scholarly journals PENGGUNAAN METODE PEMBELAJARAN MULTIMEDIA BERBASIS OBJECT-ORIENTED PROGRAMMING (ADOBE-FLASH) PADA MATA PELAJARAN BAHASA INGGRIS

2021 ◽  
Vol 11 (2) ◽  
pp. 168-175
Author(s):  
Resty Wahyuni ◽  

The aim of the research are (1) to know an influence on the development of Adobe-Flash multimedia programs on the ability of students to improve vocabulary skills in English. (2) to find the percentage of the influence of the development of multimedia programs on the ability of students to improve vocabulary skills in English. This research is an experimental research. The program implementation technique for this research is a preliminary test used to measure students' vocabulary abilities of the material being taught while the final test is carried out to determine student learning outcomes after being treated using Multimedia-based Object-Oriented Programming (AdobeFlash) learning methods in English. Keywords: Multimedia-Based Learning Method, Vocabulary Skills, English.

2017 ◽  
Vol 10 (3) ◽  
pp. 26-33
Author(s):  
Geovanne Farell ◽  
Kasman Rukun ◽  
Waskito Waskito

Based on preliminary analysis, the results of student learning object oriented programming courses show the numbers are still relatively low, the low expected learning outcomes is due to the limitations of learning resources or existing instructional media. This research was conducted using the method of research and development (R&D) by using the Four- D model. The development of Mobile Learning used method Design of Exploratory Tutorial. The result of validity test shown that Mobile Learning media was valid. Then the result of practicalities test obtained also show the practicalities of media. Effectiveness of Mobile Learning media declared effective in improving student learning outcomes. Based on the findings of this study concluded that Mobile Learning was valid, practical, and effective to be used as media learning. Keywords: Mobile, Learning, Smartphone, Validity, Effectiveness, Practicalities.


Author(s):  
Dede Irawan ◽  
Amin Harahap

This study aims to determine differences in mathematics learning outcomes of students in terms of level of motivation learning styles of students and How students ' mathematics learning Outcomes in terms of level of motivation and learning styles of students. This research experiments. The research Data consists of the initial test and final test about the material that has been delivered using the approach of learning motivation and learning styles with the dependent variable is learning outcomes. In this study, the researchers obtained data from the results of pre-test and post-test conducted in the experimental class(the class that viewed from learning motivation) and class control(class in terms of learning styles). Based on the above analysis, it has been proven that there are significant differences between the learning outcomes in terms of learning motivation and learning styles in enhancing student learning outcomes in Mathematics learning in the SMK Kesehatan Imelda Ritonga.


Author(s):  
Rina Juliana Sahuleka ◽  
Ali Awan ◽  
Stevin Melay

Background: Learning is a process of interaction between teachers and students that is shown to make changes in students' attitudes and mindsets to achieve optimal learning outcomes. The teacher designs learning biology using a contextual approach that is confusing and time-consuming. In learning biology student success is determined by the final outcome of learning. Methods: The subjects in this study were class XI Science 2 and the data obtained by observation, interviews and learning outcomes tests were analyzed descriptively using a list of initial and final test scores. Results: The cognitive aspects of the assessment there were 11 students who scored at intervals (80-100) with a percentage of 68.75% very good information and 5 students who scored at intervals (66-79) with a percentage of 31.25% good information. Evaluation of affective aspects obtained a percentage of 100%. For the Final Test, there are 12 students who score at intervals (80-100), with a percentage of 75% and very good information, and 4 students who score at intervals (66-79), with a percentage of 25% and good information. At the final grade there are 16 students who score at intervals (80-100), with a percentage of 100% and with very good information. Conclusion: The application of the Inside Outside Circle (IOC) type of cooperative learning model to the concept of the human excretion system can improve student learning outcomes by achieving KKM 70.


Author(s):  
Christina M Laamena ◽  
Megi Gaspersz ◽  
Pier Z Tupamahu

This study aims to improve the learning outcomes of grade VII students of SMP Negeri 6 Ambon in circle material by using the Team Pair Solo type cooperative model with the help of  the Geogebra Software. The subjects of this study were students of class VIII-Science of SMP Negeri 6 Ambon, amounting to 28 students. This type of research was Classroom Action Research (CAR). This study was conducted in two cycles with every cycles suddenly from four meetings. Data in this study were collected through observation and test sheets. The findings in this study indicate that the final test results from cycle I to cycle II increased by 25%. Based on the results of this study it can be concluded that student learning outcomes in circle material can be improved with Team Pair Solo learning models assisted by Software Geogebra Software in class VIII of SMP Negeri 6 Ambon


