scholarly journals Analisa User Experience pada TFME Interactive Learning Media Menggunakan User Experience Questionnaire

2021 ◽  
Vol 13 (2) ◽  
pp. 147-157
Author(s):  
Sandi Prasetyaningsih ◽  
Widya Putri Ramadhani

Multimedia interaktif merupakan media pembelajaran yang memanfaatkan teknologi untuk memudahkan proses pembelajaran. Beberapa sekolah maupun lembaga pendidikan mulai menggunakannya sebagai media pembelajaran, salah satunya Teaching Factory Manufacturing of Electronics (TFME) Politeknik Negeri Batam menggunakan TFME Interactive Learning Media sebagai media pembelajaran interaktif. Tujuan penelitian ini adalah membuat media pembelajaran interaktif berbasis website dan mengetahui kualitas pengalaman pengguna terhadap TFME Interactive Learning Media. Implementasi produk menggunakan model perancangan ADDIE dengan lima tahapan yaitu analysis, design, development, implementation, dan evaluation. Penelitian ini menggunakan metode penelitian kuantitatif berdasarkan user experience questionnaire (UEQ) yang mempunyai enam skala utama yaitu novelty, perspicuity, dependability, efficiency, attractiveness, dan stimulation. Hasil penelitian menunjukkan bahwa produk tersebut dapat menjadi media pembalajaran interaktif bagi mahasiswa dan semua aspek UEQ memiliki nilai rata-rata > 0.8 yaitu novelty (1.03), perspicuity (1.09), dependability (1.18), efficiency (1.15), attractiveness (1.23), dan stimulation (1.20).

2019 ◽  
Vol 17 (2) ◽  
pp. 27-37
Author(s):  
Pratiwi Apriniya ◽  
Mimin Nur Aisyah

This research aimed to develop interactive learning media with Lectora Inspire for the students of grade X AKL SMK Negeri 1 Tempel on Basic Banking subjects with the competence of saving. The research used the Research Development with ADDIE (analysis, design, development, implementation, evaluation) model. The media was assessed by material expert, media expert, and teacher. The results show that the feasibility of interactive learning media by material expert in strongly feasible category (average score of 4, 26), by media experts in strongly feasible category (average score of 4, 36), by teacher in strongly feasible (average score of 4, 33), and by students in feasible category (average score of 4, 07). The interactive learning media developed is strongly feasible to be used as learning media for students. The student’s learning interest before and after the use of interactive learning media has increased by 8% from 64% to 72%. Paired sample t-test obtained tcount  -5.213 with sig 0.000 showed significant learning interest’s improvement. Therefore, it can be concluded that interactive learning media is able to improve student’s learning interest. Keywords: Interactive Learning Media, Lectora Inspire, Student’s Learning Interest.


2021 ◽  
Vol 6 (3) ◽  
pp. 86-91
Author(s):  
Romiza Md Nor ◽  
Muhammad Hafizuddin Abdul Razak

A museum can be a suitable context to experiment with a new interaction technique which guiding visitors and improving their experience for a successful learning environment also to enrich user experience. Mobile technology is used to enhance user experience in a cultural environment that offers more information than physically exposed technology. Therefore, the introduction of augmented reality (AR) that allow visitor to experience interaction in a way that increased knowledge, learning and give additional information with any artefact exhibitions they interact in the museum is applied in this project. The objectives of this research are to develop an interactive design in enhancing user experience in artefact display and evaluate user experience. ADDIE Model is applied as the methodology that consists of five phases which are analysis, design, development, implementation, and evaluation. Principles of Interactive Design is utilized in designing the mobile AR application and developed using Unity, Blender and Vuforia. User Experience evaluation method is conducted where findings shows that most respondents are satisfied, and usage of mobile AR has enhanced their experience through navigation during museum visit that also give a lot of new insight on historical artefact that being displayed.


2020 ◽  
Vol 2 (2) ◽  
pp. 104
Author(s):  
Fanny Fashiri ◽  
Nora Susanti

This study aims to know the feasibility of an interactive learning material based on a website that innovated based on BSNP. The research method used Research and Development (R&D) with the ADDIE models which consist of five stages are analysis, design, development, implementation, and evaluation. Data collected technique used for feasibility was a questionnaire of BSNP was given to experts lecture. The analysis results of this research are the interactive learning material based on the website was feasible that used questionnaire of BSNP showed a score of the truth, breadth, and depth of concept aspects was 4.66, material and question device aspects was 4.56, language structure aspects was 5.0, display of media aspects was 4.83, software engineering aspects was 4.33, usefulness aspects was 4.66. The average score overall validation of interactive learning material based on the website on the electrolyte and nonelectrolyte solution topic was 4.67. The average score overall validation of interactive learning material based on the website on the electrolyte and nonelectrolyte solution topic shows that this media is very eligible and can be used in the learning process.


