scholarly journals MOTION GRAPHIC "AKHLAK" SEBAGAI MEDIA EDUKASI PENYIMPANGAN PERILAKU SOSIAL PADA REMAJA

2019 ◽  
Vol 3 (1) ◽  
pp. 60-67
Author(s):  
Heki Aprianto

Adolescence is a transition from children to adulthood, usually this is a very vulnerable period for parents because at this age children begin to look for identity. Teenagers begin to want to have their own desires and no longer want to be regulated by parents because they already feel as adults. Environmental factors in the residence and school environment are very influential on the stability of development in adolescence. Teenagers who are out of control and unable to control themselves will very easily fall into social behavior deviations such as fighting with friends, brawl to drug abuse. To help the school and parents in overcoming this problem, media education needs to be deviated social behavior in adolescents based on visual multimedia. Visual multimedia technology was chosen because this media tendency is much easier to be accepted and understood by teenagers compared to just a lecture or seminar. The making of educational media for social behavior deviations in adolescents was built using motion graphic techniques. Then for the development method used is the Multimedia Development Life Cycle. The results obtained in this study in the form of motion graphics with the title of Morals with duration 00: 02:20.

Author(s):  
Dini Hari Pertiwi ◽  
Yasermi Syahrul

Indonesia kaya akan khasanah keanekaragaman warisan budaya dapat dilihat sampai saat ini berupa bangunan bersejarah yang hampir terdapat diberbagai Kota di Indonesia. Kota Palembangmerupakan salah satu kota bersejarah di Indonesia, mempunyai potensi sumber daya alam, sosial maupun budayanyadapat dijadikan objek pariwisata. Salah satunya yaitu bagunan bersejarah Masjid Agung Palembang merupakan sebuah bangunan peninggalan warisan budaya lokal yang memiliki nilai sejarah budaya yang tinggi dan pusat kegiatan keagamaan umat Islam masyarakat Kota Palembang. Namun, cikal bakal cultural heritage mengalami pergeseran, dengan lajunya modernisasi dan globalisasi, dan telah mengancam kelestarian budaya di beberapa kawasan bersejarah. Melihat hal tersebut tentu sangat disayangkan, mengingat pemanfaatan bangunan bersejarah sebagai produk pariwisata merupakan sebuah kebutuhan yang sangat penting di era kehidupan modern, pariwisata juga menjadi sebuah magnet yang kuat untuk lebih memperkenalkan sebuah wilayah dimata dunia.Sehingga penelitian ini memiliki tujuan yaitu untuk bagaimana membuat motion graphic Masjid Agung Palembang sebagai media promosi pariwisata bangunan bersejarah dan pusat kegiatan keagamaan masyarakat Kota Palembang. Metode penelitian akan dilakukan dengan observasi, wawancara dan studi pustaka sedangkan metode pengembangan media promosi pariwisata yang dibangun dengan berbasis multimedia menggunatan metode Multimedia Development Life Cycle (MDLC).


1962 ◽  
Vol 4 (1) ◽  
pp. 144-164 ◽  
Author(s):  
C. S. Taylor

1. The stability with which dairy cattle develop in body size up to 2 years of age was studied in 60 pairs of uniformly treated identical twins, i.e. an assessment was made of the influence of season, genotype, mean size of twin pair, age and degree of maturity on the level of within-pair variability.2. The frequency distributions of size differences shown by one-egg twins were in many cases decidedly leptokurtic.3. The similarity in size of the identical twins studied was only slightly, if at all, influenced by season. Within-pair variability under free outdoor grazing was certainly not any greater than under semi-controlled conditions indoors.4. The stability with which cattle grew appeared to depend on their genotype. Identical twins of the Shorthorn breed were somewhat more alike in size than were the twins of other breed-types; crossbreds were, on average, 50 % less stable than purebreds in average size () ; although crossbreds grew with somewhat greater stability ().5. Whatever their mean size, all pairs of identical twins of the same breed appeared to grow postnatally with more or less equal stability (). Small, slow growing pairs showed a greater disparity in average size ().6. Stability of development continually changed with age but not violently. Each body measurement appeared to have its own characteristic age trend. It is false to believe that variation automatically increases with increasing age. As they grew older, identical twins tended to become less alike in their later maturing body measurements whereas their early maturing body measurements tended to decline in variability. There was an overall trend with degree of maturity; variability steadily increased to a maximum and subsequently declined.7. It is suggested that environmentally induced instability of development may remain at a minimum level so long as growth curves are not seriously distorted from their exponential path to maturity.


