Penggunaan Software Adobe Flash CS6 dalam Perancangan Media Pembelajaran Kimia untuk Siswa Kelas X SMA

Author(s):  
Rindang Kembar Sari ◽  
Intan Sawila

Pengembangan media pembelajaran menggunakan perangkat lunak Adobeflash CS 6 perlu diimplementasikan di lingkungan pendidikan, terutama untuk pelajaran sains seperti kimia. Penggunaan media pembelajaran berbasis komputer sebenarnya bukanlah hal baru, walaupun hanya sedikit orang yang dapat mengembangkannya, baik dengan aplikasi Microsoft power point atau aplikasi pembelajaran produk media berbasis media lainnya. Adobe Flash CS 6 adalah aplikasi yang dapat digunakan untuk membuat desain dan membangun alat presentasi, publikasi atau aplikasi lain seperti media pembelajaran. Tujuan dari penelitian ini adalah untuk menghasilkan media pembelajaran ikatan kimia untuk kelas X SMA menggunakan perangkat lunak Adobeflash CS 6 yang valid dalam desain, penggunaan praktis dalam pembelajaran dan efektif bagi siswa. Jenis penelitian yang digunakan adalah Penelitian dan Pengembangan (Litbang). Langkah-langkah penelitian dan pengembangan (R and D) yang diterapkan adalah versi ADDIE (Analisis-Desain-Kembangkan-Implement-evaluasi) menggunakan model pengembangan multimedia Luther Sutopo. Perangkat lunak Adobeflash CS 6 sebagai perangkat lunak utama, Corel Draw X4 dan Swish Max 4 sebagai perangkat lunak pendukung. Media pembelajaran bonding kimia dalam tes validitas, tes kepraktisan dan tes efektivitas / respon siswa dengan skor berturut-turut: 85,44, 86,77 dan 86,8 dengan kriteria valid, sangat praktis dan baik.   The development of instructional media using Adobeflash CS 6 software needs to be implemented in educational environment, especially for science lesson such as chemistry. The use of computer-based learning media actually is not new, although only a few people who can develop it, either with Microsoft power point applications or other media-based media product learning applications. Adobe Flash CS 6 is an application that can be used to create design and build presentation tools, publications or other applications such as learning media. The purpose of this research is to produce chemical bonding learning media for class X SMA using Adobeflash CS 6 software valid in design, practical use in learning and effective for students. The type of research used is Research and Development (R and D). The research and development (R and D) steps applied are the ADDIE (Analysis-Design-Develop-Implement-evaluate) version using the Luther Sutopo multimedia development model. Adobeflash CS 6 software as the main software, Corel Draw X4 and Swish Max 4 as supporting software. Chemical bonding learning media in validity test, practicality test and effectiveness test / student response with consecutive scores: 85,44, 86,77 and 86,8 with valid criterion, very practical and good.

Author(s):  
M Ikhbal ◽  
Hari Antoni Musril

Abstrak: Media pembelajaran merupakan sarana penyalur pesan atau informasi belajar yang hendak disampaikan oleh sumber pesan kepada sasaran atau penerima pesan tersebut. Penggunaan media pengajaran dapat membantu pencapaian keberhasilan belajar. Penelitian perancangan media pembelajaran fisika berbasis android di jurusan teknik komputer dan jaringan SMK Negeri 1 Tanjung Raya merupakan sebuah program bantu untuk memudahkan guru dalam menjelaskan pelajaran serta memudahkan siswa untuk memahami pelajaran yang di ajarkan. Jenis penelitian yang penulis gunakan adalah penelitian Research and Development (R&D). Menggunakan model pengembangan versi 4-D (four D). 4D terdiri dari define, design, develop, dessiminatte. Model pengembangan sistemnya menggunakan model pengembangan multimedia Luther – Sutopo. Dari uji produk yang penulis lakukan memperoleh uji validitas dengan rata-rata nilai 0,85 yaitu valid, uji praktikalitas penulis mendapatkan rata-rata 0,92 dengan kategori sangat tinggi, dan pada uji efektivitas penulis mendapatkan rata-rata nilai 0,92, berdasarkan hasil uji produk ini, dapat membantu mahasiswa, guru atau dosen yang akan melakukan penelitian dalam bidang pendidikan agar penelitian dapat dilanjutkan untuk melihat keberhasilan penggunaan media ini kepada siswa dan para calon guru maupun guru dapat mengembangkan materi dari desain yang telah di rancang ini.   Kata Kunci : Adobe Flash CS6, Adobe Air, Android, Luther-Sutopo, Media Pembelajaran.   Abstract:  Learning media is a means of channeling messages or learning information to be conveyed by the source of the message to the target or recipient of the message. The use of teaching media can help achieve successful learning The research design of Android-based physics learning media in the department of computer engineering and networking at SMK Negeri 1 Tanjung Raya is an assistive program to facilitate teachers in explaining lessons and make it easier for students to understand the lessons taught. The type of research the author uses is Research and Development (R&D) research. Using the 4-D (four D) version development model. 4D consists of define, design, develop, dessiminatte. The system development model uses the Luther - Sutopo multimedia development model. From the product test that the author did, obtained a validity test with an average value of 0.85 that is valid, the practicality test of the writer got an average of 0.92 with a very high category, and on the effectiveness test the writer got an average value of 0.92, based on the results of this product test, can help students, teachers or lecturers who will conduct research in the field of education so that research can be continued to see the successful use of this media to students and prospective teachers and teachers can develop material from this design that has been designed.   Keywords : Adobe Flash CS6, Adobe Air, Android, Luther-Sutopo, Learning Media.


