scholarly journals DESAIN PROTOTIPE MEDIA PEMBELAJARAN SIMULASI SISTEM REM MOBIL UNTUK PEMBELAJARAN SISWA SMK JURUSAN OTOMOTIF

Author(s):  
Anggara Sukma Ardiyanta

<p>This research using research and development method to develop learning media based on simulation. The researcher develops Braking System learning media using Blender 3D and Unity 3D. The result of this research is prototype of braking system application in 3D animation form. This media hopefully can help student in order to understanding how braking system works and its component.</p>

Author(s):  
Sidhiq Andriyanto ◽  
M. Suyanto ◽  
Sukoco Sukoco

  "Simulation of Duck Crows Using Reynolds Method" is a study with the aim to find out the behavior of duck breeding crowd. The next goal is to make a crowd simulation using the Reynolds method. Limitations of this research variable is the object of research on adult duck Turi, the method used is Reynolds method. The simulations are made using Unity3D software in the form of 3D and the animation provided is just a running gesture. The method of analysis of this research is using research and development method. The result of the research is the data of duck walking in the crowd to be applied in 3D animation. The end result of the study is a simulation of duck crowds that run on flat fields. Destination directions are affected by mouse input and can avoid obstacles when walking. This simulation uses Reynolds basic rules of cohesion, alignment and separation.The conclusion of the research is that there is a similarity between the simulation of the crowd with the movement of the original duck crowd and the Reynolds method can be applied in the simulation of the duck crowd in 3D. Research produces 3D animation of duck crowds that are given the ability to avoid obstacles and target goals determined by mouse input.


Author(s):  
Ai Hayati Rahayu ◽  
Bunyamin Faisal Syarifudin

Mastering science process skill is very beneficial in problem solving process. This research aimed to develop teaching materials such as science process skill-based textbooks on energy and its changes. The method used in this research was research and development, by using the 4D design, which include define, design, develop, and disseminate. Research and development method were used to produce a product and to test its efficiency. The result showed that the learning material fulfill the assessment criteria. The mean validation result of textbook showed a number of 3.58 indicated as a good category. Based on T test, it was proven that the use of textbooks is indeed influential towards the development of students’ science process skill.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
I Putu Andika Subagya Putra . ◽  
I Gede Mahendra Darmawiguna, S.Kom, M.Sc . ◽  
I Made Putrama, S.T., M.Tech. .

Tujuan dari penelitian ini adalah untuk mengembangkan Film Seri Animasi 3d “Belajar Bahasa Indonesia Bersama Made” Sebagai Media Pembelajaran Bahasa Indonesia Untuk Penutur Asing Di Undiksha, agar mahasiswa asing yang tinggal atau berkunjung ke Indonesia dengan mudah dapat mempelajari Bahasa Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan menggunakan model pengembangan ADDIE. Film animasi 3 dimensi ini dikembangkan dengan menggunakan software Blender dengan beberapa tahap pembuatan animasi, yaitu pra produksi, produksi, dan pasca produksi. Hasil dari penelitian ini, yaitu produk film animasi 3 dimensi berupa DVD dan respon dari peserta didik BIPA di Undiksha Singaraja terhadap Film Seri Animasi 3d “Belajar Bahasa Indonesia Bersama Made” Sebagai Media Pembelajaran Bahasa Indonesia Untuk Penutur Asing Di Undiksha yang terkategorikan sangat positif dengan rata-rata persentase 91,44%. Berdasarkan analisis dari 12 peserta didik BIPA diketahui 3 siswa memberikan respon yang sangat positif dan 9 siswa memberikan respon yang positif terhadap film animasi ini.Kata Kunci : BIPA, film Animasi, Animasi 3 Dimensi The purpose of this study is to develop a 3D Animation Film Series "Belajar Bahasa Indonesia Bersama Made" As an Indonesian Learning Media For Foreign Speakers In Undiksha, so that foreign students who stay or visit to Indonesia can easily learn Indonesian language. The method used in this research is the Research and Development (R & D) by using ADDIE development model. 3-D animated film is developed using software Blender with several stages of animation creation, are pre-production, production and post-production. The results of this study, three-dimensional animated film products such as DVD and the response of learners BIPA in Undiksha Singaraja to 3d Animation Film Series "Belajar Bahasa Indonesia Bersama Made" As an Indonesian Learning Media For Foreign Speakers In Undiksha are categorized very positively with the mean average percentage of 91,44%. Based on an analysis of 12 learners BIPA note 3 students gave a very positive response and 9 students responded positively to this animated film.keyword : BIPA, Animation Film, 3D Animation