2020 ◽  
Vol 17 (2) ◽  
pp. 354-360
Author(s):  
Dewi Tresnawati ◽  
◽  
Leni Fitriani ◽  
Husni Mubarok

Perkembangan teknologi saat ini sangat pesat banyak informasi yang di olah sedemikian rupa dan di kemas dengan beberapa media tujuan dari penelitian ini adalah untuk merancang bangun media pembelajaran pengenalan HIV/AIDS berbasis android dan menggunakan metodologi Multimedia Development Life Cycle (MDLC) yang memiliki enam tahapan yaitu tahapan konsep, perancangan, pengumpulan bahan, pembuatan, dan pengujian. Bahan-bahan yang dikumpulkan sumber nya yaitu dari dinas kesehatan Provinsi Jawa Barat yang setiap tahun nya selalu meningkat dari tahun 2010 sampai 2016 HIV dan AIDS ini mencapai 1.689 sekitar 230% meningkat dari tahun-tahun sebelumnya. Hasil dari penelitian ini adalah media pembelajaran pengenalan HIV/AIDS berbasis android yang menampilkan mengenai pengenalan HIV/AIDS, gejal-gejala yang ditimbulkan, cara penularan virus, bahaya dari penyakit HIV/AIDS dan pencegahan HIV/AIDS.


2021 ◽  
Vol 6 (2) ◽  
pp. 93-104
Author(s):  
Aisyah Amini ◽  
Riri Okra

ALKI is an e-module that serves as a learning medium for grade X students majoring in MIA at SMAN 1 MAPAT TUNGGUL. E-module ALKI was created with the aim of assisting teachers in delivering materials and helping students understand more about chemical materials by repeating lessons, working on exercises, and strengthening memory by playing flashcards. The thing behind the design of alki e-module is the lack of motivation to learn students, difficulty and the absence of internet network in Mapat Tunggul area, students should not take home the package book, the smartphone owned by students is not used to study, and when doing homework with the help of the internet most students just copy the answer without understanding the origin of the answer. This research method is Research and Development (R&D) with a 4-D research model (four-D) that is with define, Design, Development, and Disseminate stages. In the Development stage, the development stage of ALKI e-module media is carried out. The media development model used in this study is MDLC(Multimedia Development Life Cycle) luther-sutopo version which consists of 6 stages, namely conception, design, material collection, manufacturing process, testing and distribution. The result of the research is a mobile-based ALKI e-module product. With 0.81 validity test results declared valid,0.93 Practicality test results are practiced very practically,and 0.80 effectiveness test results are declared very effective. So, it can be concluded that alki e-module based on mobile application as a learning medium has been valid, practical and effective.


2019 ◽  
Vol 8 (1) ◽  
pp. 226
Author(s):  
Luqyana Nada Masar ◽  
Marlini Marlini

Abstract This paper discusses "Making Video Service Guide in Padang State University Library in the form of Motion Graphic". This paper is to introduce the services of the Padang State University Library to users. Describe the making of a video library service in Padang State University library in the form of motion graphics. The research method used in the discussion of this paper is descriptive. Descriptive method seeks to make a description, discuss systematically, factual and accurate about facts, facts, traits and relationships between phenomena investigated by observation and interview. In the first discussion chapter, the user needs to make a library service video at Padang State University in the form of motion graphics that are designed and implemented for users, specifically for students and Padang State University. In its use, users are expected to get information about services in the Padang State University Library. Second, start making video library services in Padang State University Library as follows: (1) concept or concept, (2) design or drawing, (3) material collection or material collection, (4) Assembly or collection, (5) testing or test, (6) distribution or distribution. Third, the trial results of the Padang State University library video products in the form of motion graphics conducted to the Head of the Padang State University Library gave a pretty good response to provide information to the users and also gave a response given by the librarian from the State University of Padang. Results of product trials to users so know the hours of operation of the library and also the use of existing services at the Padang State University Library.Keywords: service, library, motion graphic


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


2022 ◽  
Vol 7 (1) ◽  
pp. 64-70
Author(s):  
Samsudin Samsudin ◽  
Aninda Muliani Harahap ◽  
Muhammad Rafli Hakim

Ilmu pengetahuan teknologi mengalami perkembangan dan kemajuan pesat dalam dunia pendidikan. Salah satunya adalah teknologi dalam  media pembelajaran. Pengenalan bahasa pada anak perlu ditingkatkan pada medianya. Tujuan peneliatan ini adalah membangun media pembelajaran interaktif pengenalan bahasa IMAI (Indonesia, Mandarin, Arab, dan Inggris) untuk menambah wawasan siswa dalam  mengenal bahasa. Dengan adanya media pembelajaran yang dikemas dengan animasi menggunakan adobe flash juga dapat menarik minat siswa dalam belajar bahasa. Media pembelajaran ini menggunakan model pengembangan MDLC (Multimedia Development Life Cycle) dengan 6 tahapan. Hasil dari penelitian ini adalah media pembelajaran interaktif pengenalan bahasa IMAI (Indonesia, Mandarin, Arab, dan Inggris) tingkat dasar dengan materi yang ditujukan  untuk siswa kelas 3 sekolah dasar.


