scholarly journals Development of Interactive Multimedia on Learning Descriptive Text for French Learners in North Sumatra

Author(s):  
Nurilam Harianja ◽  
Tengku Ratna Soraya ◽  
Hesti Fibriasari

Pandemic where the learning process cannot be done directly or face to face, especially in foreign language learning, especially French in class X in first semestre students who should receive the most basic French language learning. An interactive multimedia for French Learners in North Sumatra using Adobe flash professional CS6 software which aims to improve student motivation and learning outcomes in writing descriptive text material contained in the learning objectives decrire une personne et une chose. Interactive multimedia that is developed and implemented in learning is very important because it has been proven to be feasible and effective. The object of this research is the students of class X at SMA 21 Medan. The purpoese of the research is to develop interactive multimedia on descriptive text material for French learners in Notrh Sumatra and knowing the effectiveness of interactive multimedia products based on Adobe Flash Professional CS 6 to improve the ability to write descriptive text of students of SMA Negeri 21 Medan. This research was conducted using the R&D development research method by adapting the DDD-E development model, as for the interactive multimedia development steps for learning descriptive text writing skills for students of class XI SMA as follows: (1) Decide, (2) Design (product design) , (3) Development (product development), (4)) Evaluation (product test). To obtain data validity, validation of media experts and material experts. To obtain data validity, validation of media experts and material experts is required with the following results: (1) material validation shows the eligibility percentage is 88.5% in the very good category (2) media validation shows the Feasibility percentage is 87.3% with the very good category. The results of individual trials were declared "very good" with an average percentage of 82.7%. The results of small group trials were stated to be "very good" with an average percentage of 86.3% and the results of limited field trials were declared "very good" with an average percentage of 88.5%. Then, the effectiveness of interactive multimedia products is seen from the increase in student learning outcomes in descriptive text material before and after using interactive multimedia. There is a difference in value 22.30. This Interactive multimedia that is feasible and effective is used as a medium for teaching French in high school, especially class x semester 1, which must acquire basic French knowledge with a precise and interesting process during the Covid 19 pandemic.

2021 ◽  
Vol 13 (2) ◽  
pp. 1322-1330
Author(s):  
Nurilam Harianja ◽  
Tengku Ratna Soraya ◽  
Hesti Fibriasari

Increasing of a teaching media that is able to meet the needs of the learning process throughout the Covid-19 pandemic where the teaching process cannot directly or face to face, especially in foreign language learning, especially French in class X in first semester students who should receive the most basic French language learning. This situation is of course a big challenge for teachers as facilitators who must transfer knowledge to make the learning process better and students do not lose the real atmosphere of the learning process. An interactive multimedia for French Learners in North Sumatra using Adobe flash professional CS6 software which aims to improve student motivation and learning outcomes in writing descriptive text material contained in the learning objectives decrire une personne et une chose. Interactive multimedia that is developed and implemented in learning is very important because it has been proven to be feasible and effective. The object of this research is the students of class X at SMA 21 Medan. The purpose of the research is to develop interactive multimedia on descriptive text material for French learners in North Sumatra and knowing the effectiveness of interactive multimedia products based on Adobe Flash Professional CS 6 to improve the ability to write descriptive text of students of SMA Negeri 21 Medan. This research was conducted using the R&D development research method by adapting the DDD-E development model, as for the interactive multimedia development steps for learning descriptive text writing skills for students of class XI SMA as follows: (1) Decide, (2) Design (product design), (3) Development (product development), (4)) Evaluation (product test). To obtain data validity, we use the validation of media experts and material experts. To obtain data validity, validation of media experts and material experts is required with the following results: (1) material validation shows the eligibility percentage is 88.5% in the very good category (2) media validation shows the Feasibility percentage is 87.3% with the very good category. The results of individual trials were declared "very good" with an average percentage of 82.7%. The effectiveness of interactive multimedia products is seen from the increase in student learning outcomes in descriptive text material before and after using interactive multimedia. There is a difference in value 22.30. This Interactive multimedia that is feasible and effective is used as a medium for teaching French in high school, especially class x semester 1, which must acquire basic French knowledge with a precise and interesting process during the Covid 19 pandemic.