2020 ◽  
Vol 15 (1) ◽  
pp. 79
Author(s):  
Mukhammad Luqman Hakim

This research aims to produce multimedia learning and provide understanding to students of the importance of paying zakat in accordance with applicable regulations. The research subjects are 33 students of class VII.I at SMPN 7 Kediri. This study uses research and development method of Lee and Owen’s model. The procedures in research and development are needs analysis, design, development, implementation and evaluation. The data analysis uses a closed questionnaire with a Likert scale. This research and development received positive responses from experts and stated that interactive learning multimedia was feasible to use and did not require revision. A whole responses from students stated that this learning multimedia provides a new learning experience and fosters a sense of awareness of the importance and benefits of paying zakat.


2020 ◽  
Vol 15 (1) ◽  
Author(s):  
I Kadek Yasa Sumalasia ◽  
I Made Suarsana ◽  
I Wayan Puja Astawa

Penelitian ini merupakan penelitian pengembangan yang ditujukan untuk menghasilkan bahan ajar interaktif multi representasi pada materi geometri untuk siswa kelas VII Sekolah Menengah Pertama Luar Biasa (SMPLB) Tunarungu yang layak dalam hal kevalidan, kepraktisan, dan keefektifannya. Untuk menghasilkan bahan ajar tersebut, model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation) digunakan dalam penelitian ini. Subjek uji coba penelitian adalah 10 siswa kelas VII SMPLB di salah satu SLB Negeri di Kabupaten Buleleng, Bali. Instrumen yang digunakan dalam penelitian ini terdiri atas: (1) lembar validasi materi, kebahasaan, penyajian, dan kegrafikan untuk menilai kevalidan; (2) angket respons guru dan siswa untuk menilai kepraktisan; dan (3) tes hasil belajar untuk menilai keefektifan bahan ajar yang dikembangkan. Penelitian ini menghasilkan bahan ajar interaktif multi representasi yang valid, praktis, dan efektif. Hasil validasi menunjukkan bahwa bahan ajar yang dikembangkan berada pada kriteria valid. Hasil analisis angket respons guru dan siswa berturut-turut menunjukkan bahwa kepraktisan bahan ajar yang dikembangkan berada pada kriteria sangat tinggi dan tinggi. Bahan ajar yang dikembangkan juga memenuhi kriteria keefektifan, di mana sebanyak 90% subjek uji coba memperoleh skor tidak kurang dari 76 pada tes hasil belajar. Dengan demikian, dapat disimpulkan bahwa bahan ajar yang dikembangkan layak digunakan untuk mendukung dan memfasilitasi siswa tunarungu dalam belajar geometri. Development of interactive multi-representational teaching material on geometry topic for 7th-grade hearing-impaired students of special junior high schoolAbstractThis study was development research which was aimed to produce an interactive learning material with a multi representation approach in the topic of geometry for the 7th-grade hearing-impaired students of Special Junior High School (Sekolah Menengah Pertama Luar Biasa or SMPLB) which was feasible in terms of its validity, practicality, and effectiveness. To produce interactive learning material, the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation) was used. The trial subjects were ten 7th graders of SMPLB in one of the public special schools in Buleleng Regency, Bali, Indonesia. The instruments which were used comprised of: (1) validation sheet of language, layout, and graphical to assess the validity; (2) teacher and students response questionnaires to assess the practicality; and (3) test of learning achievement to assess the effectiveness of the developed learning material. This study yielded an interactive learning material that was valid, practical, and effective. The results of validation showed that the developed learning material at valid criteria. The results of the teacher and student response questionnaire consecutively showed that the practicality of developed learning material at the very high and high practical criteria. The developed learning material also meets the effectiveness criteria, in which as many as 90% of the trial subjects got score not less than 76 at the test of learning achievement. Consequently, it can be concluded that the developed learning material was feasible to use to support and facilitate the hearing-impaired students in learning geometry.