2020 ◽  
Vol 3 (02) ◽  
pp. 164
Author(s):  
Tati Ernawati ◽  
Endah Rachmawati

Media pembelajaran yang tidak dinamis berdampak kepada efektifitas proses pembelajaran dan pengajaran. Kondisi tersebut mempengaruhi tingkat ketercapaian pemahaman siswa terhadap materi yang diberikan. Alat bantu berbasis multimedia pada proses pembelajaran sudah banyak digunakan di sektor pendidikan untuk membatu proses pembelajaran menjadi lebih baik. Tujuan penelitian ini yaitu membuat media pembelajaran alternatif berbasis animasi pada studi kasus di MA. Cahaya Harapan Cisarua Bandung Barat sebagai solusi meningkatkan pemahaman siswa pada mata pelajaran Geografi bahasan siklus hidrologi. Metodologi yang digunakan adalah Multimedia Development Life Cycle (MDLC). Aplikasi dibuat melalui tahapan desain yaitu pembuatan storyboard, implementasi dan pengujian. Hasil pengujian black box testing mengindikasikan aplikasi dapat berjalan sesuai dengan fungsionalitasnya, sementara hasil uji penerimaan pengguna (user acceptance test) terhadap aplikasi secara keselurahan (87%), tingkat pemahaman siswa terhadap materi hidrologi meningkat (36.87%).


Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 833
Author(s):  
Catur Rahmadani Nuari ◽  
Lailatul Husniah ◽  
Wildan Suharso

AbstrakPada kehidupan sekarang ini perkembangan teknologi terus mengalami peningkatan, namun tak banyak pihak pengembang yang ada di kalimantan tengah menyadari bahwa ada permasalahan serius mengenai bahasa daerah kalimantan tengah yang hampir tenggelam jika tidak di antisipasi. Disamping itu kebutuhan masyarakat terhadap layanan teknologi berbasis informatika sangat bervariatif, salah satunya adalah kebutuhan dalam hal edukasi bahasa daerah seperti bahasa Dayak Ngaju Kalimantan Tengah dengan memanfaatkan aplikasi android. Penelitian ini memanfaatkan metode Multimedia Development Life Cycle dalam penyelesaian masalah dan memanfaatkan pemodelan Unified Modelling Language sebagai teknik analisanya. Dalam merancang dan membangun aplikasi ini penulis menggunakan bahasa pemrograman Java serta software Android studio versi 2.2.3 untuk implementasi source code dan untuk pengujian menggunakan metode User Acceptance Test dan blackbox. Hasil penelitian ini diketahui bahwa dari pengujian blackbox sistem berjalan dengan baik dan dalam sisi fungsional memberikan keluaran sesuai dengan yang diharapkan dan menghasilkan nilai dengan skor 80,30 % dari pengujian User Acceptance Test melalui kuesioner yang diberikan kepada 30 responden yang terdiri dari pelajar sekolah dasar dan mahasiswa. Sehingga skor yang diperoleh dengan nilai 80,30 % masuk dalam kategori layak.Abstract In today's life the evolution of tecnology keeps changing, but not much people on the developer side that is in Central Kalimantan realize that existing a serious problem about local language of central Kalimantan which is almost dawn if not anticipated. Besides, the community's need for technology services based on informatics techniques is very varied, one of which is the need in terms of regional language education such as Dayak Ngaju language of Central Kalimantan using android based learning applications.This research uses Multimedia Development Life Cycle method in problem solving and using Unified Modeling Language modeling as its analytical technique. In designing and building this application the author uses the Java programming language as well as software Android studio version 2.2.3 for the implementation of source code and for testing using User Acceptance Test and blackbox. The results of this study note that the blackbox testing system running well and in the functional side gives the output in accordance with the expected and generate value with a score of 80.30% of User Acceptance Test through a questionnaire given to 30 respondents. So the score obtained with the value of 80.30% into the category worthy.


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