scholarly journals PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS BUDAYA PADA MATA PELAJARAN MATEMATIKA

Author(s):  
Armiadi . ◽  
Muktar . ◽  
Samsidar Tanjung

Abstrak: Tujuan penelitian dan pengembangan ini adalah (1) menghasilkan media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika yang layak digunakan. (2) mengetahui efektifitas media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika. Metode pengembangan dalam penelitian ini menggunakan model pengembangan dari Thiagarajan yang lebih dikenal dengan nama model 4D, yaitu :Define (definisi), Design (Design), Develop (Pengembangan), Dissemnate (penyebaran). Hasil penelitian menunjukkan, (1) validasi ahli materi (86%) dengan kategori sangat baik, (2) validasi ahli desain instruksional (85%) dengan kategori sangat baik, (3) validasi ahli media pembelajaran (89%). (4) ujicoba perorangan berada pada kualifikasi sangat baik (89%), (5) ujicoba kelompok kecil berada pada kualifikasi sangat baik (86,3%), (6) ujicoba lapangan berada pada kualifikasi sangat baik (81%).Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika layak digunakan. Pada tahap penyebaran di empat sekolah berbeda menunjukkan adanya kenaikan rata-rata dari nilai pretesdan posttest yaitu dari 63,65 menjadi 86,9. Serta persentase rata-rata hasil penilaian terhadap produk multimedia interaktif berbasis budaya memburoleh nilai 83,56% dengan kriteria sangat baik. Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika sangat efektif. Kata Kunci: pengembangan multimedia interaktif, berbasis budaya, matematika Abstract: The objectives of this research and development are (1) to produce culture-based interactive learning media on mathematical subjects that are appropriate to be used. (2) knowing the effectiveness of culture-based interactive learning media in mathematics. The development method in this study uses a development model from Thiagarajan, better known by the name of the 4D model, namely: Define, Design, Develop, Dissemnate (deployment). The results showed, (1) the validation of material experts (86%) with a very good category, (2) the validation of instructional design experts (85%) with a very good category, (3) the validation of instructional media experts (89%). (4) individual trials are in very good qualifications (89%), (5) small group trials are in very good qualifications (86.3%), (6) field trials are in very good qualifications (81%). it was concluded that the product development of culture-based interactive learning media research on mathematics subjects was appropriate to use. At the stage of distribution in four different schools showed an increase in the average value of the pretest and posttest that is from 63.65 to 86.9. And the average percentage of the results of the assessment of culture-based interactive multimedia products scored 83.56% with very good criteria. So it can be concluded that the product development of interactive culture-based learning media research in mathematics is very effective. Keywords: interactive multimedia development, culture based, mathematics

2020 ◽  
Vol 6 (2) ◽  
pp. 204
Author(s):  
Rossy Luckita Sasmita ◽  
Harun Sitompul ◽  
Dina Ampera

Abstrak: (1) menghasilkan multimedia interaktif pembelajaran yang layak digunakan, mudah dipelajari mahasiswa dan dapat dipakai untuk pembelajaran individual, (2) untuk mengetahui keefektifan media pembelajaran yang dikembangkan pada mata kuliah Tata Rias Wajah Khusus. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karateristik mahasiswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Subjek uji coba terdiri dari dua ahli materi, dua ahli desain pembelajaran dan ahli rekayasa perangkat lunak dan desain grafis, tiga mahasiswa untuk uji coba perorangan, sembilan mahasiswa untuk uji coba kelompok kecil dan lima puluh delapan untuk uji coba lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Kata kunci : Multimedia Interaktif, Pengembangan bahan ajar. Tata rias wajah khusus Abstract: This study aims to: (1) to produce interactive multimedia education proper use, easy to learn students and can be used for individual learning, (2) to assess the effectiveness of the media that was developed in the subject of Face Makeup Special. This type of research is the development of research that uses models Borg and Gall product development combined with Dick and Carey model of education This education product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. Subject trial consists of two subject matter experts, two instructional design experts and software engineers and graphic design, three students for individual testing, nine students for small group trial and fifty-eight for field trials. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. Keywords: Interactive Multimedia, Development of teaching materials. Special makeup


