scholarly journals MULTIMEDIA INTERAKTIF MATEMATIKA MATERI PECAHAN PADA SDIT FAJAR ILAHI 2

2019 ◽  
Vol 2 (02) ◽  
pp. 99-108
Author(s):  
Arta Uly Siahaan ◽  
Lailatul Fitri ◽  
Fandy Neta

The developmet of technology are increasingly advanced changing aspects of education for the students’ teaching and learning process. Based on the 2013 curriculum in mathematics learning for SDIT Fajar Ilahi 2 class IV there are fraction materials. The subject matter of mathematics learning in school is still less interesting with learning method such as lectures. This interactive multimedia fraction material is used as an alternative learning media equipped with fractions in the form of text, images, and animations. The interactive multimedia is made using the MDLC (Multimedia Development Life Cycle) method with 6 stages. Namely concept, design, material collecting, assembly, testing, and distribution. The interactive multimedia testing consists of validating media experts and material experts, testing normality, and testing paired sampel t-tests. The results of the interactive multimedia material fractions with the assessment of media experts get 89,7% percentage in the category of very decent. The assessment from material experts get a percentage of 94,81% in the very feasible category. While the paired sample t-test found a significance value of 0,000 < 0,05, the use of interactive multimedia fraction material is very useful in grade IV elementary school. It is clear that this product can achieve the objcetives of this research.    

2020 ◽  
Vol 11 (2) ◽  
Author(s):  
Nurmawati Nurmawati ◽  
Lusi Rachmiazasi Masduki ◽  
Edy Prayitno ◽  
Maria Yustina Rensi Dartani

Mathematics is a difficult subject and even becomes a phobia, more due to teaching conventionally  in where the teaching and learning process emphasizes more on teacher, working on problems, memorization and speed of arithmetic, so students lack understanding of what they are learning, which in this case does not have an understanding of the concepts taught. Students tends to be lazy and have low motivation to study mathematics both classically and to study independently at home. The growth of information and communication technology in society is reflected in policies to encourage the use of ICT in education and the development of educational multimedia. Multimedia includes using text, images, animation, video and audio to prepare courses for students in various levels of education. Attendance of multimedia technology can help students learn to be more interesting and help students understanding in learning. The purpose of the study was to know whether there was any significant difference in the result between the students of class IV Manyaran 01 Elementary School towards increasing their understanding in math who taught by using the interactive multimedia and who taught by conventionally. The result of the study showed that the interactive multimedia gave an effect to the improvement of the students’ understanding in mathematics.


2018 ◽  
Vol 205 ◽  
pp. 00003
Author(s):  
Hindayati Mustafidah ◽  
Muhammad Gilang Audi Imani ◽  
Sriyanto ◽  
Suwarsito

The negative impact of the development of information technology in the form of smartphones triggers students lazy to learn. But the positive impact can increase student activity and learning achievement because students can play while learning. This was experienced by students of Qaryah Thayyibah Elementary School in Purwokerto, Indonesia. In the process of teaching and learning at the elementary school is still using books so that students’ interest in learning is lacking, especially science subjects. But on the other hand, students really like playing with their smartphones. This is the reason for doing research on the development of Android-based learning media using the Flash application. The method used in conducting this research is the Multimedia Development Life Cycle (MDLC). The development of this multimedia method is carried out based on six stages, namely concept, design, collecting material, assembly, testing, and distribution. Based on the results of testing on students, using flash applications in science subjects can provide solutions to optimize student learning processes. This is evidenced by the increase in student scores by 7.275%, namely before using the application has an average value of 7.56 ± 0.726 and after using the learning media application increased to 8.11 ± 0.821.


2021 ◽  
Vol 20 (1) ◽  
pp. 133-138
Author(s):  
Mellinia Mellinia ◽  
Rita Wahyuni Arifin