2016 ◽  
Vol 9 (1) ◽  
pp. 53
Author(s):  
Mira Nuryanti ◽  
Riskha Arfiyanti ◽  
Hesti Muliawati

Penelitian ini dilatarbelakangi oleh lemahnya pembelajaran sastra pada jenjang siswa SMP di Kabupaten Cirebon. Selama ini, guru mengalami keterbatasan dalam merancang  model yang efektif untuk mengaktifkan dan mencerdaskan siswa. Salah satu upaya yang dapat dilakukan adalah menerapkan model pembelajaran berbasis proyek yang berorientasi pada kecerdasan interpersonal dalam pembelajaran sastra. Penelitian ini bertujuan ingin memperoleh hasil yang objektif tentang keefektifan pengembangan model pembelajaran berbasis proyek yang berorientasi pada kecerdasan interpersonal dalam pembelajaran sastra. Penelitian ini menggunakan metode penelitian dan pengembangan (research and development method) yang terdiri atas tiga tahapan, yaitu 1) studi pendahuluan, 2) perencanaan dan pengembangan draf media, dan 3) uji coba terbatas serta uji coba meluas. Uji coba terbatas dilakukan pada satu sekolah dan uji coba lebih luas dilaksanakan pada tiga sekolah. Penelitian ini menghasilkan acuan berupa model pembelajaran berbasis proyek yang berorientasi pada kecerdasan interpersonal dan aplikasinya dalam pembelajaran sastra. Keberhasilan hasil penelitian dapat dijadikan alternatif model pembelajaran.


Panggung ◽  
2015 ◽  
Vol 25 (2) ◽  
Author(s):  
Yupi Sundari ◽  
Irma Rachmaningsih

Penelitian  ini  bertujuan  meningkatkan  motivasi   dan   pencapaian  studi  mahasiswa terhadap mata kuliah bahasa Inggris di STSI Bandung  yang selama  ini sering dipandang sebagai  pelajaran  yang  sulit  dan  kurang  menyenangkan.  Penelitian  dilakukan  di  STSI Bandung pada perkuliahan bahasa Inggris di Jurusan Karawitan dan Seni Rupa dengan menggunakan metode penelitian dan pengembangan atau Research and Development Method. Penerapan  post-method  pedagogy memperhatikan  tiga  komponen  utama,  yaitu  lingkungan belajar, siswa dan pengajar. Keberhasilan pengajaran bahasa Inggris dipengaruhi komponen siswa, pengajar,  materi ajar dan  hubungan  antara siswa  dan  pengajar.  Dari  penelitian ini didapatkan model pembelajaran post-method pedagogy yang menempatkan pengajar sebagai penyusun materi ajar dan pengelola kelas yang mempertimbangkan karakteristik dan latar belakang pembelajar. Pada akhir kegiatan pembelajaran, pengajar melakukan evaluasi hasil belajar dan  merefleksikan  apa yang telah  dilakukan untuk merencanakan dan melakukan proses belajar mengajar selanjutnya.Kata kunci: Post-method pedagogy, Mata kuliah Bahasa Inggris, Model pembelajaran, Mahasiswa seni.