Author(s):  
Eva Lindasari ◽  
Khairil Ansari ◽  
Marice Marice

This study aims to produce interactive multimedia development in learning of film review text for 8th grade students in Senior High School (SMP) 1 Tanjungmorawa. The research method uses Research and Development method which refers to the development of the Borg and Gall which was modified by Sugiyono. The results of the validation of material experts on the feasibility of the content obtained an average of 90.7% in the category of "Excellent" aspects of the feasibility of the language obtained an average of 100% with the category of "Excellent".  For the assessment of the results of interactive multimedia validation by media experts an average of 84.7% with the category of "Excellent". Product trials are carried out in two stages: small group trials and limited field trials. Small group trials obtained an average percentage of 86.6 with the "Excellent" category. Limited field trials received an average percentage of 88.4 in the "Excellent" category. The effectiveness of teaching materials is obtained through student learning outcomes in the pretest and posttest. average score at pretest 44 and at posttest 77. This proves that interactive multimedia is feasible, easy, and effective for 8th grade students in Senior High School (SMP) 1 Tanjungmorawa.


Author(s):  
Armiadi . ◽  
Mukhtar . ◽  
R Mursid

Abstrak: Tujuan penelitian dan pengembangan ini adalah (1) menghasilkan media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika yang layak digunakan. (2) mengetahui efektifitas media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika.  Metode pengembangan dalam penelitian ini menggunakan model pengembangan dari Thiagarajan yang lebih dikenal dengan nama model 4D, yaitu : Define, Design, Develop, Dissemnate. Hasil penelitian menunjukkan, (1) validasi ahli materi (86%) dengan kategori sangat baik, (2) validasi ahli desain instruksional (85%) dengan kategori sangat baik, (3) validasi ahli media pembelajaran (89%). (4) ujicoba perorangan berada pada kualifikasi sangat baik (89%), (5) ujicoba kelompok kecil berada pada kualifikasi sangat baik (86,3%), (6) ujicoba lapangan berada pada kualifikasi sangat baik (81%). Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika layak digunakan. Pada tahap penyebaran di empat sekolah berbeda menunjukkan adanya kenaikan rata-rata dari nilai pretes dan posttest yaitu dari 63,65 menjadi 86,9. Serta persentase rata-rata hasil penilaian terhadap produk multimedia interaktif berbasis budaya memburoleh nilai 83,56% dengan kriteria sangat baik. Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika sangat efektif. Kata Kunci: Media interaktif berbasis budaya pada mata pelajaran Matematika  Abstract: research and development purposes are  (1) generating media-based learning interactive culture in mathematics proper use. (2) determine the effectiveness of media-based culture interactive learning in mathematics. Method development in this research using a model of the development of Thiagarajan, better known by the name of the 4D model, namely: Define, Design, Develop, Dissemnate. The results showed, (1) validation of subject matter experts (86%) with a very good category, (2) validation expert instructional design (85%) with a very good category, (3) validation of learning media expert (89%). (4) The individual trials are in excellent qualifications (89%), (5) testing small groups that are in excellent qualifications (86.3%), (6) field trials are in excellent qualifications (81%). It concluded that the product development research culture media based interactive learning in mathematics worth using. In the deployment phase at four different schools showed an increase in the average of the value pretest and posttest ie from 63.65 to 86.9. As well as the average percentage of an assessment of culture-based interactive multimedia products memburoleh value of 83.56% with the criteria very well. It concluded that the product development research culture media based interactive learning in mathematics is very effective. Keywords: interactive media based culture intaraktif learning in mathematics


2017 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
Rizqi Nuritno ◽  
Hendri Raharjo ◽  
Widodo Winarso