Author(s):  
Eva Lindasari ◽  
Khairil Ansari ◽  
Marice Marice

This study aims to produce interactive multimedia development in learning of film review text for 8th grade students in Senior High School (SMP) 1 Tanjungmorawa. The research method uses Research and Development method which refers to the development of the Borg and Gall which was modified by Sugiyono. The results of the validation of material experts on the feasibility of the content obtained an average of 90.7% in the category of "Excellent" aspects of the feasibility of the language obtained an average of 100% with the category of "Excellent".  For the assessment of the results of interactive multimedia validation by media experts an average of 84.7% with the category of "Excellent". Product trials are carried out in two stages: small group trials and limited field trials. Small group trials obtained an average percentage of 86.6 with the "Excellent" category. Limited field trials received an average percentage of 88.4 in the "Excellent" category. The effectiveness of teaching materials is obtained through student learning outcomes in the pretest and posttest. average score at pretest 44 and at posttest 77. This proves that interactive multimedia is feasible, easy, and effective for 8th grade students in Senior High School (SMP) 1 Tanjungmorawa.


Author(s):  
Armiadi . ◽  
Muktar . ◽  
Samsidar Tanjung

Abstrak: Tujuan penelitian dan pengembangan ini adalah (1) menghasilkan media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika yang layak digunakan. (2) mengetahui efektifitas media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika. Metode pengembangan dalam penelitian ini menggunakan model pengembangan dari Thiagarajan yang lebih dikenal dengan nama model 4D, yaitu :Define (definisi), Design (Design), Develop (Pengembangan), Dissemnate (penyebaran). Hasil penelitian menunjukkan, (1) validasi ahli materi (86%) dengan kategori sangat baik, (2) validasi ahli desain instruksional (85%) dengan kategori sangat baik, (3) validasi ahli media pembelajaran (89%). (4) ujicoba perorangan berada pada kualifikasi sangat baik (89%), (5) ujicoba kelompok kecil berada pada kualifikasi sangat baik (86,3%), (6) ujicoba lapangan berada pada kualifikasi sangat baik (81%).Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika layak digunakan. Pada tahap penyebaran di empat sekolah berbeda menunjukkan adanya kenaikan rata-rata dari nilai pretesdan posttest yaitu dari 63,65 menjadi 86,9. Serta persentase rata-rata hasil penilaian terhadap produk multimedia interaktif berbasis budaya memburoleh nilai 83,56% dengan kriteria sangat baik. Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika sangat efektif. Kata Kunci: pengembangan multimedia interaktif, berbasis budaya, matematika Abstract: The objectives of this research and development are (1) to produce culture-based interactive learning media on mathematical subjects that are appropriate to be used. (2) knowing the effectiveness of culture-based interactive learning media in mathematics. The development method in this study uses a development model from Thiagarajan, better known by the name of the 4D model, namely: Define, Design, Develop, Dissemnate (deployment). The results showed, (1) the validation of material experts (86%) with a very good category, (2) the validation of instructional design experts (85%) with a very good category, (3) the validation of instructional media experts (89%). (4) individual trials are in very good qualifications (89%), (5) small group trials are in very good qualifications (86.3%), (6) field trials are in very good qualifications (81%). it was concluded that the product development of culture-based interactive learning media research on mathematics subjects was appropriate to use. At the stage of distribution in four different schools showed an increase in the average value of the pretest and posttest that is from 63.65 to 86.9. And the average percentage of the results of the assessment of culture-based interactive multimedia products scored 83.56% with very good criteria. So it can be concluded that the product development of interactive culture-based learning media research in mathematics is very effective. Keywords: interactive multimedia development, culture based, mathematics