Author(s):  
Christin Tulaseket ◽  
F Leiwakabessy ◽  
Dominggus Rumahlatu

Background: This study aims to determine the effect of the application of the learning model of the horay course review to improve student learning outcomes of teaching material on the classification system of living things in class X of SMA Negeri 14 Ambon. Method: Samples from this study were students of class X1 with 23 students. This type of research is descriptive research to see student learning outcomes which consists of 3 factors, namely physical, cognitive and psychomotor. The instruments used in this study were test instruments in the form of initial tests and final tests. Results: The results of this study show that there is a significant effect by using the learning review horay learning model on improving student learning outcomes during the implementation of the learning model of the course review horay. Conclusion: Based on the results of the study it can be concluded that the use of the Course Review Horay learning model can improve the learning outcomes of class X1 students at SMA Negeri 14 Ambon. This can be seen from the results of the final test which is very satisfying from the results of the initial test. Presentation of student grades during the initial test is 13% and the final test score reaches 100%.


2018 ◽  
Vol 1 (1) ◽  
pp. 271
Author(s):  
Lilis Retno Sundari ◽  
Suroso Suroso ◽  
Yustinus Yustinus

Abstrak:: Penelitian ini bertujuan 1)mengembangkan multimedia interaktif menggunakan Adobe Flash CS3 Profesional untuk meningkatkan hasil belajar IPS Kelas 4 SD. 2) pengembangan multimedia interaktif menggunakan Adobe Flash CS3 Profesional dapat meningkatkan hasil belajar IPS Kelas 4 SD. Penelitian ini menggunakan jenis penelitian pengembangan dengan Model pengembangan ASSURE. Hasil validasi pakar materi 70% (tinggi) dan validasi pakar media 92% (sanggat tinggi). Kemudian Rata-rata nilai tahun 2017 dan tahun 2018 mengalami kenaikan  74 menjadi 81. Hasil uji T diperoleh taraf signifikansi α 0,017. Berdasarkan perolehan hasil belajar siswa setelah menggunakan multimedia interaktif lebih tinggi dari sebelum menggunakan multimedia interaktif. Abstrak:: This study aims to 1) develop interactive multimedia using Adobe Flash CS3 Professional to improve learning outcomes IPS Class 4 SD. 2) development of interactive multimedia using Adobe Flash CS3 Professional can improve learning result of IPS Class 4 SD. This study uses a type of development research with ASSURE development model. Expert material 70% (high) material validation and media experts validation 92% (high conformity). Then the average value of 2017 and 2018 increased 74 to 81. T test results obtained significance level α 0.017. Based on the acquisition of student learning outcomes after using interactive multimedia is higher than before using interactive multimedia.


Author(s):  
Ullya Mega Wahyuni ◽  
Fitrilina Fitrilina

ABSTRACTThe use of information technology in educational institutions be necessary for work to be efficient and flexible. The process of reporting student data and assessment results at SMA Negeri 1 Dharmasraya is still manual using paper (paper-based), and there is no specific storage for the database. To make reports on student learning outcomes and share resources easier then an information system was built on a client-server network using object-oriented programming with a centralized database so that the stored data can be organized. The build systems using the System Development Life Cycle waterfall model, which starts from the analysis, design, coding, testing, and maintenance. The results of this study are the establishment of a multiuser system that implements the use of client-server computer networks to process student grades.Key Words: Client-Server, Information Systems, OOP


Author(s):  
RODY SATRIAWAN ◽  
FAHRURROZI FAHRURROZI ◽  
NENY ENDRIANA ◽  
NILA HAYATI ◽  
RISTU HAIBAN HIRZI ◽  
...  