This research is a form of interactive multimedia development as a resource that aims to: 1) Develop Interactive Multimedia Learning Material and Beam Cube; 2) Determine the feasibility of Cube Interactive Multimedia Learning Material and Beam; 3) Increasing interest in learning math using the Interactive Multimedia Learning Material and Beam Cube. This research method is the Research and Development (R & D), adapted from ADDIE development model, with the following steps: 1) Analysis,2) Design,3) Development,4) Implementation5) Evaluation.Validation is done by two people matter experts and two experts media. Teaching materials developed tested to 5 learners VIII class A and 31 learners in class VIII B of SMP Negeri 12 Cirebon. Feasibility level Interactive Multimedia-Based Instructional Materials and Beam Cube based assessment: 1) Matter Experts obtained an average value of 4.2 which is included in the category of Good, 2) Expert Media obtained an average value of 4.26 are included in the category of Very Good, 3) learners field trials obtained an average value of 4.26 are included in the category of Very Good. Thus the Interactive Multimedia-Based Instructional Materials and Beam Cube is good and fit for use as teaching material. Based on the analysis Interest in Learning students before and after the use of the Interactive Multimedia-Based Instructional Materials and Beam Cube, obtained by N-gain of 0.405 which is included in the category of Medium of the total score early 2026 into 2521. In the test paired t test obtained t count equal to -16.619 with sig , 0,000 showed significant measurement so that the conclusion is the development of Interactive Multimedia-Based Instructional Materials and Beam Cube can improve Students Interest in Learning Mathematics.


Author(s):  
Nurilam Harianja ◽  
Tengku Ratna Soraya ◽  
Hesti Fibriasari

Pandemic where the learning process cannot be done directly or face to face, especially in foreign language learning, especially French in class X in first semestre students who should receive the most basic French language learning. 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 purpoese of the research is to develop interactive multimedia on descriptive text material for French learners in Notrh 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, 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 results of small group trials were stated to be "very good" with an average percentage of 86.3% and the results of limited field trials were declared "very good" with an average percentage of 88.5%. Then, 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):  
Wenny Anggraeni ◽  
Syahnan Daulay ◽  
M. Oky Ferdian Gafari

The media serves to direct students to gain various learning experiences. The aim of this study is to know the feasibility of interactive multimedia development in children' story of character education-based. Sources of data in this study were obtained from: 1) Respondents: 7th grade students of Junior High School Panca Budi Medan which amount to 23 students, 2) Informants: validators, students and Indonesian language teachers of Junior High School Panca Budi Medan. The results of the feasibility of learning media validation by instructional media design experts was declared "very good" The assessment of the content feasibility aspect was declared "very good" with a total average percentage of 91%. The assessment of the presentation feasibility was declared "very good" with a total average percentage of 83%. The assessment of the graphic feasibility was declared "good" with a total average percentage of 77%.


2021 ◽  
Vol 4 (3) ◽  
pp. 514
Author(s):  
I Gede Ardi Suryadharma ◽  
I Nyoman Jampel ◽  
I Komang Sudarma

The cultural shift in the era of globalization has greatly influenced the Balinese culture which is deeply ingrained for the Balinese. Therefore, innovative learning media is needed as an effort to prevent this cultural shift. This study aims to develop an interactive multimedia hybrid learning model in Balinese language subjects for seventh-grade junior high school students. Interactive learning multimedia developed using the Articulate Storyline 3 application because this application has features that are easy to use. This interactive multimedia development uses the ADDIE development model which consists of the analysis, design, development, implementation, and evaluation stages. The results of the validity of interactive multimedia development will be presented in five main points which include: subject matter experts, learning design experts, learning media experts, individual trials, and small group trials. The subjects of this study included experts, namely 1 subject matter expert, 1 learning design expert, 1 learning media expert, 3 individual test subjects, and 9 small group trial subjects. The methods used in collecting data are observation methods, interview methods, and questionnaire methods. The data analysis technique in this research is descriptive qualitative and descriptive quantitative. The data collection instrument in this study was using a questionnaire. The results of the calculation of the value of the experts (subject experts, instructional design, instructional media), individual trials, and small group trials get very good qualifications. Based on these qualifications, it can be concluded that the interactive multimedia hybrid learning model in Balinese class VII subjects is feasible to be applied to support the learning process.