Author(s):  
Rizki Fadila Nasution

This study is aimed to develop products in the form of interactive learning multimedia in exposition teaching learning. Product development is designed using Adobe Flash CS5 Professional software. The object of this study is VII grade students of Dwitunggal Junior High School in Tanjung Morawa. The steps of developing Adobe Flash CS5 Professional multimedia for learning skills of writing the exposition text of VIII grade students of Junior High School as follows: (1) Decide, (2) Design (product design), (3) Product development, (4) Evaluate (Product test). The analysis needs to be carried out in two stages, there are: (1) literature study and (2) observation in Dwitunggal Junior High School in Tanjung Morawa.  To obtain the validity of the data, it is required validation of the expert media and material. After validation is done by the two media professionals, material, and practical testing were conducted on a limited basis in 35 students of VIII grade Dwitunggal Junior High School in Tanjung Morawa. Based on the results of validations and trials on interactive multimedia products, it can be reported as follows: (1) validation of the material shows the percentage of eligibility is 86, 3% with very good category (2) media validation shows the percentage of eligibility is 86.5% with very good category (4) teachers’ validity (practitioner) shows the percentage of eligibility is 90, 5 % with very good category. The acquisition of individual trial results is stated as "very good" with an average percentage of 83.7%. The acquisition of small group trial results is stated as "very good" with an average percentage of 85.5% and the acquisition of limited field trial results is stated as "very good" with an average percentage of 87.3%. The effectiveness of interactive multimedia products in learning of writing the exposition text seen from student learning outcomes in writing exposition text after using learning media that have been developed are in "very good" category with an average value of 88.17 and the average value before using text learning media exposition of 67.88 which is in the category of "sufficient". This proves that student learning outcomes are higher after using interactive multimedia in learning of writing exposition text with a value difference of 20.29.


2016 ◽  
Vol 4 (1) ◽  
pp. 54 ◽  
Author(s):  
Giri Prasetyo ◽  
Lantip Diat Prasojo

<div class="WordSection1"><p class="E-JOURNALTitle">Penelitian ini bertujuan untuk menghasilkan Multimedia Interaktif <em>Adobe Flash</em> yang layak dan efektif pada pembelajaran tematik-integratif berbasis <em>scientific approach</em> Subtema Indahnya Peninggalan Sejarah kelas IV Sekolah Dasar. Hasil penelitian menunjukkan bahwa <em>software</em> multimedia interaktif ini layak dan efektif untuk meningkatkan prestasi peserta didik. Kelayakan multimedia ini dapat dilihat dari penilaian hasil validasi multimedia oleh ahli materi pada aspek ketepatan materi sebesar 4,5; aspek keluasan materi sebesar 4, aspek kelengkapan materi sebesar 4,5; aspek kejelasan materi sebesar 4,6; aspek kemutahiran materi sebesar 4,5; aspek sistematika materi sebesar 4,5, hasil validasi oleh ahli media dari aspek isi dan tujuan media skor rerata 3,8; aspek kualitas instruksional media skor rerata 3,7 dan aspek kualitas teknis multimedia skor rerata 4,1, Sedangkan keefektifan multimedia ini dapat dilihat dari rerata persentase peningkatan nilai antara nilai <em>pretest</em> dan <em>posttest</em> dengan rerata uji coba lapangan awal sebesar 54,7%, uji coba lapangan sebesar 44,7%, dan pada uji pelaksanaan lapangan sebesar 31,7%. Dengan rerata prosentase peningkatan nilai antara <em>pretest</em> dan <em>posttest</em> sebesar 43,7%, sehingga digunakan dalam pembelajaran.</p><p class="E-JOURNALAbstrakKeywords"><strong>Kata Kunci</strong>: multimedia interaktif, adobe flash, tematik-integratif, scientific approach</p><p class="E-JOURNALTitle" align="left"> </p><p class="E-JOURNALTitleEnglish"><strong>DEVELOPING ADOBE FLASH AT THE INTEGRATIVE TEMATIC LEARNING BASED ON SCIENTIFIC APPROACH SUB-THEMS BEAUTY OF HISTORICAL HERITAGE</strong></p><p class="E-JOURNALTitleEnglish"><strong>Abstract</strong></p><p class="E-JOURNALAbstractBodyEnglish">This research was aimed at produce Adobe Flash Interactive Multimedia which is feasible and effective at the integrative thematic learning based on scientific approach Sub-thems the Beauty Historical Heritage at class IV in elementary schools. The findings show that the developed interactive multimedia software is feasible and effective to improve the achievement of learners. Multimedia eligibility can be seen from the results of the validation assessment by expert multimedia material on the accuracy of the material aspects 4.5; aspects of the breadth of material amounted 4, aspect completeness of the materials 4.5; clarity of the material aspects 4.6; up to date material aspects 4.5; systematic aspects of the material 4.5, result validation by experts from the aspect of media content and media objectives mean score 3.8; aspect of the quality of instructional media mean score 3.7 and multimedia aspects of technical quality mean score 4.1, While the effectiveness of multimedia can be seen from the average percentage increase in value between the pretest and post-test with average initial field trials 54.7%, field trials 44.7%, and the implementation of field trials by 31. 7%. With the average percentage increase in value between the pretest and posttest 43.7%, so it is used in learning.</p><p><strong>Keywords</strong>: interactive multimedia, adobe flash, integrative thematic, scientific approach</p></div>


