scholarly journals Using Synfig Studio as an Interactive Learning Media: A Study of Senior High School in Rural School

2019 ◽  
Vol 3 (2) ◽  
pp. 28-31
Author(s):  
Anna Riana Suryanti Tambunan ◽  
Fauziah Khairani Lubis ◽  
Bahagia Saragih ◽  
Willem Saragih ◽  
Puan Suri Mira Annisa Sembiring
Author(s):  
Haeirani Irawan ◽  
Muhammad Taufik ◽  
Syahrial Ayub

This research aims to develop interactive learning media on momentum materials and impulses of grade X senior high school and to know the feasibility of interactive learning media. The type of research used is research and development developed by Thiagarajan is 4D (Define, Design, Develop, Disseminate). The results of the products from computer-based interactive learning media with a feasibility category based on media experts of 85% (excellent) and based on material experts of 81% (excellent). Limited trials are not conducted due to limitations of civility and time. It is concluded that this research produces products in the form of learning media software that has an excellent feasibility category


Diksi ◽  
2018 ◽  
Vol 25 (1) ◽  
Author(s):  
Ratih Ayu Hapsari Nugraheni ◽  
Joko Priyana

The objectives of this study are: (1) to identify the needs of grade X students of senior high school in learning English using interactive learning multimedia and (2) to develop reading and writing interactive learning multimedia for “Bahasa Inggris” for grade X students of senior high school. This research and development study follows ADDIE design model proposed by Branch (2009). The steps were conducting needs analysis, syllabus writing, first product development, expert judgment, revision, try-out, and final product development. The data of needs analysis were obtained in two schools, they were SMA N 1 and 2 Temanggung while the try-out was only done in SMA N 1 Temanggung. The data were collected by using questionnaire and interview. The quantitative data were analyzed by using the descriptive statistics and the qualitative data were analyzed qualitatively. This study develops a three-chapter interactive learning multimedia for reading and writing which consists of five main menus, i.e. User Guide, Materials, Semester Review, About the Developer, and References. Each chapter has ten tasks organized into Warmer, Vocabulary Builder, Reading, Vocabulary Exercises, Text Structure, Grammar Review, Writing, and Reflection. The results of the try-out indicate that the interactive learning multimedia is good/appropriate as shown by the mean value ranging from 3.04 to 3.48.Keywords: senior high school, reading and writing, developing interactive learning multimedia.  PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF UNTUK KETERAMPILAN MEMBACA DAN MENULIS DARI BUKU TEKS “BAHASA INGGRIS” KELAS X SEKOLAH MENENGAH ATAS ABSTRAKPenelitian ini bertujuan untuk: (1) mengidentifikasi kebutuhan belajar siswa kelas X SMA dalam belajar Bahasa Inggris menggunakan multimedia pembelajaran interaktif dan (2) mengembangkan multimedia pembelajaran interaktif untuk keterampilan membaca dan menulis dari buku teks “Bahasa Inggris” kelas X SMA. Penelitian dan pengembangan ini mengikuti model desain ADDIE oleh Branch (2009) yang dilaksanakan melalui beberapa tahap, yaitu analisis kebutuhan, penulisan silabus, pengembangan produk pertama, penilaian ahli, revisi, uji coba, dan pengembangan produk akhir. Pengambilan data untuk analisis kebutuhan dilakukan di dua sekolah, yaitu SMA N 1 dan 2 Temanggung sedangkan uji coba hanya dilaksanakan di SMA N 1 Temanggung. Pengambilan data dilakukan dengan menggunakan kuesioner dan interview. Data kuantitatif dianalisis dengan menggunakan statistik deskriptif dan data kualitatif dianalisis secara kualitatif. Penelitian ini mengembangkan multimedia pembelajaran interaktif yang terdiri dari 5 menu utama, yaitu User Guide, Materials, Semester Review, About the Developer, dan References. Terdapat 3 bab untuk materi dengan 10 task untuk masing-masing bab. Task-task tersebut dibagi dalam beberapa sub-bab: Warmer, Vocabulary Builder, Reading, Vocabulary Exercises, Text Structure, Grammar Review, Writing, dan Reflection. Hasil uji coba produk menunjukan bahwa multimedia pembelajaran interaktif baik/ tepat ditunjukkan dengan nilai rata-rata 3.04 hingga 3.48.Kata Kunci: sekolah menengah atas (SMA), keterampilan membaca dan menulis, pengembangan multimedia pembelajaran interaktif


Author(s):  
Beny Septian Panjaitan And Rahmad Husein

This study aimed at analyzing the cognitive dimension based on Revised BloomTaxonomy in reading questions in Look Ahead an English Course for Senior HighSchool Level 1, 2, & 3. This study used quantitative research design. The sampleswere 141 reading questions which taken by using random sampling technique byusing Statistical Program for Social Science (SPSS) version 20.0. in Look Aheadan English Course for Senior High School Level 1, 2, & 3. The data were analyzedby using Table analysis of cognitive dimension of Revised Bloom Taxonomy. Theanalysis showed that the most dominant cognitive dimension of Revised BloomTaxonomy in remembering dimension (57.45%). The second dominant cognitivedimension is understanding dimension (26.24%). The third dominant cognitivedimension is evaluating dimension (10.64%). The fourth dominant cognitivedimension is creating dimension (3.55%). The fifth dominant cognitive dimension isanalyzing dimension (2.13%). There was no cognitive dimension of applyingdimension that applied in reading question of the textbooks.


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