2021 ◽  
Vol 3 (1) ◽  
pp. 37-49
Author(s):  
Yuliawati

Abstrak Penelitian ini bertujuan untuk menghasilkan media berupa media pembelajaran interaktif pada pembelajaran Pendidikan Pancasila dan Kewarganegaraan materi pembelajaran globalisasi kelas VI sekolah dasar. Metode penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan  (R&D) dengam model pengembangan ADDIE (Analisys, Design, Development, Implementation, and Evaluatuion). Responden dalam penelitian ini terdiri dari ahli materi, ahli media, dan ahli bahasa. Dikarenakan adanya pandemi covid-19, uji coba pengguna hanya dapat dilaksanakan pada uji coba one to one sampai dengan uji coba small group yang terdiri dari 3 orang uji coba pengguna one to one dan 6 orang uji coba pengguna small group dengan menggunakan siwa kelas VI yang berdomisili dengan peneliti. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah wawancara, observasi, dan kuisioner. Hasil uji coba media pembelajaran interaktif kepada para ahli memperoleh nilai 87,5% dari ahli materi, 95% dari ahli bahasa, dan 96,6% dari ahli media. Hasil dari penilain ketiga ahli tersebut memperoleh rata-rata 93,03%. Sedangkan dalam uji coba pengguna one to one memperoleh nilai 90%, dan uji coba pengguna small group memperoleh 83,3%. Hal ini memnunjukan bahwa media pembelajaran interaktif memperoleh nilai Sangat Baik (SB) dengan rentang skor 75%-100% sehingga layak digunakan sebagai media pembelajaran Pendidikan Pancasila dan Kewarganegaraan Tema 4 “Globalisasi” Subtema 1”Globalisasi Disekitarku” kelas VI Sekolah Dasar. Kata Kunci: Media Pembelajaran Interaktif, Pendidikan Pancasila dan Kewarganegaran, Materi Globalisasi.   Abstract This study aims to produce media in the form of interactive learning media in Pancasila and Citizenship Education learning materials for globalization class VI elementary schools. The research method used in this research is research and development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluatuion). Respondents in this study consisted of material experts, media experts, and linguists. Due to the COVID-19 pandemic, user trials can only be carried out on a one to one trial up to a small group trial consisting of 3 one to one user trials and 6 small group user trials using class VI students who domiciled with the researcher. Data collection techniques used in this study were interviews, observations, and questionnaires. The results of the trial of interactive learning media to experts obtained a score of 87.5% from material experts, 95% from linguists, and 96.6% from media experts. The results of the assessment of the three experts obtained an average of 93.03%. Meanwhile, in the one-to-one user trial, the score was 90%, and the small group user trial received 83.3%. This shows that the interactive learning media gets a very good score (SB) with a score range of 75%-100% so it is suitable to be used as a learning medium for Pancasila and Citizenship Education Theme 4 "Globalization" Subtheme 1 "Globalization Around Me" Grade VI Elementary School Keywords: Interactive Learning Media, Pancasila and Citizenship Education, Globalization Materials.


2020 ◽  
Vol 7 (2) ◽  
pp. 103
Author(s):  
Sriadhi . ◽  
Nailul Zahrowi Yuwanda

Abstrak: Penelitian yang dilakukan ini bertujuan untuk mengembangkan media pembelajaran interaktif terhadap efektif dan efisiensi kegiatan belajar mengajar di SMK Dwiwarna Medan. Adapun metode penelitian yang digunakan merupakan metode penelitian Research and Development (R&D). Dan untuk model desain penelitian ini menggunakan desain ADDIE (Analysis, Desain, Development, Implementation, Evaluation). Data pada penelitian ini diperoleh melalui instrument yang diadaptasi dari Sriadhi: 2018, yang terdiri dari ahli materi, ahli media dan akseptansi peserta didik. Analisis data yang digunakan pada penelitian ini juga diadaptasi dari Sriadhi: 2018 melalui hitungan statistik deskriptif. Hasil dari penelitian ini didapatkan dari validasi ahli materi dengan kategori “Sangat Layak” yang memperoleh nilai rata-rata sebesar 4,7. Dan hasil validasi yang didapatkan dari ahli media dikategorikan “Sangat Layak” dengan mendapatkan nilai rata-rata sebesar 4,3. Kata Kunci : Pengembangan, Media pembelajaran interaktif, Adobe Flash CS6, Dasar Listrik dan Elektronika. Abstract: This research aims to develop interactive learning media for effective teaching and learning activities at SMK Dwiwarna Medan. This study used Research and Development (R&D) method. And for this research model using ADDIE design (Analysis, Design, Development, Implementation, Evaluation). The data in this study were obtained through an instrument that was first adapted from Sriadhi: 2018, which consisted of material experts, media experts and student acceptance. The data analysis used in this study was also adapted from Sriadhi: 2018 descriptive statistical calculations. The results of this study were obtained from the validation of material experts with the category "Very Appropriate" who obtained an average value of 4.7. And the validation results obtained from media experts was also categorized as "Very Appropriate " with an average value of 4.3. Keywords: Development, interactive learning media, Adobe Flash CS6, Basic Electricity and Electronics


2019 ◽  
Vol 3 (1) ◽  
pp. 70-80
Author(s):  
Sri Ayu Harani Tanjung ◽  
Yuli Amalia

