belajar siswa sebelum dan sesudah diberikan media Pembelajaran Interaktif . Hasil pengolahan data dengan menggunakan uji t diperoleh harga t hitung seharga 1,71 lebih besar dari t tabel seharga 1,66 maka dapat dinyatakan bahwa Media Pembelajran Interaktif Seni Budaya telah teruji efektif. Kata Kunci: media pembelajaran interaktif pada mata pelajaran seni budaya Abstract: The purpose of the research study and development for (1) generating an Interactive Media is suitable for use Subjects Arts and Culture, (2) to determine the validity of the experts and students of the Interactive Media in Subjects Arts and Culture, and (3) determine the effectiveness of using Media interactive ini.Penelitian is adapted and modified from the design model research and development according to Borg & Gall and Dick and Carey model of development. Research and development results show that: (1) the product of Interactive Learning Media Arts Subjects packaged in a CD, (2) validation of experts is publicly stating the product quality interactive learning media is included in the criteria very well out of the range of scores 1-5. (3) The hypothesis testing products Interactive Media was declared effectively used for art learning culture where there are significant differences between student learning outcomes before and after media Interactive Learning. The results of data processing by using the t test obtained for the price of 1.71 t is greater than t table for  1.66 it can be stated that pembelajran Interactive Media Arts and Culture has been proven effective. Keywords: media interactive learning on the subjects of art and culture

Author(s):  
Marta Kawka ◽  
Kevin Larkin ◽  
Patrick Alan Danaher

<p class="MsoNormal" style="margin: 0cm 0cm 10pt; text-align: justify; text-justify: inter-ideograph;">Emergent learning describes learning that occurs when participants interact and distribute knowledge, where learning is self-directed, and where the learning destination of the participants is largely unpredictable (Williams, Karousou, &amp; Mackness, 2011). These notions of learning arise from the topologies of social networks and can be applied to the learning that occurs in educational institutions. However, the question remains whether institutional frameworks can accommodate the opposing notion of “cooperative systems” (Shirky, 2005), systems that facilitate the creation of user-generated content, particularly as first-year education cohorts are novice groups in the sense of not yet having developed university-level knowledge.</p><p class="MsoNormal" style="margin: 0cm 0cm 10pt; text-align: justify; text-justify: inter-ideograph;">This paper theorizes an emergent learning assessment item (Flickr photo-narratives) within a first-year media arts undergraduate education course. It challenges the conventional models of student–lecturer interaction by outlining a methodology of teaching for emergence that will facilitate student-directed and open-ended learning. The paper applies a matrix with four parameters (teacher-directed content/student-directed content; non-interactive learning task/interactive learning framework). This matrix is used as a conceptual space within which to investigate how a learning task might be constructed to afford the best opportunities for emergent learning. It explores the strategies that interactive artists utilize for participant engagement (particularly the relationship between the artist and the audience in the creation of interactive artworks) and suggests how these strategies might be applied to emergent generative outcomes with first-year education students.<br /><br />We build upon Williams et al.’s framework of emergent learning, where “content will not be delivered to learners but co-constructed with them” (De Freitas &amp; Conole, as cited in Williams et al., 2011, p. 40), and the notion that in constructing emergent learning environments “considerable effort is required to ensure an effective balance between openness and constraint” (Williams et al., 2011, p. 39). We assert that for a learning event within a Web 2.0 environment to be considered emergent, not only does there need to be an effective balance between teacher-directed content and student-directed content for knowledge to be open, creative, and distributed by learners (Williams et al., 2011), but there also need to be multiple opportunities for interaction and communication between students within the system and that these “drive the emergence of structures that are more complex than the mere parts of that system” (Sommerer &amp; Mignonneau, 2002, p. 161). <br /><br /></p>


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Yasinda Widya Fahmi ◽  
Djuli Djatiprambudi ◽  
Warih Handayaningrum

This study aims to explore the problems of art and culture interactive learning at the Junior High School level which belongs to the millennial generation. The focus of the study lies in the interdisciplinary aspect of social media in its delivery in multimodality of arts and culture learning process. Furthermore, to find out about opportunities, challenges, and responses from students about the use of social media in its development as a medium in art and culture interactive learning. The research method uses qualitative-analytic. Data collection used observation techniques which were carried out from January 2020 to June 2020, and questionnaires to 75 art teachers and 500 Junior High School students who were taken randomly, with spatial boundaries in Surabaya, East Java. The results showed that the learning involvement experienced by students had complexity and multimodality, including collaborative work, observing and evaluating each other's work, and involvement in finding, identifying, and exploring trends related to delivery in social media as a medium for art and culture learning process. Furthermore, it's able to motivate students to be more actively involved in learning with a sense of joy; positioning artwork with others on social media; increase the contextual and conceptual understanding in the material of art and culture and apply it as a process of actualizing students' aesthetic skills; and improve critical thinking and problem-solving skills.


