scholarly journals ANALISIS MEDIA PEMBELAJARAN MULTIMEDIA INTERAKTIF TERHADAP MOTIVASI BELAJAR PESERTA DIDIK DI SEKOLAH DASAR

2019 ◽  
Vol 7 (2) ◽  
pp. 18-25
Author(s):  
Syamsul Ma'arif Al fatah ◽  
Jupriyanto Jupriyanto ◽  
Andarini Permata Cahyaningtyas

This research is focused on the analysis media of interactive multimedia learning which is used in the learning process in elementary schools towards the learning motivation of students. Education becomes an important thing in everyday life. In education a lot of potential exists in a person to be developed optimally. In the education process, not only prioritizing the improvement of academic abilities, because education also requires cultural transformation, education can also be made as a long-term investment. Furthermore, at this time, it is still minimum, the reading interest index in Indonesia, based on the study of "The Most Scattered Nation in the World" conducted by Central Connecticut State University in March 2016, Indonesia used the 60th rank out of 61 countries in the world regarding reading interest . Indonesia is under Thailand (59) and right above Bostwana (61). Current technological advances require the use of interactive multimedia learning media that need to be improved. Interactive multimedia media has a unique design, so that the motivation of students can be intrigued, interactive multimedia with an attractive design can lead to great motivation towards students, able to make the learning process more focused.

Author(s):  
Geneses Tarmizi Manalu ◽  
Uli Basa Sidabutar

AbstrakPenelitian ini secara umum merupakan penelitian yang  bertujuan untuk mengembangkan multimedia pembelajaran. Multimedia pembelajaran termasuk hal yang sangat penting dalam proses pembelajaran, multimedia pembelajaran yang baik sangat efektif digunakan dalam proses belajar mengajar. Peneliti mencoba mengembangkan multimedia pembelajaran interaktif yang dapat digunakan dalam bentuk CD interaktif, menggunakan beberapa software yang terdiri dari Lectora Inspire, Adobe Photoshop CS5, Bandycam, dan EKTS. Bertujuan untuk memudahkan peserta didik dalam memahami pelajaran dan juga memudahkan pendidik dalam menyampaikan pelajaran. Multimedia pembelajaran pada penelitian ini menggunakan model desain Borg and Gall yang diadaptasi oleh Sugiyono.Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator media dan validator materi menunjukkan bahwa multimedia pembelajaran yang dihasilkan baik pada validasi materi dengan skor rata-rata 4,6 dan untuk validasi media dengan skor rata-rata 4,3. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata Kunci : Pengembangan  Media Interaktif, Software Lectora, Instalasi Penerangan Listrik  Abstract This research is generally a study that aims to develop multimedia learning. Multimedia learning is very important in the learning process, good learning multimedia is very effectively used in the teaching and learning process. Researchers are trying to develop interactive learning multimedia that can be used in the form of interactive CDs, using several software consisting of Lectora Inspire, Adobe Photoshop CS5, Bandycam, and EKTS. It aims to facilitate learners in understanding the lessons and also facilitate educators in delivering lessons. Multimedia learning in this study uses borg and gall design model adapted by Sugiyono.The target of this research is Expert Lecturer of Medan State University. Testing of interactive multimedia by media validators and material validators showed that multimedia learning was generated both on material validation with an average score of 4.6 and for media validation with an average score of 4.3. Then the conclusion of the developed media is worth using.  Keywords: Interactive Media Development, Lectora Software, Electrical Lighting Installation


2021 ◽  
Vol 10 (1) ◽  
pp. 232-239
Author(s):  
Armila Armila ◽  
Nurfansyah Nurfansyah

Technological advances have now mastered several aspects, namely in the world of education, fashion, lifestyle and the world of architecture. For example libraries, in the past, libraries were seen from the number of books collected and also how big the library building was but for now all that has changed, libraries are now required to be able to follow the wishes of its users. In this case the users are the millennial generation who have characteristics that are close to technology, like convenience and are free-spirited. According to a survey from the Boston Consulting Group and the University of Berkley about the millennial generation, the conventional reading interest of millennials has decreased and they prefer to use smartphones to read and libraries are considered unimportant to them. The design of the Banjarbaru Millennial Library uses the Behavioral Architecture method and the Blurring Architecture concept. This design aims to create a library in accordance with the characteristics of millennials who like freedom by implementing this freedom into its buildings


Author(s):  
L. L. Sokolov ◽  
◽  
V. Sh. Shaidulin ◽  

Konstantin Vladislavovich Kolshevnikov (19.01.1939—10.01.2021) was Head of the Department of Celestial Mechanics of St. Petersburg State University, that ruled it for 50 years. He got many important results in science and taught many students who continue his work around the world. Konstantin Vladislavovich created unique courses in celestial mechanics, was engaged in educational work and earned many honorary awards and titles. Long-term chairman of the organizing committee and the jury of the student report competition of the Winter Astronomical School.


