PENGEMBANGAN MULTIMEDIA INTERAKTIF PEMBELAJARAN PEMBENTUKAN ALIS MATA DENGAN MODEL PEMROSESAN INFORMASI PADA MATA KULIAH TATA RIAS WAJAH KHUSUS

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

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.


2021 ◽  
Vol 8 (2) ◽  
pp. 175
Author(s):  
Susilo . ◽  
Abdul Hasan Saragih ◽  
Sahat Siagian

Abstrak: Studi ini bertujuan untuk : (1) menghasilkan produk media pembelajaran interaktif berbasis Macromedia Flash Profesional 8 yang berkualitas pada mata pelajaran matematika materi geometri untuk siswa kelas VI MIN Padang Bulan Rantauprapat yang layak digunakan dalam pembelajaran (2) mengetahui efektifitas penggunaan media pembelajaran interaktif  berbasis Macromedia Flash Profesional 8 pada mata pelajaran matematika materi geometri untuk siswa kelas VI MIN Padang Bulan Rantauprapat. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil pengembangan media interaktif menunjukan validasi ahli menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik” dan uji kelayakan menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik”. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif Macromedia Flash dengan hasil belajar siswa yang dibelajarkan dengan pembelajaran konvensional.  Kata kunci: Media Pembelajaran Interaktif, Matematika Abstrack: This study aims to: (1) produce a qualified interactive learning media based  Macromedia Flash profesional 8 in mathematics material geometry for students of class VI MIN Padang Bulan Rantauprapat are eligible for use in learning (2) determine the effectiveness of the use of interactive learning media-based Macromedia flash profesional 8 in mathematics materials for students of class VI geometry MIN Padang Bulan Rantauprapat. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results of development of Interactive LearningMedia by Experts’ validation indicate that the overall average categorized "Very Good" And the Feasibility test indicate that the overall average categorized "Very Good". Hypothesis testing results show that there are significant differences between the students learning outcomethat to be learned by using Macromedia Flash Interactive Learning Media and Students learn outcometo be learned by conventional learning. Keywords: Interactive Learning Media, Mathematic


Author(s):  
Sevie Safitri Rosalina ◽  
Andi Suhardi

This study aims to find out information related to the needs of interactive multimedia with a contextual approach as a science learning media. This research is a research and development that refers to the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques used were questionnaires, observations, and interviews and relevant literature studies. The population in this study is SMP Negeri 1 Jember. The samples in this study were 80 students of class VII and teachers of natural science subjects. Data were analyzed using descriptive analysis. The results of this study were obtained that the learning media used are still limited to textbooks and worksheets and there is no use of interactive multimedia so it is necessary to do interactive multimedia development on natural science materials especially environmental pollution materials that are appropriate to the needs of students in order to achieve learning objectives. Based on this it can be concluded that interactive multimedia with a contextual approach is needed to be developed in natural science subjects.


Author(s):  
Lola Fibriani ◽  
Muhammad Damris ◽  
Risnita Risnita

The purpose of this study was to develop a multimedia learning to improve student motivation and outcomes in studying chemical equilibrium. Development of interactive multimedia development model is adapted from Lee and Owens, the steps were analysis, design, development, implementation, and evaluation. The Media developed combined texts, animations, videos, references, summaries, profiles, pictures and narration to visualization abstract concepts of chemical equilibrium. After validation and trials at small group the media was used in a teaching class.  It shoved that the media may be helpful for low motivations students in studying chemical equilibrium and improved students achievement.


Author(s):  
Hastuti Wibowo ◽  
Syamsurizal Syamsurizal ◽  
Upik Yelianti

Research and development of interactive multimedia development model is adapted from Lee & Owens;the steps were analysis, design, development, implementation, and evaluation. The results of learningmaterials proportion analysis based curriculum: tissues: organs: totipotensi was 40%: 40%: 20%. Theresults of need analysis of science process skills indicated that students are lack of ability in terms ofgrouping and concluding skill. The analysis also reveals that students need multimedia, which isinteresting and aesthetics. In the design phase, developers create a storyboard based on the results of theanalysis. In development stage, we input all information in storyboard to the media. According to mediaexperts, the product is scored well and very well. Trials phase is conducted in a small groups and largegroups. The results of tests shows that the skills of students increased from 69.34 to 89.30, and knowledgeof students also increased from 75.7 to 91.9. The effectiveness of interactive multimedia structure andfunction of plant tissue seen by the changes in knowledge, performance, and the positive response ofstudents using interactive multimedia and facilitate students doing science process skills.


