scholarly journals Perancangan Pembelajaran Fisika Menggunakan Multimedia Interaktif untuk Meningkatkan Minat Mahasiswa terhadap Mata Kuliah Fisika

2019 ◽  
Vol 3 (1) ◽  
pp. 28-36
Author(s):  
Marvin Chandra Wijaya

This study aims to measure the increased interest of students in the Maranatha Christian University Computer Systems Study Program in Physics Subjects. The increase in interest uses interactive multimedia-based learning systems. The learning system is designed using the SMIL (Synchronized Multimedia Interactive Language) programming language. The physics course learning system designed in this study is course material about Object Motion (Regular Straight Motion / GLB, Irregularly Changed Straight Motion / GLBB, Free Falling Motion / GJB, Vertical Upward Motion / GVA, Vertical Down Motion / GVB) . Thirty students were taken as samples to see interest in Physics courses. Data retrieval is taken before and after the provision of learning materials using interactive multimedia. The average value of interest in Physics Subjects before the use of interactive multimedia learning materials was 7.12 on a scale of 10, increasing to 8.57 after the use of interactive multimedia learning materials. Hypothesis testing uses paired t test. The results of statistical processing showed a significant  increase in student interest in Physics. Keywords: Physics Learning, Interactive Multimedia, SMIL, Object Motion

2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Siti Sahara ◽  
Sugeng Priyanto

Currently, Covid-19 is a hot topic of conversation in all countries, including Indonesia. In Indonesia itself, a Large-Scale Social Restriction (PSBB) policy was implemented to suppress the spread of this virus so that all activities carried out outside the home must be stopped until this pandemic has subsided. The imposition of Large-Scale Social Restrictions (PSBB) made the learning system change from a classical system to a Distance Learning (PJJ) or online system. In the Introduction to Management course, student participation was found to be low during the learning process. Lecturers have difficulty determining whether students take learning seriously or not. Often in distance learning, some students deliberately put up a video that has been recorded, so that it seems like they are following the learning process, but in reality, they are doing something else. This is caused by several factors, including media which can be in the form of video lessons and student interest in learning. Looking at the description above, researchers are interested in conducting research that aims to determine the effect of using video learning and learning interest on learning outcomes in the Management Introduction course in the distance learning process during the Covid 19 pandemic. This research was conducted in the D3 Transportation Study Program, Faculty of Engineering, the State University of Jakarta in semester 113 of the 2020/2021 school year. This research is an ex post facto research with a quantitative approach. The number of samples in this study consisted of 76 students. The data collection technique is done by using questionnaires and documentation. The data obtained were analyzed using a multiple regression test. The results of this study indicate that Fcount ≥ Ftable = 13.53 ≥ 3.124 so it can be concluded that there is a significant influence between the use of instructional videos (X1) and interest (X2) on learning outcomes in the Introduction to Management (Y) course. For this reason, the role of lecturers is indispensable in continuously making creative innovations in developing various kinds of learning media that can increase student interest in learning during the Covid 19 pandemic. 


2015 ◽  
Vol 8 (12) ◽  
pp. 56 ◽  
Author(s):  
Andi Tenri Ampa

<pre>One of the factors that may affect the success of the learning process is the use of learning media. Therefore, this research aimed to implement and evaluate the interactive multimedia learning materials using Wondershare Quizcreator program and audio materials in teaching 'English listening skills'. The research problem was whether or not there was a significant difference between the results of teaching listening skills through the interactive multimedia learning materials using Wondershare Quizcreator program and the results of teaching listening skills through audio materials. The earlier process used in the research was to produce new products to be implemented. The product had been validated by the experts and tried out to the college students to get their responses towards the validity and the practicality of the products. Furthermore, the products as new materials were implemented to the experimental group and the conventional materials (audio materials) were implemented to the control group. Pretest and posttest had ben conducted before implementation. The results of statistical analysis (SPSS) showed that there was no significant difference between the results of pretest of the two groups, but there was a significant difference between the results of post of experimental and control groups. It was proved that the t-cal. was greater than the t-table (5.583 &gt; 2.000) at df 70 and p.0.05. So, it was concluded that the interactive multimedia learning materials using Wondershare Quizcreator program were effective in teaching 'English listening skills'.</pre>


Author(s):  
Djusmaini Djamas ◽  
Vonny Tinedi ◽  
Yohandri

Learning materials offer students and teachers valuable assistance in physics lessons. This article was aimed at developing and evaluating interactive multimedia learning materials that are equipped with games in Linear Motion and Newton's Laws for improving critical thinking skills. The evaluation consists of an expert review, based on grades from four experts, practicality testing by 30 students, and effectiveness testing concerning students' critical thinking skills after they have used interactive multimedia learning materials. Thus, the research result shows that interactive multimedia learning materials are valid, practical, and effective. Based on this result, it appears that interactive multimedia learning materials can enhance students' critical thinking skills.