Abstract-Currently technology is developing so rapidly that it often forgets the purpose of life in this world, gadgets have been attached to almost everyone, especially children who still abuse gadgets. The role of parents is very important in supervising children's activities in playing gadgets to make it more useful because most of them are only for playing games every day, plus the current condition of the teaching and learning process is online so that students and students are obliged to use gadgets. The problem behind the creation of instructional media is that grade IV students at Madrasah Ibtidaiyah (MI) Hidayatul Athfal Jonggol have difficulty memorizing short letters in the Al-Qur'an. Not a few of them often forget the order of the verses in short letters. The background factors include not using learning media that are attractive to students. This learning media contains material, Multiple Choice Quizzes, Puzzles and Profile Maker. The method used in the design of this learning media is the Multimedia Development Life Cycle (MDLC) where this method is structured based on 6 (six) stages, namely concept, design, obtaining content material, assembly, testing, and distribution. With the creation of this learning media, it is hoped that this learning media will be able to make it easier for students and students to memorize short letters with correct recitation of recitation and the memorization process will be smoother and more enjoyable.Abstrak- Saat ini teknologi berkembang sangat pesat sehingga sering melupakan tujuan hidup di dunia ini, gadget sudah melekat hampir kepada setiap orang, terutama anak-anak yang masih menyalahgunakan gadget. Peran orang tua sangatlah penting dalam mengawasi kegiatan anak dalam bermain gadget agar lebih berguna karena kebanyakan hanya untuk bermain game di setiap harinya, ditambah lagi dengan kondisi proses belajar mengajar saat ini adalah daring sehingga siswa dan siswi wajib menggunakan gadget. Permasalahan yang melatarbelakangi dibuatnya media pembelajaran adalah siswa kelas IV Pada Madrasah Ibtidaiyah (MI) Hidayatul Athfal Jonggol yang mengalami kesulitan untuk menghafal surat-surat pendek dalam Al-Qur’an. Tidak sedikit dari mereka seringkali lupa akan urutan ayat dalam surat-surat pendek. Faktor yang melatarbelakangi antara lain belum digunakannya media pembelajaran yang menarik bagi siswa. Media pembelajaran ini berisi mengenai materi, Quiz Pilihan Ganda, Puzzle dan Profil Pembuat. Metode yang digunakan dalam perancangan media pembelajaran ini adalah Multimedia Development Life Cycle (MDLC) dimana metode ini tersusun berdasarkan 6 (enam) tahapan yaitu concept, design, obtaining content material, assembly, testing, dan distribution. Dengan adanya pembuatan media pembelajaran ini diharapkan media pembelajaran ini mampu memudahkan siswa dan siswi dalam menghafal surat-surat pendek dengan bacaan tajwid yang benar serta proses menghafal menjadi lebih lancar dan menyenangkan.


2018 ◽  
Vol 5 (2) ◽  
pp. 115-128
Author(s):  
Nusuki Syariati Fathimah ◽  
Ishartiwi Ishartiwi

Penelitian ini bertujuan untuk menghasilkan multimedia permainan interaktif pembelajaran berhitung yang layak bagi anak diskalkulia usia prasekolah. Penelitian pengembangan ini mengacu pada langkah pengembangan multimedia Alessi & Trollip mencakup tiga fase pengembangan yang meliputi perencanaan, perancangan, dan pengembangan. Subjek uji coba dalam penelitian ini yaitu dua orang ahli media, dua orang ahli matematika, dan sembilan anak diskalkulia usia prasekolah. Hasil penelitian berupa produk multimedia permainan interaktif pembelajaran berhitung bagi anak diskalkulia usia prasekolah berupa permainan puzzle dan logika yang dikemas dalam bentuk compact disc (CD) dengan menggunakan software Adobe Flash CS3. Multimedia permainan interaktif terdiri dari dua area permainan, yaitu area visual-spasial yang mencakup permainan geometri, klasifikasi, dan simbolisasi dan area sekuensial yang mencakup permainan prosedur, korespondensi, dan bilangan. Multimedia permainan interaktif dinilai  sangat layak berdasarkan hasil penilaian ahli media 88,33% dan ahli materi 91,6% serta berdasarkan hasil penilaian respon pengguna 85,18%.Kata kunci: multimedia permainan, berhitung, diskalkulia, prasekolah DEVELOPING INTERACTIVE MULTIMEDIA GAMES OF MATHEMATICS TEACHING TO PRESCHOOL DYSCALCULIC CHILDRENAbstractThis research aimed to develop interactive multimedia games of mathematics learning that was eligible for preschool dyscalculic children. This developmental study refered to the multimedia development phase suggested by Alessi & Trollip consisting of: planning, design, and development. The testing subjects consisted of two media experts, two mathematics experts, and nine preschool dyscalculia children. The results of the study was interactive multimedia games of mathematics learning for preschool dyscalculic children in the form of puzzles and logic games packaged in a compact disc (CD) form using the Adobe Flash CS3 software. The interactive multimedia games had two game areas, consisting of visual-spatial area that consisted of geometry, classification, and symbolization games and sequential area that consisted of procedure, correspondence, and number games. The interactive multimedia games were considered very eligible based on the results from the media experts 88.33% and from the subject matter experts 91.6% and based on the results from user’s responses 85.18%.Keywords: multimedia games, mathematics, dyscalculia, preschool 


Author(s):  
Gustin Setiyaningsih ◽  
Muhamad Awiet Wiedanto Prasetyo ◽  
Debby Ummul Hidayah

Sekolah Menengah Pertama 1 Nusawungu for Biology Subject there are several sub-subject of material that are difficult to be presented directly, one of which is material for growth and development, the motion system, respiratory system, ciculatory system and photosynthesis system. From material that cannot be presented directly, the teacher must have new media in delevering biological material and students are facilitated in receiving the material from the teacher. In that case researchers have the aim of implementing mobile android-based learning media with the Multimedia Development Life Cycle method which consist of six stages in the from concept, design, material collecting, assembly, testing and distribution. Base on the results obtained by using a questionnaire, the appearance of learning media obtained a score of 82%, in terms of ease use learning media get 82,6%, in terms of understanding content biological material get 80% and in terms of effectiveness learning media help the learning process get 82,6%. So it can be concluede that learning media can help teachers and students in the teaching and learning process.