2011 ◽  
Vol 60 (2) ◽  
pp. 287-305 ◽  
Author(s):  
Jarkko Suhonen ◽  
M. Ruth de Villiers ◽  
Erkki Sutinen

2020 ◽  
Vol 2 (2) ◽  
pp. 52-59
Author(s):  
Moh Rizal Pakaya ◽  
Olha Musa ◽  
Jorry Karim ◽  
Syahrir Abdussamad

Dinas Koperasi dan Usaha Mikro, Kecil dan Menengah Kabupaten Gorontalo sebagai unit pelaksana tugas daerah yang memiliki tugas untuk melakukan pembinaan dan pengembangan usaha mikro, kecil dan menengah di Kabupaten Gorontalo. Dalam melaksanakan tugas tersebut melakukan berbagai kegiatan salah satunya adalah melakukan pendataan usaha mikro, kecil dan menengah serta mensosialisasikan ke masyarakat. Dalam artikel ini, permasalahan yang timbul adalah belum tersedianya sistem informasi yang memadai kepada masyarakat tentang usaha mikro, kecil dan menengah sehingga masyarakat mengalami kesulitan mengetahui lokasi dari usaha kecil dan menengah. Tujuan dari artikel ini adalah merancang sistem informasi geografis untuk menentukan lokasi usaha mikro,  kecil dan menengah berbasis android yang dapat diakses oleh masyarakat sehingga dapat memudahkan masyarakat mengetahui lokasi dari usaha mikro, kecil dan menengah yang ada di Kabupaten Gorontalo dan dapat diakses oleh masyarakat yang membutuhkan layanan informsi secara global. Artikel ini menggunakan metode Research and Development atau yang  dikenal dengan metode penelitian dan pengembangan. Hasil pengujian dengan menggunakan test case membuktikan bahwa pengembangan sistem  informasi geografis untuk menentukan lokasi usaha mikro, kecil dan menengah berbasis android ini lebih efektif dan efisien dengan pengujian yaitu V (G)=  14 – 12 + 2 =  4; V (G) =  3 + 1 =  4; dan Cyclomatic Complexity (CC) = R1, R2, R3, R4 = 4.                   Kata Kunci: SIG, UMKM, Android                          The Office of Cooperatives and Micro, Small and Medium Enterprises in Gorontalo as a regional task implementing unit that has the task of developing and developing micro, small and medium businesses in Gorontalo Regency. In carrying out this task, a number of activities are carried out, one of which is collecting data on micro, small and medium enterprises and to socialize to the community. In this article, the challenge that arises is the unavailability of an adequate information system for the community about micro, small and medium enterprises so that people have difficulty understanding the location of small and medium businesses. The purpose of this article is to discuss geographic information systems to determine the location of android-based micro, small and medium businesses that can be accessed by the community so that it can make it easier for the public to find out the location of micro, small and medium businesses in Gorontalo District and can be accessed by people who need it global information services. This article uses the Research and Development method or what is known as the research and development method. The test results using test cases prove the development of information systems to determine the location of micro, small and medium businesses based on Android is more effective and efficient with testing namely V (G) = 14-12 + 2 = 4; V (G) = 3 + 1 = 4; and cyclomatic complexity (CC) = R1, R2, R3, R4 = 4.     Keywords: GIS, UMKM, Android


2021 ◽  
Vol 11 (1) ◽  
pp. 95
Author(s):  
Devi Putri Wulandari ◽  
Cindy Asli Pravesti

<p>The purpose of this research is to develop a game media of Snakes and Ladder of Faith which is effective for increasing the self-efficacy of students at SMP Negeri 2 Krian. This research and development method uses a research and development procedure with the following steps: 1) preliminary study, 2) media development, and 3) media testing. Based on the material expert's assessment, an average score of 0.46 was obtained which was categorized as quite feasible. Based on the media expert's assessment, an average score of 0.69 was obtained with the feasible category.  The results of the user test assessment obtained results of 92.3% with the very valid category or can be used without revision. Based on the results of the limited field test, it was obtained that tcount 4.058&gt; ttable 3.182 and Sig (2tailed) 0.027 &lt;0.05, so that H<sub>0</sub> was rejected and H<sub>a</sub> was accepted.  So it can be concluded that the game media, Snake and Ladder of Faith, is effective for increasing student self-efficacy.</p><p><strong></strong><strong><br /></strong></p>


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