Author(s):  
Wenny Anggraeni ◽  
Syahnan Daulay ◽  
M. Oky Ferdian Gafari

The media serves to direct students to gain various learning experiences. The aim of this study is to know the feasibility of interactive multimedia development in children' story of character education-based. Sources of data in this study were obtained from: 1) Respondents: 7th grade students of Junior High School Panca Budi Medan which amount to 23 students, 2) Informants: validators, students and Indonesian language teachers of Junior High School Panca Budi Medan. The results of the feasibility of learning media validation by instructional media design experts was declared "very good" The assessment of the content feasibility aspect was declared "very good" with a total average percentage of 91%. The assessment of the presentation feasibility was declared "very good" with a total average percentage of 83%. The assessment of the graphic feasibility was declared "good" with a total average percentage of 77%.


Author(s):  
Try Ade Jumita Wulandari ◽  
Abdul Muin Sibuea ◽  
Sahat Siagian

Abstrak: Penelitian ini bertujuan untuk :”menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual”. Jenis penelitian pengembangan menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model desain pembelajaran Dick dan Carey. Subjek uji coba terdiri dari dua ahli materi pelajaran Biologi, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang siswa untuk uji coba perorangan, Sembilan siswa untuk uji coba kelompok kecil dan 69 orang siswa untuk uji lapangan terbatas. Hasil penelitian produk akhir menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (83,08%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (84,12%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,51%), (4) uji coba perorangan berada pada kualifikasi sangat baik (91,67%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (93,00%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (94,24%), dan layak untuk digunakan dalam proses pembelajaran Biologi. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran berbasis multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan konvensional. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 25,08 > ttabel= 2,0105, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan efektivitas penggunaan media interaktif sebesar 78,32% sedangkan media konvensional 67,00%. Kata Kunci: Media Pembelajaran Interaktif, hasil belajar biologi Abstract: This study aims to: "produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning". This type of development research uses the Borg and Gall product development model combined with Dick and Carey's learning design models. The trial subjects consisted of two experts on Biology subject matter, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials and 69 students for limited field testing. The final product research results show: (1) the material expert test is in very good qualification (83.08%), (2) the learning design expert test is in very good qualification (84.12%), (3) learning media expert test are in very good qualifications (83.51%), (4) individual trials are in very good qualifications (91.67%), (5) small group trials are in very good qualifications (93.00%), and (6) limited field trials are in very good qualifications (94.24%), and are suitable for use in the Biology learning process. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using interactive multimedia-based learning media with student learning outcomes that are taught using conventional learning. This is indicated by the results of data processing obtained by t = 25.08> t table = 2.0105, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the effectiveness of interactive media use was 78.32% while conventional media was 67.00%. Keywords: Interactive Learning Media, biology learning outcomes