2019 ◽  
Vol 2 (4) ◽  
pp. 183
Author(s):  
Gusti Ayu Dessy Sugiharni

The main purpose of this research was to result Interactive Instructional Media Oriented to Creative Problem Solving Model. The method of this research used research and development method by 4-D of development model those were consisted by Define Stage, Design Stage, Develop Stage and Disseminate Stage. However, this research was limited to Develop. The research subjects on individual limited test were as much 2 students, on field trials were as much 20 students. Instrument those were used to get the data in this research were questionnaire and documentation. Technical that was used to analyse the data was percentage descriptive counting. The result of this research showed that development of Interactive Instructional Media Oriented to Creative Problem Solving Model had gone well that was proved by means of learning result was 81.10 when the simulation of using interactive instructional media


2020 ◽  
Vol 3 (3) ◽  
pp. 336-346
Author(s):  
Putri Maharani ◽  
Ardian Asyhari

This study aimed to develop interactive multimedia using construct 2 on the topic of temperature and heat. The research method used is Research and Development (R and D) which adopted the development of Borg and Gall. Based on the results of the validation from the content experts, the results obtained were 81% in the very good category, and the media experts gave a score of 94% for the very good category, and the results of the teacher’s response obtained a percentage score of 77% in the good category. Then interactive multimedia was tested through two stages, small group trials and field trials. The average results obtained were 83.6% for small group trials, and the results of field trials in three schools were 85%, 84%, and 84%, and the average was 85.7% in the very good category. So, it can be concluded that interactive multimedia is feasible and good for use in learning.


2020 ◽  
Vol 7 (1) ◽  
pp. 67-77
Author(s):  
Kuncoro Luhur Waskito ◽  
Marianus Subandowo ◽  
Retno Danu Rusmawati

Penelitian ini bertujuan untuk menghasilkan produk pengembangan modul Hybrid termodinamika yang terdiri dari e-modul dan video pembelajaran pada Mata Kuliah Temodinamika yang digunakan oleh perwira siswa di Politeknik Pelayaran Surabaya dengan berdasar konsep Self Directed Learning (SDL) sehingga pasis dapat belajar secara mandiri. Pengembangan produk ini menggunakan metode pengembangan ADDIE. Hasil produk divalidasi oleh ahli desain pengembangan, ahli isi dan ahli media pembelajaran. Analisis yang dilakukan menggunakan analisis deskriptif evaluatif dari penilaian para ahli, teman sejawat dan uji coba lapangan. Hasil perhitungan  dari ahli desain pengembangan sebesar 89,5%, ahli isi 88,5%, ahli media pembelajaran 88,8%, penilaian teman sejawat 89,2%, uji kelompok kecil 85,9%, dan uji coba lapangan 81,3%. Secara umum hasil perhitungan menunjukkan produk pengembangan sangat baik dan layak digunakan. AbstractThis study aims to produce development products in the form of E-Modules and learning videos on the Themodynamics Course used by student officers (pasis) at the Surabaya Merchant Polytechnic based on the concept of Self Directed Learning (SDL) so that the pasis can learn independently. This product development uses the ADDIE development method. Product results are validated by development design experts, content experts and learning media experts. The analysis was conducted using evaluative descriptive analysis from the assessment of experts, colleagues and field trials. The results of calculations from development design experts are 89.5%, content experts are 88.5%, learning media experts are 88.8%, peer assessments are 89.2%, small group tests are 85.9%, and field trials are 81.3 %. In general, the calculation results show that product development is very good and suitable for use.


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