Author(s):  
Isma Harliana ◽  
Abdul Hamid K ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan. Jenis penelitian ini adalah penelitian pengembangan model Borg dan Gall dengan model rancangan pembelajaran Dick and Carey. Hasil penelitian menunjukkan; (1) uji ahli materi dalam kategori sangat layak (89,83%), (2) uji ahli desain pembelajaran kategori  sangat layak (84,38%), (3) uji ahli rekayasa perangkat lunak kategori sangat layak (88,15%), (4) uji coba perorangan kualifikasi sangat layak (92,92%), uji coba kelompok kecil berada pada kualifikasi sangat layak (95,00%), uji coba lapangan kualifikasi  sangat  layak (95,46%).Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media interaktif dengan hasil belajar siswa yang dibelajarkan dengan dengan menggunakan media Presentasi. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh thitung  sebesar 3,76  sedangkan ttabel = 1,98 pada α=0,05 dengan dk 70. Hasil perhitungan dimana  thitung > ttabel,  yaitu  3,76>1,98. Efektifitas penggunaan media  interaktif dalam pembelajaran  Kimia adalah sebesar 76,90% dan dikategorikan layak digunakan. Kata Kunci: media pembelajaran interaktif, mata pelajaran kimia Abstract: This study aims to: (1) Produce interactive learning media that are feasible to use, (2) To determine the effectiveness of interactive learning media developed. This type of research is the development of Borg and Gall models with Dick and Carey's learning design model. The results of the study show; (1) material expert test in very feasible category (89.83%), (2) learning design expert test in very feasible category (84.38%), (3) software engineering expert test in very feasible category (88.15% ), (4) a very feasible individual qualification trial (92.92%), a small group trial is in a very decent qualification (95.00%), the qualification field trial is very feasible (95.46%). prove that there is a significant difference between the learning outcomes of students who are taught by using interactive media with student learning outcomes learned by using Presentation media. This is indicated by the results of data processing which obtained tcount of 3.76 while ttable = 1.98 at α = 0.05 with dk 70. The calculation results where tcount> ttable, which is 3.76> 1.98. The effectiveness of the use of interactive media in Chemistry learning is 76.90% and is categorized as appropriate to use. Keywords: interactive learning media, chemistry subjects


Author(s):  
Anggi Chairunnisa Siregar ◽  
Abdurahman Adisaputera ◽  
Anita Yus

This study aims to: (1) Analyze the level of effectiveness of Macromedia Flash-assisted interactive learning media in story text learning that will be developed at SD60606 Public Elementary School Medan Perjuangan. (2) Analyzing how the level of interactive learning media assisted by Macromedia Flash on story text learning will be developed in SD60606 Public Elementary School Medan Perjuangan. This study uses the Borg & Gall development research. Based on the analysis of Macromedia Flash assisted learning media products from the experts, it was declared very effective and feasible to use with criteria of the validity of the material experts 85.42%, the design expert 91.00%, and the linguist 85.00%. Based on the completeness data of student learning outcomes before using interactive learning media assisted by Macromedia Flash obtained an average value of 62 while using a large scale completeness reached an average of 90 with a gain score of 0.74 into the high category. And the student questionnaire responses to the effectiveness of Macromedia Flash-assisted interactive learning media reached 90% of 30 students. Based on this data Macromedia Flash-assisted interactive learning media are said to be effectively used in learning with the assumption that students' understanding of story text is higher when using Macromedia Flash-assisted interactive learning media.


2016 ◽  
Vol 3 (1) ◽  
Author(s):  
Sukamto ◽  
Asry Kusuma Wardani

<em>The purpose of this research is consider the effectivness of mathematic learning using lectora inspire based interactive CD in primary school. This research is a research and development with design ADDIE. The validity of he return products developed by votes validator media experts and material to obtain a valid criterion.  Products in the validation by experts and the media matter experts, and then tested. Sample test was grade 4  students of elementary school Tandang 01 Semarang.  Results of the media validation analysis experts the average percentage of media ideals, respectively for 68.00% and 89.58%. Results of the validation  analysis matter experts the average percentage of media ideals, respectively for 74.67% and 90.42%, and the response to all students in grade IV B of elementary school of Tandang  01 Semarang  by 87.64%. Based on the test results are known t­<sub>0</sub> t over t<sub>table </sub>(9.056&gt; 2.030). Differences in student learning outcomes before and after being treated was 59%. From the analysis, AMT interactive CD categorized as very good. So it can be applied in teaching.</em>