KadikmA ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 134
Author(s):  
Puji Nur Istiqomah ◽  
Toto' Bara Setiawan ◽  
Lela Nur Safrida ◽  
Titik Sugiarti ◽  
Randi Pratama Murtikusuma

This research aimed to develop a valid, practical, and effective  worksheets with SAVI approach and can improve students' mathematical representation skills on cylinder material. The method of this research was a Research and Development (R and D) through the development of 4-D (Define, Design, Develop, and Disseminate). This research was conducted at SMP Negeri 1 Pace. The subjects of this research was 32 students of class IX. The results of the validation of the LKS with SAVI approach by the validator get an assessment of 3.8 after experiencing product revision. This shows that the LKS with SAVI approach that was developed is declared valid. The results of the analysis of the practicality of the LKS with SAVI approach were declared practical with the percentage of student response questionnaires of 85.03% and from the teacher's observation sheet of 87.5%. LKS with SAVI approach succeeded in increasing students' representation ability with a percentage increase of 90.625%. The result of the percentage of product completeness is 71.875% so it can be said that the LKS product with SAVI approach is an effective product. These results indicate that worksheets with SAVI approach are considered valid, practical, effective, and can improve mathematical representation skills.  


Author(s):  
Nurul Silfi Dhawira ◽  
Syahnan Daulay ◽  
Khairil Ansari

This study is aimed to know the feasibility of interactive multimedia validation data results on folk poetry texts learning. The development of interactive multimedia is focused on folk poetry text material. The students are expected to learn independently through interactive multimedia that has been adjusted by the developer. The research and development population is VII grade students of MTS Nurul Amaliyah Tanjung Morawa. The research was using the 4D method, which involves four stages of research: define, design, development, and disseminate. The product of this research results in the form of interactive multimedia development of folk poetry texts is Adobe Flash CS5 media. The results shows that the feasibility of the media and material scored an average of 88.8 % with the criteria of "good" and 86.4% with the criteria of "good" in the development of interactive multimedia on folk poetry text learning.


Author(s):  
Ni Luh Dinda Ajeng Wahyuni ◽  
Nyoman Sugihartini ◽  
I Gede Partha Sindu

Pengembangan media pembelajaran sangat diperlukan pada mata pelajaran fisika di SMA Negeri 1 Sawan. Hal tersebut dikarenakan dalam proses pembelajaran guru masih menggunakan metode ceramah. Sekolah menyediakan buku paket pelajaran sebagai sumber belajar pokok dan lembar kerja siswa (LKS) sebagai penunjang proses pembelajaran. Penggunaan media sebagai pembelajaran masih terbatas pada media power point dan video yang diambil di internet. Untuk mengatasi masalah ini, dikembangkan media pembelajaran animasi 2D untuk kelas X untuk memfasilitasi proses belajar mengajar dan memotivasi siswa dalam suasana pembelajaran menjadi lebih menyenangkan. Metode yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (research and development), untuk mengembangkan media pembelajaran animasi 2D pada mata pelajaran fisika. Model yang akan digunakan adalah model Multimedia Development Life Cycle, yang memiliki 6 tahapan yaitu concept, design, material collecting, assembly, testing dan distribution. Hasil penelitian ini berupa sebuah media pembelajaran yang baik dikemas dalam bentuk CD. Terdapat beberapa pengujian untuk mengetahui kelayakan media, terdiri uji ahli isi dengan hasil 100%, uji ahli media 100%, uji efektifitas 74,73%  termasuk dalam kriteria tinggi, uji respon guru 88% dan uji respon siswa diperoleh 81,02% termasuk dalam kriteria baik.


