DESIGNING INTERACTIVE LEARNING MEDIA FOR WRITING SKILL BY USING MACROMEDIA FLASH 8

Author(s):  
Maysarah Pulungan And Nora Ronita Dewi

The aim of this study are: 1) to design interactive learning media for writing skill by using Macromedia Flash 8, and 2) to investigate the eligibility product of interactive for writing skill by using Macromedia Flash 8. Research and development is used as the research method. This research took place at MAN 2 Model Medan. The product has validated by expert validations (material and media). The instrument for collecting data by using questionnaires with Likert scale 1-4. The data was analyzed based on expert validation to revise the product. The result shows that: 1) the material in interactive learning media for writing skill with the average 3.9 (Very eligible, no need revision), and 2) the interactive learning media is eligible, no need revision with average 3.2. Therefore, the product of interactive learning media is appropriate to use as interactive learning media in teaching learning English process.

Author(s):  
Maysarag Pulungan ◽  
Rahmad Husein ◽  
Nora Ronita Dewi

The aim of this study are: 1) to design interactive learning media for writing skill by using Macromedia Flash 8, and 2) to investigate the eligibility product of interactive for writing skill by using Macromedia Flash 8. Research and development is used as the research method. This research took place at MAN 2 Model Medan. The product has validated by expert validations (material and media). The instrument for collecting data by using questionnaires with Likert scale 1-4. The data was analyzed based on expert validation to revise the product. The result shows that: 1) the material in interactive learning media for writing skill with the average 3.9 (Very eligible, no need revision), and 2) the interactive learning media is eligible, no need revision with average 3.2. Therefore, the product of interactive learning media is appropriate to use as interactive learning media in teaching learning English process. Keywords: Interactive Learning Media, Writing Skill, Macromedia Flash 8


Author(s):  
Helmi Juliana Siregar And Sumarsih

The aim of this study are: 1) To develop Kamishibai as learning media for storytelling narrative, and 2) to know the eligibility product of Kamishibai as learning media for storytelling narrative. Research and development is used as the research method. This research took place at MTs Al-Jami’yatulWashliyahTembung. The product has validated by experts validation. The instrument for collecting data by using questionnaires with Rating scale 1-5. The data was analyzed based on expert validation to revise the product. The results shows that: 1)the display of media with the average 89,09 (Very good), 2)operation media with the average 85 (very good), 3) interaction when using media with the average 88 (very good), 4) story paper card material with the average 89 (very good). The overall rating is 87,77 (very good). The results of students’ validation are nine from nine respondents answer yes for three aspects that is about the attractiveness, the level of difficulty, and the benefit. Therefore, the product of kamishibai media is appropriate to use as learning media in teaching learning English process.


Author(s):  
Ayu Trisna ◽  
Riyah Shibha Nasution

The aim of this study is to develop macromedia flash as a learning media for teaching speaking materials for students. Research and Development is used as the research method. Research Procedures are modified into four steps, they are: evaluation and need analysis, media design, validation and revision, and final production. The product has validated by expert validation. The expert is an English lecturer of English literature Department, State University of Medan which approved by Faculty of Languages and Arts. The instrument for collecting data is by using questionnaire. The data are analyzed by descriptive technique. The result shows that macromedia flash is advisability to use with the total assessment by expert validations is 91 (Good). With the result that macromedia flash is good and eligible to use for teaching speaking for students.


Author(s):  
Fahmi Rifaldi ◽  
Panahatan .