Author(s):  
Vehbi Turel ◽  
Peter McKenna

In this chapter, the principles and guidelines that should be borne in mind when designing and developing some digital elements such as ‘instructions', ‘tasks', ‘(reading) texts' and ‘self-assessment tests' in interactive multimedia listening software (MLS) for second/foreign language learning (SLL/FLL) are focused on. The stages of software design and development are categorized into six separate stages: (1) feasibility, (2) setting up a team of experts, (3) designing, (4) programming, (5) testing and (6) evaluating (Turel & McKenna, 2013, pp.188-190). Each stage as well as each digital element of interactive MLS is vitally important in the design and development process of cost effective applications. A wide range of principles and guidelines need to be taken into account at each stage as well as in the design and development of each element so that we can design and develop every single digital element of interactive MLS efficiently. As a whole, all of these can enable us to design ideal and customised/adapted MLS for SLL/FLL.


2019 ◽  
Vol 39 ◽  
pp. 161-188 ◽  
Author(s):  
Detmar Meurers ◽  
Kordula De Kuthy ◽  
Florian Nuxoll ◽  
Björn Rudzewitz ◽  
Ramon Ziai

AbstractIntervention studies typically target a focused aspect of language learning that is studied over a relatively short time frame for a relatively small number of participants in a controlled setting. While for many research questions, this is effective, it can also limit the ecological validity and relevance of the results for real-life language learning. In educational science, large-scale randomized controlled field trials (RCTs) are seen as the gold standard method for addressing this challenge—yet they require intervention to scale to hundreds of learners in their varied, authentic contexts.We discuss the use of technology in support of large-scale interventions that are fully integrated in regular classes in secondary school. As an experimentation platform, we developed a web-based workbook to replace a printed workbook widely used in German schools. The web-based FeedBook provides immediate scaffolded feedback to students on form and meaning for various exercise types, covering the full range of constructions in the seventh-grade English curriculum.Following the conceptual discussion, we report on the first results of an ongoing, yearlong RCT. The results confirm the effectiveness of the scaffolded feedback, and the approach makes students and learning process variables accessible for the analysis of learning in a real-world context.


2021 ◽  
Vol 2 (2) ◽  
pp. 140
Author(s):  
Novri Yaldi

The research background was caused by the low learning outcomes of students in Indonesian language subjects in grade V SD Negeri 05 Patamuan. This is due to several problems including the teacher still dominantly using conventional models, which causes students to be lazy to read and understand reading content. One way that can be used to overcome this problem is to use the Cooperative Integrated Reading and Composition (Circ) model. The purpose of this lesson is to learn to understand a passage. The approach used is a qualitative and quantitative approach using an action research design. The research design includes (1) planning, (2) implementation, (3) observation, (4) reflection. This research was conducted in 2 cycles, each cycle consisting of two meetings, the subjects studied were 27 students of class V SDN 05 Patamuan. The research instrument used in this study was the teacher activity observation sheet in the learning process, student activity sheet, student learning result sheet and documentation. The research results from each cycle carried out showed an increase in student learning outcomes. If referring to the average percentage of student learning outcomes in the form of daily tests (UH), it increased by 70.37% in cycle I and 85% in cycle II. The researcher concludes that the implementation of Indonesian language learning through the use of the Cooperative Integrated Reading and Composition (Circ) model can improve Indonesian learning outcomes for fifth grade students of SD Negeri 05 Patamuan, Patamuan sub-district.


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