Author(s):  
Anggi Chairunnisa Siregar ◽  
Abdurahman Adisaputera ◽  
Anita Yus

This study aims to: (1) Analyze the effectiveness level of interactive learning media assisted by Macromedia Flash on story text learning that will be developed at Public Elementary School 060856 Medan Perjuangan Subdistrict. (2) Analyze how the level of interactive learning media assisted by Macromedia Flash in story text learning that will be developed at Public Elementary School 060856 Medan Perjuangan Subdistrict. This study uses Borg & Gall development research. Based on the analysis of learning media products assisted by Macromedia Flash from the experts, it was declared very effective and feasible to use with criteria of the validity of the material experts 85.42%, the design expert 91.00%, and the linguist 85.00%. Based on the completeness data of student learning outcomes before using interactive learning media assisted by Macromedia Flash obtained an average score of 62 while after using a large scale completeness reached an average of 90 with a gain score of 0.74 into the high category. And the student questionnaire responses to the effectiveness of interactive learning media assisted by Macromedia Flash reached 90% of 30 students. Based on this data interactive learning media assisted by Macromedia Flash are said to be effectively used in learning with the assumption that students' understanding of story text is higher when using interactive learning media assisted by Macromedia Flash.


2021 ◽  
Vol 5 (4) ◽  
pp. 563
Author(s):  
Uswatun Hasanah ◽  
Putu Sudira

The fundamental problem in implementing education at the education level is that the learning process is generally too oriented to mastery of subject matter, not to the substance, meaning, or value it contains. This study aims to analyze the success of using visual-based interactive media or image media in science learning. This type of research is an actual experiment with a quantitative approach. The subjects in this study were 50 students consisting of 2 separate classes, the number of female students was 30, and the number of male students was 20. The method of data collection in this study used student learning outcomes pre-test and post-test. The instrument used is a test of learning outcomes and student response questionnaires. The technique used to analyze the data is the descriptive qualitative and quantitative analysis and inferential statistics. The results showed that the average score of learning science after using visual-based interactive learning media was 75.93, with a standard deviation of 16.19. The lowest score for students is 40, and the highest score is 99. Visual-based interactive media is effectively used to improve student learning outcomes in science. The research implication is that visual-based interactive media can be used by teachers in teaching so that they can help students learn. 


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Yasinda Widya Fahmi ◽  
Djuli Djatiprambudi ◽  
Warih Handayaningrum

This study aims to explore the problems of art and culture interactive learning at the Junior High School level which belongs to the millennial generation. The focus of the study lies in the interdisciplinary aspect of social media in its delivery in multimodality of arts and culture learning process. Furthermore, to find out about opportunities, challenges, and responses from students about the use of social media in its development as a medium in art and culture interactive learning. The research method uses qualitative-analytic. Data collection used observation techniques which were carried out from January 2020 to June 2020, and questionnaires to 75 art teachers and 500 Junior High School students who were taken randomly, with spatial boundaries in Surabaya, East Java. The results showed that the learning involvement experienced by students had complexity and multimodality, including collaborative work, observing and evaluating each other's work, and involvement in finding, identifying, and exploring trends related to delivery in social media as a medium for art and culture learning process. Furthermore, it's able to motivate students to be more actively involved in learning with a sense of joy; positioning artwork with others on social media; increase the contextual and conceptual understanding in the material of art and culture and apply it as a process of actualizing students' aesthetic skills; and improve critical thinking and problem-solving skills.


2020 ◽  
Vol 9 (1) ◽  
pp. 42
Author(s):  
Windy Rezkia Julita ◽  
Syeilendra Syeilendra

Abstract This study aimed to describe the learning facilities and infrastructure in the field of arts and culture, describe the students’ achievements of participants studying art and culture, and analyze the influence of learning facilities and infrastructure of art and culture on student learning outcomes at 8th Grade Level of SMP Negeri 4 Kota Pariaman. This type of research was qualitative research using descriptive methods. The object of this study was students of 8th Grade Level of SMP Negeri 4 Kota Pariaman who took part in learning vocal techniques. Techniques of data collection were carried out employing literature study, observation, interviews and documentation studies. Techniques of data analysis were through the process of data collection, data reduction, data presentation, and concluding.The results of the study found that the availability of facilities and infrastructure for learning arts and culture in SMP Negeri 4 Pariaman is still incomplete so that in the learning process, especially when practicing with cultural arts equipment, not all students can have practice experience. The allocation of funds from schools for the completeness of cultural arts learning facilities and infrastructure is still low so that the school approves not all planning for the provision of cultural arts learning infrastructure facilities. Student learning outcomes in arts and culture subjects have not reached the expected target because there are still many students who score below the KKM. To overcome the constraints in the limited availability of facilities and infrastructure for learning arts and culture, teachers have sought to improve the active role of students in adding insight by accessing internet media and also adding additional learning hours to anticipate the limitations of practice time due to inadequate cultural arts equipment available. Keywords:     Influence, Facilities, and Infrastructure, Culture and Arts Learning


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