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


Author(s):  
Nurul Silfi Dhawira ◽  
Syahnan Daulay ◽  
Khairil Ansari

This study is aimed to know the feasibility of interactive multimedia validation data results on folk poetry texts learning. The development of interactive multimedia is focused on folk poetry text material. The students are expected to learn independently through interactive multimedia that has been adjusted by the developer. The research and development population is VII grade students of MTS Nurul Amaliyah Tanjung Morawa. The research was using the 4D method, which involves four stages of research: define, design, development, and disseminate. The product of this research results in the form of interactive multimedia development of folk poetry texts is Adobe Flash CS5 media. The results shows that the feasibility of the media and material scored an average of 88.8 % with the criteria of "good" and 86.4% with the criteria of "good" in the development of interactive multimedia on folk poetry text learning.


Author(s):  
Euis Gartika ◽  
Wardani Rahayu ◽  
Erry Utomo

This study aims to produce the development of interactive multimedia that is feasible to use in the mathematics of building space. The subjects of this study were in class V of Panaragan 1 Elementary School in Bogor, Semplak 2 Elementary School, and Bogor 1 Police Public Elementary School. This interactive multimedia development uses a type of research and development concerning the model developed by Lee and Owens, there are 5 stages: assessment / analyze, instructional design, development, implementation, and evaluation. The media developed was validated by material and media experts before being tested on students. The instruments used to collect the data were 4.4 expert media feasibility test questionnaires, material expert questionnaire feasibility test 4.3 trial language feasibility expert 4.2, declared feasible for use in learning.


Author(s):  
Armen .

Abstrak: Studi ini bertujuan untuk: menghasilkan Video Pembelajaran Seni Rupa berbasis e-learning edmodo yang layak digunakan, mudah dipelajari siswa dan dapat dipakai untuk pembelajaran individual. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Subyek uji coba terdiri dari dua ahli materi Seni Rupa, dua ahli desain pembelajaran, dua ahli rekayasa perangkat lunak dan desain grafis, tiga siswa untuk uji perorangan, sembilan siswa untuk uji kelompok kecil, dan tigapuluh dua siswa untuk uji lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil penelitian menunjukkan; (1) uji ahli materi Seni Rupa berada pada kualifikasi sangat baik, (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik, (3) uji ahli rekayasa perangkat lunak dan desain grafis berada pada kualifikasi sangat baik, (4) uji coba perorangan berada pada kualifikasi sangat baik, uji coba kelompok kecil berada pada kualifikasi sangat baik, uji coba lapangan berada pada kualifikasi sangat  baik. Disimpulkan Video Pembelajaran seni rupa berbasis edmodo layak digunakan siswa dan guru karena rata-rata uji coba produk mencapai 90,41% dalam kriteria sangat baik. Kata Kunci: video pembelajaran, seni rupa, e-learning edmodo. Abstract: This study to: produce a Video-based Learning Arts Edmodo e-learning proper use, easy to learn and can be used for the students' individual learning. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey.This learning product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of the students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. The subject of the trial consists of two subject matter experts Fine Arts, two instructional design experts, two expert software engineering and graphic design, three students for individual trials, nine students for small group test, and 32 students for field testing. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results showed; (1) Arts test materials experts are in excellent qualifications, (2) test instructional design experts are in excellent qualifications, (3) test software engineers and graphic design are at excellent qualifications, (4) individual testing are in excellent qualifications, small group trial are in excellent qualifications, field trials are in excellent qualifications. Concluded Video pembelajran art worthy Edmodo based digunkan students and teachers as the average of 90.41% in the criteria very well. Keywords: video learning, arts, e-learning edmodo.


2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques


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