This research aimed to develop audio visual based on learning media using adobe flash professional CS6 in material subject for students of seventh graders at MTs Mu'allimin NW Pancor that was valid, practical and effective. This research was a research and development (R&D) that was adapted from the ADDIE development model. There are 5 stages: (1) Analysis; (2) Design; (3) Development; (4) Implementation; and (5) Evaluation. The population was students of seventh graders , with a sample of students of VIIB . Data collection techniques used were using a questionnaire that was analyzed descriptively. The results showed that audio visual based on learning media using adobe flash professional CS6 which had been developed based on the assessment of media experts obtained by 96 with a very good category and material expert assessment was obtained by 42 with a good category. Based on students' responses to the practicality of the media it was found that the percentage of assessment was 75.35% with the practical category. Based on tests of student learning outcomes on the effectiveness of the media obtained a percentage of 88.46%. Based on the results of data acquisition shows that audio visual based learning media using adobe flash professional CS6 was feasible and can be used in the mathematics learning process of material for students of seventh graders at MTs Mu'allimin NW Pancor. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran bilangan berbasis audio visual menggunakan adobe flash profesional CS6 untuk kelas VII MTs Mu’allimin NW Pancor yang valid, praktis, dan efektif. Penelitian ini merupakan penelitian pengembangan yang diadaptasi dari model pengembangan ADDIE. Tahapan penelitian ini ada 5 tahap, yaitu: (1) Analysis; (2) Design; (3) Development; (4) Impelementation; dan (5) Evaluation. Hasil penelitian menunjukkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 yang telah dikembangkan berdasarkan penilaian ahli media diperoleh sebesar 96 dengan kategori baik. Berdasarkan respon siswa terhadap kepraktisan media didapatkan persentasi penilaian sebesar 75,35% dengan kategori praktis. Berdasarkan tes hasil belajar siswa terhadap keefektifan media yang telah dikembangkan diperoleh persentase sebesar 88,46%. Berdasarkan hasil penelitian dan analisis data, dapat disimpulkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 layak dan dapat digunakan dalam proses pembelajaran matematika materi bilangan kelas VII MTs Mu’allimin NW Pancor.


2020 ◽  
Vol 1 (1) ◽  
pp. 37-41
Author(s):  
Sati Haryati

This study aims to improve learning outcomes of students' cognitive abilities in the kingdom animalia concept. The subjects of this study were students of SMAN 1 Surade in class X-5 and X-3 with a total of 41 and 36 people. The research method used in this study is Quasi Experimental Design with Pretest-Posttest control group design research design. The instrument used was question of cognitive ability in the form of multiple choice as the main data source and a questionnaire as supporting data. The cognitive abilities netted from the instruments are C1 (knowing), C2 (interpreting), C3 (sorting) and C4 (interpreting). The results of the study show that the cognitive abilities of students after following Learning Everyone is a Teacher Here has increased from the average value of grades the initial test 62.19 increased to 78.79. Based on testing the hypothesis at the final test, the calculated t value of 262.9 is greater than the t table value of 244. This shows that the learning outcomes achieved there were no significant differences. Students respond towards Learning Everyone is a teacher here on each statement interpreted pretty well on average.


2018 ◽  
Vol 8 (2) ◽  
pp. 53-61
Author(s):  
Hazairin Nikmatul Lukma

Penelitian ini bertujuan untuk mendesain sebuah media pembelajaran yang bersifat menarik, kreatif, serta interaktif dalam sebuah proses pembelajaran, pada Mata Kuliah Fisika Bangunan Program Studi Teknik Sipil Fakultas Teknik Universitas Islam Balitar Blitar. Desain Media Pembelajaran merupakan tampilan animasi, dengan aplikasi Software Adobe Flash Player 8, dengan metode pembelajaran yang diterapkan adalah Pictorial Riddle. Penelitian menggunakan metode kuasi eksperimen dengan desain one group pretest-posttest design. Sampel penelitian diambil secara acak dari seluruh mahasiswa yang memprogram mata kuliah Fisika Bangunan, sebanyak 20 orang. Peningkatan tes hasil belajar mahasiswa dianalisis menggunakan N-gain. Hasil penelitian menunjukkan bahwa penerapan media animasi Pictorial Riddle dapat meningkatkan hasil belajar mahasiswa pada mata kuliah Fisika Bangunan, pada pertemuan pertama sebesar 17 % dengan N-gain sebesar 0,40 dan masuk dalam kategori sedang. Sedangkan pada pertemuan kedua terjadi peningkatan sebesar 11 % dengan N-gain sebesar 0,35, masuk dalam kategori sedang.This research aims to design a learning media that is interesting, creative, and interactive in a learning process, in the Building Physics Course in the Civil Engineering Study Program, Faculty of Engineering, Blitar Balitar Islamic University. Learning Media Design is an animated display, with Adobe Flash Player 8 Software application, with the learning method applied is Pictorial Riddle. The study used a quasi-experimental method with the design of one group pretest-posttest design. The research sample was taken randomly from all students who programed the Building Physics course, as many as 20 people. Improved student learning outcomes tests were analyzed using N-gain. The results showed that the application of Pictorial Riddle animation media can improve student learning outcomes in the Building Physics course, at the first meeting of 18% with N-gain of 0.40 and in the medium category. While in the second meeting there was an increase of 12% with N-gain of 0.35, included in the medium category.


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