Vidya Karya ◽  
2021 ◽  
Vol 35 (2) ◽  
pp. 78
Author(s):  
Muhdi Harto ◽  
Misbah Misbah

The world of education is again disturbed by the massive spread of the COVID-19 virus or coronavirus disease. The use of technology is considered to facilitate and be a solution and innovation in the learning process that can be a way out so that the teaching and learning process during the COVID-19 period becomes more effective. One of the innovations that teachers can do as educators in delivering learning materials is using models in collaboration with technological advances in the learning process, especially in science learning. This research is descriptive in the form of a literature study. Data sources come from 15 scientific articles from national journals and accredited national journals. Based on the literature review that has been carried out, it can be concluded that the use of online learning models in collaboration with technology such as the Zoom platform, google classroom, WhatsApp, and others can be used in the science learning process at all levels of education during the COVID-19 pandemic. This is because this learning model is centred on students so that they are not dependent on the teacher, which is in line with the basis of online learning, which requires students to think critically, be active in exploring or understanding the subject matter presented. Students are required to establish communication between fellow students and the teacher who acts as a moderator.Keywords: Covid-19; Inovations; Online Learning; Science Dunia pendidikan kembali terusik dengan adanya penyebaran virus COVID-19 atau coronavirus disease secara masif. Penggunaan teknologi dianggap bisa mempermudah dan menjadi solusi serta inovasi dalam proses pembelajaran yang bisa menjadi jalan keluar sehingga proses belajar mengajar di masa COVID-19 menjadi lebih efektif. Salah satu inovasi yang bisa dilakukan guru sebagai tenaga pendidik dalam menyampaikan materi pembelajaran yaitu penggunaan model yang dikolaborasikan dengan kemajuan teknologi dalam proses pembelajaran khususnya pada pembelajaran sains. Penelitian ini merupakan penelitian deskriptif berupa studi kepustakaan. Sumber data berasal dari 15 artikel ilmiah dari jurnal nasional maupun jurnal nasional terakreditasi. Berdasarkan kajian literatur yang telah dilakukan, dapat disimpulkan bahwa penggunaan model pembelajaran online leaning yang dikolaborasikan dengan teknologi seperti platform Zoom, google classroom, whatsapp, dan lainnya dapat digunakan dalam proses pembelajaran sains pada semua jenjang pendidikan di masa pandemi COVID-19. Hal ini karena model pembelajaran ini berpusat kepada peserta didik sehingga mereka tidak ketergatungan kepada guru, yang sejalan dengan dasar dari pembelajaran secara daring yaitu menuntut peserta didik untuk berpikir kritis, aktif dalam menjelajahi atau memahami materi pelajaran yang disampaikan serta peserta didik dituntut agar dapat menjalin komunikasi yang baik antara sesama peserta didik dan juga guru yang berperan sebagai moderator.Kata kunci: Covid-19; Inovasi; Online Learning; Sains


Author(s):  
Ahmad Arif Ulin Nuha ◽  
Bambang Subahri

The technological revolution causes changes in all aspects of life. It includes the educational spec. So that these changes also change all aspects in the world of education. One of the highlights in this paper is the relationship between teachers and students. The teacher initially becomes an important entity in the learning process. However, the presence of new media has replaced the teacher's position. It is no longer a central role in the educational process. Students have relied on gaining knowledge on technology. This phenomenon is contrary to the concept of Ahlussunnah Wal Jamaah education. Sanad continuity is an important thing in measuring the authenticity of knowledge. Not only that, the meaning of blessing is pinned on knowledge that has this sanad continuity. Seeing this phenomenon, the author assumes that technology has conducted teacher deauthorization in the education process of the new media era.


2020 ◽  
Vol 1 (2) ◽  
pp. 38-50
Author(s):  
Muh. Aniar Hari Swasono ◽  
An Immatus Sa’diyah ◽  
Risdia Eka Niafitri ◽  
Rohmania Hidayanti

Abstract:Starting at the endoflastyear 2019 the world was hit by a virus pandemic called Covid-19, where Indonesia also experienced the impact of this virus pandemic which caused system changes in various field sincluding in the world of education. During the Covid-19 pandemic, the learning process was carried out by providing materials and assignments through on line gadgets, starting from kinder gartent otertiary levels, which caused the intensity of deviceuse to increase. Public. The residents and youth in Dusun Karang Tengah have an advanced and creative mindset in reducing the use of gadgets during the Covid-19 pandemic. They outh and residents had the idea of ​​creating a reading house in order to reducet heuse of gadgets for children in RT 3.When there searchers came to Karangrejo Village, the making of a reading house wasstill in the process, butafter a few days, the reading house could be occupied with its seacondition. After working with community leaders there, we are also trying to realize the reading house by creating a system and providing the needs needed for this reading house. In this reading house system, we use the Assed Based Community Development (ABCD) method where we try to foster reading interest in children in reducing the use of devices during this pandemic. During the mentoring process that the researcher scarried out, there was an increase in reading interest in children in Karangtengah Hamlet, especially Rt 03 Rw 06, in the development of reading houses made as attractive as possible.