Author(s):  
Resty Khairina Vevi Martyas Pratami ◽  
Dona Dinda Pratiwi ◽  
Mohammad Muhassin

This research was conducted to determine the appropriateness of learning media and to know the response of the learners to the mathematics learning media assisted by Adobe Flash through ethnomathematics on Lampung Traditional House for eight grade of junior high school on polyhedron subject. This research type was research and development (R&D). The research and development steps were based on the Bord and Gall model. The instrument of data collecting was questionnaire with Likert scale. The data analysis technique used in this research was quantitative descriptive data analysis. The result of the research of mathematics learning media assisted by Adobe Flash through Ethnomathematics at Lampung Traditional House obtained the average value of material experts 3.62, media experts 3.47, linguists 3.67, and cultural experts 3.50 with "Valid" criterion and worth to use. The students’ response to learning media in small group trials obtained the "interesting" criterion with an average score 3.24 and in large group trials obtained a "very interesting" criterion with an average score 3.47. The teacher's response to learning media earned the "excellent" criterion with an average score 3.45.


2019 ◽  
Vol 6 (1) ◽  
pp. 27-35
Author(s):  
Dewingga Fizzy Keni Pratama ◽  
Muhammad Nur Wangid

Penelitian ini bertujuan untuk menghasilkan dan mengetahui keefektifan produk mutlimedia berbasis sosiokultural yang layak untuk meningkatkan motivasi dan prestasi belajar pada siswa. Penelitian dilaksanakan di SD Negeri Glagah Yogyakarta. Subjek dalam penelitian ini adalah siswa kelas IV. Penelitian menggunakan metode research and development (R & D) dengan langkah-langkah sebagai berikut: (1) studi literatur, survei lapangan awal, dan analisis kebutuhan; (2) perencanaan; (3) pengembangan draf produk; (4) uji coba terbatas; (5) merevisi hasil uji coba; (6) uji coba diperluas; (7) merevisi hasil uji coba; (8) uji operasional; (penyempurnaan produk akhir; dan (10) diseminasi. Perencanaan meliputi penyusunan materi, pembuatan flowchart, story board, serta evaluasi dan revisi rancangan. Pengembangan meliputi produk multimedia berbasis sosiokultural, validasi ahli materi, validasi ahli media, dan revisi produk awal. Instrumen pengumpulan data meliputi; pedoman wawancara, angket respon guru, angket respon siswa, skala motivasi, dan soal tes. Tekhnik analisis data menggunakan independent sample t-test dengan taraf signifikansi 0,05. Hasil penelitian menunjukkan bahwa, produk multimedia berbasis sosiokultural yang dihasilkan memiliki kelayakan dan keefektifan yang sangat baik.Kata kunci: multimedia, sosiokultural, motivasi belajar, dan prestasi belajar MULTIMEDIA DEVELOPMENT BASED ON SOCIOCULTURAL TO IMPROVE MOTIVATION AND LEARNING ACHIEVEMENTS OF GRADE IV STUDENTS IN GLAGAH ELEMENTARY STATE YOGYAKARTAAbstractThis study aims to appropriate and knowing the effectiveness of sociocultural based multimedia to improve motivation and learning achievement in the student. The study was conducted in Glagah State Elementary School, Yogyakarta. Subjects in this study were fourth-grade students. The study used to research and development (R & D) method with the following steps: (1) literature study, initial field survey, and needs analysis; (2) planning; (3) development of product draft; (4) limited trials; (5) revise the results of the trial; (6) expanded trials; (7) revise the results of the trial; (8) operational tests; (improvement of final products; and (10) dissemination. Planning includes the preparation of materials, preparation of flowcharts, storyboards, as well as evaluation and revision of the design. Development includes sociocultural-based multimedia products, expert material validation, media expert validation, and initial product revisions. The data included: interview guidelines, teacher response questionnaires, student response questionnaires, motivation scale, and test questions. The technique of data analysis used independent sample t-test with a significance level of 0.05. The results showed that the resulting sociocultural multimedia products had excellent feasibility and effectiveness.Keywords: multimedia, sociocultural, learning motivation, and learning achievement