AbstrakPenelitian ini bertujuan untuk : (1) mengembangkan media pembelajaran interaktif menggunakan software adobe flash cs6 pada mata pelajaran instalasi penerangan listrik; (2) untuk mengetahui kelayakan media pembelajaran interaktif pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan media pembelajaran interaktif ini meliputi : (1) Analisis (Analysis); (2) Perencanaan (Design); (3) Pengembangan (Development); dan (4) Validasi. Metode pengumpulan data pada penelitian ini menggunakan angket yang berisi pertanyaan-pertanyaan. Validasi media melibatkan 4 orang ahli media dan 2 orang sebagai pengguna (uji coba awal). Hasil uji awal coba oleh  pengguna berdasarkan pada indikator Panduan, indikator Materi Multimedia, indikator Evaluasi, indikator Desain dan Fasilitas Media memperoleh skor rata-rata 4,75 (Sangat Layak). Hasil validasi ahli media berdasarkan panduan informasi, kinerja program,  dan sistematika memperoleh skor rata-rata 4,69 (Sangat Layak). Berdasarkan seluruh hasil yang penelitian yang disimpulkan bahwa media pembelajaran interaktif sangat layak digunakan sebagai media pembelajaran pada mata pelajaran instalasi penerangan listrik di SMK Negeri 13 Medan. Kata Kunci : Media Pembelajaran Interaktif, Adobe Flash CS6 AbstractEnglish translation. English translation. This aims research to: (1) develop interactive learning media using adobe flash cs6 software on electrical lighting installation subjects; (2) to find out the feasibility of interactive learning media in the subjects of electrical lighting installations. This research uses research and development methods. The steps of developing this interactive learning medium include: (1) Analysis; (2) Planning (Design); (3) Development; and (4) Validation. The data collection method in this study uses questionnaires that contain questions. Media validation involves 4 media experts and 2 people as users (initial trial). The results of the initial trial by users based on the Guide indicator, Multimedia Materials indicator, Evaluation indicator, Design indicator and Media Facility obtained an average score of 4.75 (Very Feasible). Media expert validation results based on information guidance, program performance, and systematics earned an average score of 4.69 (Very Decent). Based on all the results of the research concluded that interactive learning media is very suitable to be used as a learning medium in the subjects of electric lighting installation in SMK Negeri 13 Medan.  Keywords: Interactive Learning Media, Adobe Flash CS6


Author(s):  
Ulvy Shellyana Arifin ◽  
Hanin Niswatul Fauziyah

The research was intended to develop the worksheet  based on socioscientific issues that test expedibility, practical and effective in development the ability to think analytically of learners. The research site was conducted at SMPN 4 Ponorogo. The research method used research and development, with implementing research model of brog and gall. The research tools used were expert validation analysis sheets, assessments response and so on are used to test analytical thinking. And then the data treated was analyzed quantitatively as well as descriptive. Research results suggested that the product was worthy of using in the learning process. The product was also practical and effective in using to improve the ability of student analytical thought


Author(s):  
Nana Ronawan Rambe ◽  
Abdul Hasan Saragih

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Metode penelitian adalah Research and Development dengan menggunakan model Dick and Carey. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan tanpa menggunakan multimedia interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh t hitung  sebesar 9.0229,  sedangkan t tabel = 1.98, pada α=0.05 dengan dk 98 . Hasil perhitungan dimana  thitung > t tabel, t hitung yaitu  9.0229>1.98. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan pembelajaran multimedia  interaktif adalah sebesar 95.63% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan tanpa menggunakan pembelajaran multimedia interaktif, yaitu  sebesar 90.00%. Kata Kunci: media pembelajaran tenses bahasa inggris berbasis multimedia interaktif Abstract: The research and development is aimed at: (1) Produce interactive learning media that is fit for use, easy to learn and can be used for individual learning, (2) To determine the effectiveness of interactive learning media developed in subjects in English. The research method is the Research and Development using a model of Dick and Carey. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned using interactive multimedia learning outcomes of students that learned without using interactive multimedia. This is indicated by the data processing which gained t count equal to 9.0229, while the tables t = 1.98, at α = 0:05 to 98 hp. The results of calculations where thitung> t table, ie 9.0229 t> 1.98. It was concluded that the results of the study group of students that learned using interactive multimedia learning amounted to 95.63% and higher than the group of students that learned without using interactive multimedia learning, which amounted to 90.00%. Keywords: media learning English tenses based interactive multimedia


2020 ◽  
Vol 4 (1) ◽  
pp. 48
Author(s):  
Tita Rosita ◽  
Tuti Alawiyah ◽  
Endang Rochyadi ◽  
Sunardi Sunardi

The purpose of this study is to develop web-based learning media to improve reading comprehension of dyslexic students. Dyslexia is a condition caused by neurobiological abnormalities that are characterized by difficulty in  recognizing words accurately in spelling and inability to encode symbols which lead to reading disorder. The research method used is research and development. This research develops web-based learning media called LexiRoom learning applications. The LexiRoom web was trialed to dyslexic students of the fourth grade of elementary school and obtained effective results to help students to have better comprehension of words and sentences within a paragraph.