Author(s):  
Vladimir T. Klapiuk

The author of article considers foundation, development and prospect questions of Moscow State University of Culture and Arts - one of the leading universities in Russia, which is educated specialists for cultural sphere, library work, social and cultural activities, folk culture and arts. The University was established on July 10, 1930 as Moscow Library Institute. In 1964 the Institute was reorganized into Moscow State Institute of Culture due to the gradual increase of educational profile, and in 1994 - into the University. Since its foundation in 1930 the University has given diplomas to more than 80 000 specialists in the sphere of culture and arts. About 12 000 students from all regions of Russia and from 35 countries of the world study at the University now. The university develops according to modern Russian and world tendencies in education process.


2020 ◽  
Vol 4 (1) ◽  
pp. 57-63
Author(s):  
Kadariah Kadariah ◽  
Ahmad Hamim Thohari ◽  
Riwinoto Riwinoto

Appropriate and appropriate learning methods in educating children are veryimportant things. With interactive multimedia technology that is widespread,we can use it as a learning media. Interactive multimedia development makesit possible to create an interactive educational media called "Learning ArabicVocabulary". The making of interactive multimedia "Learning Arabic Kosa-Kata" is designed based on a case study from the Elementary School (Al-Azhar Elementary School) that applies Arabic language learning. Using theright and varied media in the learning process can increase learningmotivation and can reduce student passivity (Hardianto,2005). Vocabularylearning is a very important material in language learning. A person will notbe able to speak a language before he enriches himself with vocabulary fromthat language. Likewise with children in this case. After the survey andinterview conducted at Al Azhar Elementary School located at Tiban 1,Patam Lestari, Kec. Sekupang, Batam City Prov. Riau Islands, on October31, 2018, the parties from the school in question were very hopeful that thisinteractive multimedia "Learning Arabic Kosa-Kata" could immediately beready for distribution.


Author(s):  
Horas Karlos Pasaribu ◽  
Sahat Siagian

Abstract This research is generally a research that aims to develop learning multimedia. Multimedia learning is very important in the learning process, good learning multimedia is very effective in the teaching and learning process. Researchers try to develop interactive learning multimedia that can be used in the form of interactive CDs, using several software consisting of Adobe Flash CS6, Adobe Photoshop CS5. Aims to make it easier for students to understand the lesson and also make it easier for educators to deliver lessons. Multimedia learning in this study uses the ADDIE model by using five stages in it which was adapted by Sugiyono. The target of this research is the Expert Lecturer at the State University of Medan. Tests on interactive multimedia by media validators, material validators, and user/acceptance validators showed that the resulting learning multimedia was good with a score of 4.33 for material validation, a score of 4.35 for media validation, and a score of 4.29 for user/acceptance validation. . Keywords: Interactive Multimedia Development, Adobe Flash CS6 Software, Electric Motor Installation. AbstrakPenelitian ini secara umum merupakan penelitian yang bertujuan untuk mengembangkan multimedia pembelajaran. Multimedia pembelajaran termasuk hal yang sangat penting dalam proses pembelajaran, multimedia pembelajaran yang baik sangat efektif digunakan dalam proses belajar mengajar. Peneliti mencoba mengembangkan multimedia pembelajaran interaktif yang dapat digunakan dalam bentuk CD interaktif, menggunakan beberapa software yang terdiri dari Adobe Flash CS6, Adobe Photoshop CS5. Bertujuan untuk memudahkan peserta didik dalam memahami pelajaran dan juga memudahkan pendidik dalam menyampaikan pelajaran. Multimedia pembelajaran pada penelitian ini menggunakan model ADDIE denggan menggunakan lima tahap di dalamnya yang diadaptasi oleh Sugiyono. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator media, validator materi, dan validator user/akseptansi menunjukkan bahwa multimedia pembelajaran yang dihasilkan  baik dengan skor 4,33 untuk validasi materi, skor 4,35 untuk validasi media, dan skor 4,29 untuk validasi user/akseptansi. Kata kunci: Pengembangan Multimedia Interaktif, Software Adobe Flash CS6, Instalasi Motor Listrik.


2021 ◽  
Vol 13 (3) ◽  
pp. 2293-2300
Author(s):  
Nurhikmah H ◽  
Abdul Hakim ◽  
M. Syakir Wahid

This study aims to develop interactive e-modules in the Multimedia Learning Course and to know the validity, practicality of the effectiveness of developing interactive e-modules in Multimedia Learning subject. This research method used Research and Development (R D), which focused on developing smartphone-based learning media, especially Android. The development model used the Alessi and Trollip development model, consisting of 3 stages: planning, design, and development. This research was conducted at Makassar State University with 45 students and one lecturer in multimedia learning. Interactive e-modules are used in multimedia learning courses to assist and facilitate lecturers in the learning process. Interactive e-modules were developed and validated by material experts and media experts, with the results of material validation obtained an average score of 4.9 (very valid) and media experts obtained an average score of 4.1 (valid) so that interactive e-modules can be tested in the field to determine the practicality and effectiveness with the results shown in the category of very practical and very effective. Based on the results found, it can be concluded that interactive e-modules are practical and effective in the learning process in multimedia learning courses at the Education Technology Study Program, Makassar State University


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