2019 ◽  
Vol 2 (1) ◽  
pp. 60
Author(s):  
Ifa Usfiyana ◽  
Afis Pratama

Tujuan penelitian ini adalah: 1) untuk menghasilkan media pembelajaran interaktif berbasis Adobe Flash CS6 standar kompetensi teknologi informasi dan komunikasi; 2). Mengetahui tingkat kelayakan media pembelajaran interaktif berbasis Adobe Flash CS6 standar teknologi informasi dan komunikasi. Jenis penelitian ini adalah penelitian research and development (R&D) berupa media pembelajaran interaktif berbasis Adobe Flash CS6,serta model yang digunakan dalam proses pengembangan media pembelajaran interaktif ini menggunakan model pengembangan Multimedia Development Life Cycle (MDLC) melalui 6 tahap. Sumber data yang dikumpulkan berupa data kuantitatif sebagai data pokok dan data kualitatif berupa saran dari responden sebagai data tambahan. Teknik pengumpulan data menggunakan metode angket dengan subyek penelitian siswa kelas IX SMP Al-Ishlah Semarang. Berdasarkan hasil penelitian menunjukan bahwa: (a) media pembelajaran interaktif berbasis Adobe Flash CS6 standar teknologi informasi dan komunikasi berhasil dikembangkan melalui 6 tahap yaitu konsep, perancangan, pengumpulan bahan, pembuatan media, uji coba, distribusi. (b) hasil penilaian ahli media mendapatkan skor rata-rata 3,57 dengan kategori “Baik” hasil penilaian ahli media mendapatkan skor rata-rata 4,15 dengan kategori “Baik” dan hasil uji coba pengguna mendapatkan skor rata-rata 3,78 dengan kategori “Baik”. Dengan demikian, media pembelajaran interaktif berbasis Adobe Flash CS6 standar kompetensi memahami dasar-dasar penggunaan internet/intranet dan menggunakan internet untuk memperoleh informasi dianggap layak dijadikan sebagai media pembelajaran.


Author(s):  
Amit B Patil ◽  
Bharath Kumar B ◽  
Ajay P Karnalli

Technology Transfer (TT) is vital action from drug development in Research and Development (R and D) Department to commercial manufacturing till the product discontinuation. This review is an attempt to give an insight about the transfer of pharmaceutical product from R and D to production including necessary documents required to review the supporting documents and execution procedures in production shop floor. TT is considered effective, if there is a documented evidence that the process and its parameters, repeatedly results in desired product quality which was established upon during TT between the transferee and transferor. For the execution of TT process, expertise from different department such as Engineering, R and D, QA, process analyst and production are teamed. the transmission comprises of arrangements procured in these flows of improvement to achieve the quality as planned throughout manufacture.


2020 ◽  
Vol 8 (1) ◽  
pp. 24
Author(s):  
Hasbi Azis ◽  
Mutia Risma ◽  
Sinta Yolanda ◽  
Desnita Desnita ◽  
Usmeldi Usmeldi

This research aimed to analyze the types of media and the characteristics of physics materials that are suitable for use in the development of physics learning media, using Adobe Flash software. The research uses a meta-analysis method, which is a method for analyzing many of the research that has been done. This research uses secondary data obtained from previous research in the form of journals related to the media using Adobe Flash software for senior high school physics subjects. The journals examined in this research consisted of 20 research articles that developed an adobe flash-based interactive learning media for physics learning in senior high schools. The number of articles reviewed consisted of 3 articles from international journals and 17 articles from national journals. Based on the results of the analysis that has been done, found 13 physics materials obtained from 20 journals analyzed, where the concepts of temperature, heat, and transfer are the most widely used material as content in the development of physics learning media based on Adobe Flash software. While the type of media that is widely used in computer-based learning media.


2021 ◽  
Vol 6 (2) ◽  
pp. 197-202
Author(s):  
Radinal Fadli ◽  
Muhammad Hakiki

Disterupsi yang terjadi pada dunia Pendidikan pada saat ini, dipicu oleh perkembangan teknologi pada era transformasi digital atau biasa dikenal dengan era revolusi industri 4.0. dimana dibutuhkan suatu konsep dan mekanisme proses pembelajaran yang menintegrasikan teknologi dengan pendidikan. Pemanfaatan teknologi baik hardware dan software mulai marak diaplikasikan dalam bidang pendidikan salah satunya sebagai media pembelajaran. Penelitian yang dilakukan adalah penelitian Research and Development (R and D) dengan prosedur pengembangan 4D (Define, Design, Develop, Desseminate). Pengembangan yang dilakukan bertujuan untuk mengambangkan media pembelajaran berupa aplikasi smartphone untuk pembelajaran mobile learning matakuliah Sistem Operasi di STKIP Muhammadiyah Muara Bungo. Teknik analisis data menggunakan teknik analisis deskriptif untuk mendeskripsikan validitas, praktikalitas, dan efetivitas media pembelajaran yang dikembangkan. Hasil yang diperoleh dari penelitian pengembangan ini: (1) validitas aplikasi smartphone untuk mobile learning dinyatakan valid pada aspek media dan aspek materi, (2) praktikalitas aplikasi smartphone untuk mobile learning berdasarkan pengamatan langsung, respon dosen, dan mahasiswa dinyatakan sangat praktis, (3) efektivitas aplikasi smartphone untuk mobile learning dinyatakan efektif dalam meningkatkan hasil belajar. Berdasarkan temuan penelitian ini disimpulkan bahwa aplikasi smartphone untuk mobile learning dinyatakan valid, praktis, dan efektif untuk dimanfaatkan sebagai Media Pembelaran pada mata kuliah Sistem Opearsi.


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