Tech-E ◽  
2021 ◽  
Vol 4 (2) ◽  
pp. 30
Author(s):  
Dram Renaldi ◽  
Elza Satrio Aziz

Augmented Reality has entered technology trends in all fields, both marketing and education, Augmented Reality media also requires users to be comfortable when interacting. SMKN 1 Tangerang organizes a distance education system with various methods, in this case the subject which is Basic Computer Networks uses mobile-based learning simulations with Augmented Reality which aims to develop students' abilities in the world of networked computers independently. This system also requires a user experience and user interface development method, namely Luther's Multimedia Development Life Cycle model because it has six stages, namely concept, design, data collection, merging, testing, and distribution, resulting in interactive applications.


2021 ◽  
Vol 5 (2) ◽  
pp. 155
Author(s):  
Basrul Basrul ◽  
Hazrullah Hazrullah ◽  
Nora Azlina

App Inventor 2 was used to construct interactive media for multimedia introductory classes. However, the study was conducted by employing the Multimedia Development Life Cycle (MDLC) technique. The Concept, design, material collection, assembling, testing, and distribution are the six stages that run up the whole method. The results showed that the validation of media experts was in range 79% and categorized as feasible. While the validation results of material experts are 73% and categorized as feasible. The results of the test on users obtained 84% and stated that the interactive media is acceptable and feasible to be applied as teaching and learning facilities in terms of the introductory multimedia courses.


2019 ◽  
Vol 21 (1) ◽  
pp. 24-41
Author(s):  
Lukman Anas

Characteristics of learning materials physics is sometimes very difficult to understand, requires the ability to control and manage the change between the different representations simultaneously. Representation is most often used by teachers are mathematical representations that other representations are often overlooked. On learning of physics required a thorough understanding of the concept that students can solve a problem in physics with good.Then to improve the quality of student learning, researchers will create a physics-based learning development is complex interactive multimedia on the subject of physics. Multimedia development that will be developed to have six stages, namely, concept, design, content collecting material, assembly, testing and distribution, to eventually used in the development of interactive media more particularly on the subject of physics. By results of data analysis showed an increase in the first cycle of 7.69% and the second cycle of 9.12%. Increased student learning outcomes is because during the learning process, teachers use interactive multimedia learning.        


2020 ◽  
Vol 10 (3) ◽  
pp. 301-306
Author(s):  
I Wayan Gede Oksarya Ega Satrya ◽  
I Gede Suardika ◽  
Ni Kadek Sukerti

Pura Paluang yang terletak di Kecamatan Nusa Penida, Kabupaten Klungkung Bali, tepatnya di kawasan Dusun Karangdawa, Desa Bungamekar memiliki dua pelinggih (bangunan suci) yang sedikit kurang lazim bentuknya dibandingkan pura-pura lain pada umumnya di Bali. Jika pelinggih umumnya di pura-pura berbentuk seperti candi, maka bentuk pelinggih di Pura Paluang menyerupai mobil jenis Jimny dan VW Beatle. Sampai saat ini informasi mengenai Pura Paluang ini masih berupa artikel-artikel yang berisi mengenai sejarah dan keunikan Pura Paluang tersebut. Untuk memperkenalkan potensi pengetahuan sejarah, spiritual dan budaya yang ada di Pura Paluang salah satunya adalah melalui media Informasi Teknologi (IT) yang dikemas dalam Multimedia Interaktif Berbasis Android, yang diharapkan dapat menjadi wadah Informasi yang edukatif serta atraktif yang mudah di akses oleh masyarakat pada umumnya dan umat Hindu pada khususnya. Metode penelitian yang dilakukan adalah penelitian dengan metode penelitian R&D (Research And Development). Metode yang digunakan untuk mengembangkan multimedia interaktif ini adalah metode Multimedia Development Life Cycle (MDLC) dan terdapat 6 tahapan, yaitu concept, design, material collecting, assembly, dan testing. Aplikasi Multimedia Interaktif Pengenalan Pura Paluang Nusa Penida – Klungkung Berbasis Android dalam pengujian menggunakan metode Blackbox sudah berjalan sesuai dengan yang diharapkan, fungsionalitas aplikasi juga sudah berfungsi dengan baik


2020 ◽  
Vol 1 (3) ◽  
pp. 247
Author(s):  
Dwiyanto Dwiyanto ◽  
Catra Indra ◽  
Ahmad Faisal ◽  
Iswandi Idris ◽  
Rizaldy Khair

The importance of Learning Media is used by ATKP Medan to continuously improve the quality of learning. The problem that is often encountered in avionic learning is the limited resources available because to access avionic learning the cadets must access from the CBT LAB and cannot be from elsewhere. This is because Avionic software is only installed inside the lab and cannot be learned from outside the lab. The purpose of this research is to improve the digital avionic-Radio Theory II learning process which is packaged in multimedia animation to make it easier for cadets to learn avionic Radio Theory II without having to access it in the laboratory. The method used in this research is to use the MDLC Multimedia Development Life Cycle method, namely the Concept concept, design, material collection, assembly, testing, distribution, distribution, The resulting output is an animated video product and publication to the ISSN journal


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