Bahan ajar dikembangkan berdasarkan karakteristik siswa, sehingga kompetensi yang ditetapkan dapat dicapai. Secara umum kemampuan pemecahan masalah siswa masih sangat rendah, siswa belum bisa memahami soal, sehingga terkendala dalam menentukan model penyelesaian soal matematika. Penelitian ini bertujuan untuk mendeskripsikan kevalidan, keefektifan, dan respon siswa terhadap bahan ajar berbasis Problem Based Learning berkemampuan pemecahan masalah yang dikembangkan. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE yaitu Analysis, Design, Development, Implementation, dan Evaluation. Subjek Penelitan dalam penelitian ini adalah siswa SMA Negeri 1 Meureubo kelas X Mia2 sebanyak 23 siswa. Instrumen penelitian berupa lembar validasi, angket respon siswa, dan tes. Dari hasil uji coba, pada uji coba I dan II diperoleh bahan ajar berbasis Problem Based Learning yang dikembangkan efektif ditinjau dari 70% siswa yang mengikuti tes kemampuan pemecahan masalah memperoleh nilai minimal 75 dan tercapainya ketuntasan belajar tes kemampuan pemecahan masalah  75% dan respon positif siswa terhadap bahan ajar berbasis Problem Based Learning untuk kemampuan pemecahan masalah yang dikembangkan. Teaching materials are developed based on the characteristics of students, so that the specified competencies can be achieved. In general, students' problem solving abilities are still very low, students have not been able to understand the problem, so it is constrained in determining the mathematical problem solving model. This study aims to describe the validity, effectiveness, and response of students to Problem Based Learning-based teaching materials that are problem-solving skills developed. This research is a development research using ADDIE models namely Analysis, Design, Development, Implementation, and Evaluation. The research subjects in this study were 23 students of Meureubo High School 1 in class Mia2 as many as 23 students. The research instruments were validation sheets, student response questionnaires, and tests. From the results of the trials, in the first and second trials obtained teaching materials based on Problem Based Learning that were developed effectively in terms of 70% of students taking the test of problem solving skills obtained a minimum score of 75 and achievement of learning completeness 75% problem solving ability tests and positive responses for Problem Based Learning based teaching materials for problem solving abilities developed.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Evi Rahmawati ◽  
Irnin Agustina Dwi Astuti ◽  
N Nurhayati

IPA Integrated is a place for students to study themselves and the surrounding environment applied in daily life. Integrated IPA Learning provides a direct experience to students through the use and development of scientific skills and attitudes. The importance of integrated IPA requires to pack learning well, integrated IPA integration with the preparation of modules combined with learning strategy can maximize the learning process in school. In SMP 209 Jakarta, the value of the integrated IPA is obtained from 34 students there are 10 students completed and 24 students are not complete because they get the value below the KKM of 68. This research is a development study with the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The use of KPS-based integrated IPA modules (Science Process sSkills) on the theme of rainbow phenomenon obtained by media expert validation results with an average score of 84.38%, average material expert 82.18%, average linguist 75.37%. So the average of all aspects obtained by 80.55% is worth using and tested to students. The results of the teacher response obtained 88.69% value with excellent criteria. Student responses on a small scale acquired an average score of 85.19% with highly agreed criteria and on the large-scale student response gained a yield of 86.44% with very agreed criteria. So the module can be concluded receiving a good response by the teacher and students.


Basastra ◽  
2018 ◽  
Vol 7 (4) ◽  
Author(s):  
Weni Agustianingsih ◽  
Rosmaini Rosmaini

Tujuan penelitian ini adalah untuk (1) Mengembangkan bahan ajar leaflet pada materi materi teks eksplanasi di kelas XI SMK Negeri 3 Medan Tahun Pembelajaran 2017/2018, (2) mendeskripsikan kelayakan leaflet dalam materi teks eksplanasi untuk meningkatkan pembelajaran yang valid sesuai dengan syarat kelayakan leaflet kelas XI SMK Negeri 3 Medan Tahun Pembelajaran 2017/2018. Penelitian ini menggunakan sampel 29 orang peserta didik dengan metode R&D (Research and Development) dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation).Hasil penelitian Leaflet sebagai bahan ajar materi teks eksplanasi siswa kelas XI SMK Negeri 3 Medan Tahun Pembelajaran 2017/2018 tergolong kategori “Sangat Baik”. Berdasarkan rata-rata penilaian dari ahli materi 95.27% (kelayakan isi materi 93,33%, kelayakan penyajian 92,5%, dan kelayakan bahasa 100%) dan ahli desain 90.66%. Selanjutnya diperkuat hasil uji coba bahan ajar leaflet pada 29 orang siswa dibagi menjadi dua tahap yaitu uji coba skala kecil, dan uji coba skala besar. Dengan demikian dapat disimpulkan bahwa leaflet yang dikembangkan dapat digunakan sebagai alternatif pembelajaran dan layak digunakan.


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