Author(s):  
Putu Ngurah Rusmawan

The purpose of the study is to know using media puzzle improve the students writing descriptive text for the second graders at SMP Negeri 5 Pasuruan. The researcher used a classroom action research. This research was conducted on April 05th 2017 to May 06th 2017. To get the information about the implementation of the crossword puzzle in descriptive text for writing skill, the researcher used interview, observation, questionnaire, test and documentation. The result of the test at the end of the first cycle showed that 26 students got under 76. It was not successful because it was still below criteria of success which required at least 76 as minimum score. In the cycle two, there were 27 students who got at least or more 76. It can be concluded that all students got the criteria of success, which required at least 76 as the minimum score. Finally, it can be concluded that the result of this research showed that using crossword puzzle can improve the students’ writing skill in teaching learning English. It can help the students to memorize the material easily and it can give positive effect for the students Keywords: Writing, Descriptive, Crossword Puzzle.


Author(s):  
Lia Andryani ◽  
Abdul Hamid K ◽  
R Mursid

Abstrak: Tujuan penelitian ini untuk: (1) mengembangkan media pembelajaran multimedia interaktif berbasis CTL pada mata pelajaran Sejarah layak digunakan; dan (2) mengetahui keefektifan media pembelajaran multimedia interaktif berbasis CTL yang dapat meningkatkan hasil belajar sejarah. Penelitian ini dilakukan di SMA PAB 8 Saentis. Metode penelitian adalah model pengembangan Bord dan Gall dengan desain pembelajaran Model Dick dan Carey. Subjek penelitian terdiri dari 40 siswa kelas X. Untuk pengembangan produk menggunakan 2 orang ahli desain pembelajaran, 2 orang ahli materi, 2 orang ahli perangkat lunak, 3 orang siswa uji coba satu-satu, dan 9 orang siswa kelas kelompok kecil. Hasil penelitian diperoleh terdapat perbedaan yang signifikan dan berarti antara hasil belajar sejarah siswa yang diajarkan dengan menggunakan multimedia pembelajaran interaktif dengan rata-rata hasil belajar sejarah siswa yang diajarkan dengan menggunakan media pembelajaran. Keefektifan multimedia pembelajaran interaktif lebih tinggi dari pembelajaran dengan media pembelajaran powerpoint. Kata Kunci: multimedia interaktif, Sejarah, Berbasis Contextual Teaching Learning Abstract: The purpose of this study is to: (1) develop CTL-based interactive multimedia learning media on History subjects worthy of use; and (2) knowing the effectiveness of CTL-based interactive multimedia learning media that can improve the results of historical learning. This research was conducted in SMA PAB 8 Saentis. The research method is the development model of Bord and Gall with the learning design of the Dick and Carey Models. The research subjects consisted of 40 class X students. For product development using 2 learning design experts, 2 material experts, 2 software experts, 3 one-on-one students, and 9 small group students. The results showed that there were significant and meaningful differences between the historical learning outcomes of students who were taught using interactive learning multimedia with the average results of students' historical learning taught using learning media. The effectiveness of multimedia interactive learning is higher than learning with powerpoint learning media. Keywords: interactive multimedia, history, based on contextual teaching


Author(s):  
Abdul Muhith ◽  
Ulfa Wulan Agustina ◽  
Yuyun Bahtiar ◽  
Nurul Afidah

Researchers aim to develop Interactive Magic Card as a medium that is suited to learning needs. There are 2 objectives in this study; 1) developing Interactive Magic Card as a learning medium; 2) find out the feasibility of the media. This research uses the Research and Development method which was adapted from Borg and Gall. This English learning media is an HTML5-based Flash Card application that was developed to help students in mastering vocabulary and improve their Speaking and Writing skills.The results of this study indicate that; 1) the results of the material expert validation are 89; 2) the results of media expert validation are 84; 3) main field test results are 91. Based on the results of the study, the researchers concluded that Interactive Magic Cardis suitable for use as a medium for learning English


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