BIOEDUKASI ◽  
2018 ◽  
pp. 39
Author(s):  
Baiq Hana Susanti

Global competitions require human resources that have competitive advantages, including in the field of education. UIN biology education program has responded by developing ICT-based lecture system. The development of the most up-to-date courses is e-learning, which is one of the learning system which use communication and information technology. Learning object becomes very important part. Students become accustomed to utilize the various learning sources available online. On the other hand, the ability to develop teaching materials is one of the required skill as professional teachers. The research purpose was to obtain more information about the ability of students to develop ICT-based teaching materials. This research used descriptive qualitative method, the assessment of teaching materials developed by students done before and after the lecture. The subject of research was the 25 students who were enrolled in Vertebrata courses. The validity of the teaching materials assessed by experts using specific instrument, students respond data also collected using questionnaire.The results showed that the average value given by the expert validators was 83 that fall into good category. While the average response of students to teaching materials fall into moderate category. Teaching materials developed by students before and after the lecture also showed significant changes. Before the lecture, all teaching materials developed by students are still in the form of power point. After attending lectures, the types of teaching materials developed by the students were varied. Those consist of wordpress (24%), wix (20%), webnode (12%), prezi (12%), android (8%), macromedia 3D Presentation, Power Point Inspiring, and Website UIN respectively by 4%. Keywords: ICT-based learning materials, learning object, e-learning.


2018 ◽  
Vol 7 (3) ◽  
pp. 312-319
Author(s):  
Nur Afniyati ◽  
Ari Yuniastuti ◽  
Niken Subekti

Observation was done to biology teachers and students in MAN 2 Semarang, so that students have not experienced difficulty of learning the Animalia material. The less of media and facilities make students' motivation low, so it impacts on learning outcomes. The classical completeness average of daily tests on the material value of invertebrates is less than 60% with a minimum completeness criteria (KKM) is 75. The model can be used in providing an understanding of Animalia matter is learning Quantum Learning. The Quantum Learning is learning to use a syntax TANDUR (Tandur/Grow, Alami/Natural, Namai/ Name, Demonstrasikan/Demonstrate,  Ulangi/Repeat, Rayakan/Celebrate). The research was conducted in MAN 2 Semarang with the research method used Pre-Eperimental, One Shot Case Study. The research design used in this research is quantitative  1q. The research steps include making proposals and instruments, testing trial and feasibility, instrument validation, application of learning method and end data processing. The results are cognitive and psychomotor learning outcomes. The cognitive learning outcomes showed the classical completeness of experimental class 95% and 90%, the average value of class X IPA 1 85 and 80. Psychomotor learning outcomes showed the experimental class average 82 and 81 with good criteria. Based on the data obtained indicates that the method applied is effective to maximize the learning outcomes. The learning outcome is effective when classical learning completeness reached ≥75% of the total and ≥75% for psychomotor aspect. Therefore, according to the results of this study, it can be concluded that the application of Quantum Learning- assisted Interactive Multimedia learning model towards student’s learning outcomes in Animalia material on SMA / MA and teachers give a positive response to the applied learning. Further, it can be imlied that Quantum Learning-assisted interactive multimedia learning model effect on student learning outcomes.


Author(s):  
Dwianti Putri Amelia ◽  
Amin Harahap

This study aims to overcome students' low interest in learning mathematics by using interactive multimedia learning models to increase students' interest in learning mathematics in class VII MTS PP ATH-TOHIRIYAH Gunung Selamat in the midst of the Corona Virus outbreak. With the application of this interactive multimedia learning model, it is hoped that it will increase students' interest in learning mathematics. The research method used in this study is a quantitative method with a class action method. In this study, the authors analyzed the data from the pre-test and post-test scores from both classes. The population in this study were all students of MTS PP ATH-TOHIRIYAH Gunung Selamat grade VII, totaling 40 students. The sampling technique used is probability sampling using cluster sampling. From the results of data analysis, it is known that there is a difference between the average value of student learning outcomes before and after the implementation where the average value of the experimental pre-test is 56.60% and the control pre-test is 66.70% and becomes 86.55% for the experimental post-test and 75.30% for the control post-test. The experimental class increased by 29.95%, while the control class only increased by 8.60%. Based on the results of research and data processing that have been discussed, it can be concluded that the application of the interactive multimedia-based mathematics learning process has an impact on student learning interest in terms of student learning outcomes.


Author(s):  
Syawaluddin Syawaluddin ◽  
Elfi Tasrif

Today the use of interactive media to support the learning system so that there is an increase in students towards learning outcomes. Technical in implementing learning media can involve almost all the senses of students. Because the media that has been designed is one of the new learning innovations, combined in it there are videos, images, sounds, and other aspects that support to explain the material so that students are easy to take part in learning. In this design there are several elements that are combined including images, animation, sound, and navigation buttons to facilitate users in using interactive media, this interactive multimedia learning media designed with an attractive appearance is presented in interactive CD so students can learn learning material independently. Keywords: Designing, Interactive Media Learning.


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