scholarly journals PENGEMBANGAN MEDIA ANIMASI DENGAN APLIKASI MAKROMEDIA FLASH PADA MATERI LISTRIK STATIS

2017 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Bq Azmi Syukroyanti ◽  
Wirawan Putrayadi

The development of learning media is very important to support teaching and learning in the classroom because abstract concepts in physics are difficult to understand. This study aims to Develop Animation Media using Macromedia Flash Application On Static Electric Material. This research uses the development of ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collected by Questionnaire. Questionnaire is used to measure program indicators relating to the content of learning media, program display, and program technical quality. Questionnaire uses a four-point response from Likert scale, where the response alternative is excellent (4 points), good (3 point), less good (2 point) and bad (1 point)

2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


2021 ◽  
Vol 5 (5) ◽  
pp. 1313
Author(s):  
Suci Oktaviana

This research was motivated by the lack of media in early reading at the low class. Pop-up book was a media that provided a more attractive visualization for students. Pop-up books provoked students' enthusiasm in reading and stimulated students' imagination. This type of research was development (R&D), using the ADDIE model consisting of 5 stages, namely analysis, design, development, implementation, evaluation . The data were obtained from the questionnaire filled in by validators and field experts viewed from 5 aspects, namely simplicity, emphasis, balance, integration, and media design. Then, the feasibility test by media experts obtained a percentage of 89.55% (very feasible), by material experts was 88.55% (very feasible), and by field experts on media design was 86.25% (very feasible), and on the material was 85.4% (very feasible). Overall, pop-up book media for early reading was very feasible.


IZDIHAR ◽  
2020 ◽  
Vol 3 (3) ◽  
pp. 181-196
Author(s):  
Nuriyatul Hidayah ◽  
Nur Anisah Ridwan ◽  
Hanik Mahliatussikah ◽  
Moch Wahib Dariyadi ◽  
Bendine Bekhoula

Indonesia is a country that is familiar and closely related to Arabic. Therefore, learning this language becomes an important thing. This research was aimed to explain the development process and the validity level of Application of Arabic-Indonesian Expression Dictionary for Deaf (Akuarintar) as a media in Arabic teaching and learning for students at SMALB YPTB Malang. This research and development method used the ADDIE model which included Assessment/Analysis, Design, Development, Implementation, and Evaluation. The results of the validity test were the language validation test showed the proportion of 83%. The results of material validation were 89%, while the results of media design validation were 87%, and the results of teacher validation were 87%. The results of the Wilcoxon Rank Tests analysis obtained a significance value of p = 0.001 and z = -3.453, which means that the students score of Arabic learning significantly increased after using the Akuarintar application. So, it can be concluded that Akuarintar is very suitable as a media for teaching and learning Arabic for the deaf.


2021 ◽  
Vol 5 (2) ◽  
pp. 271-277
Author(s):  
Susanti H. Hasan ◽  
◽  
Laroma Larumbia ◽  

The Covid-19 emergency period requires the implementation of online learning, which was previously carried out offline. This condition causes engineering physics lectures to experience problems in the practical process. For this reason, the purpose of this research is to make learning media that is feasible and simple and easily accessible (YouTube) in the form of video tutorials on engineering physics practicum. The method used is R&D with ADDIE model consisting of Analysis, Design, Development, Implementation and Evaluate stages. Data collection techniques using Likert scale questionnaires and analyzed using quantitative descriptive techniques. The results showed that the practicum learning this product video tutorials was declared very-suitable (VS) for use by media experts with a percentage of 92.5% and according to material experts, it was stated to be very-feasible (VF) with a percentage of 85%, and the results of user responses were stated to be VF with a percentage of 86.20%. So that online practicum applies this media is very suitable to be implemented as a physic learning media.


2019 ◽  
Vol 5 (2) ◽  
pp. 48
Author(s):  
Ria Kusumawardhani ◽  
Suryati Suryati ◽  
Yusran Khery

The aims of this study were to produce android base learning media inelements periodic system subject material and to evaluate its eligibility,pratical, and effectiveness to grow student science litaracy. In form ofResearch and Development, this study was carried out by ADDIE Model(Analysis, Design, Development, Implementation and evaluation). Data wascollected by respons questionnaire, validaty questionnaire and scienceliteracy test. Data was analyzed by eligiblepercentage, eligiblecategorization, and N-gain test. Study result showed that content validity andmedia design validity was very eleigible with 81.11% and 83.97% ofeligibility respectively. Practicioner and student respon was very eligible with80.95 % and 89.02 % of eligibility respectively. Effectivity trial obtained 0.62of N-gain with moderate category. It can be concluded that android baselearning media was very eligible to applied for students science literacygrowth on elements periodic system learning effectively.


2021 ◽  
Vol 9 (1) ◽  
Author(s):  
I Made Anta Wina Artha ◽  
Dewa Bagus Ketut Ngurah Semara Putra

Penelitian pengembangan ini dilaksanakan karena kurang optimalnya guru dalam mengkreasikan media digital oleh pendidik dalam melakukan proses pembelajaran sehingga peserta didik kurang tertarik dalam belajar secara daring dan menyebabkan menurunnya hasil belajar peserta didik. Dilaksankannya penelitian pengembangan ini yaitu bertujuan untuk mendeskripsikan rancang bangun pengembangan audio visual dan validitas media pembelajaran audio visual. Penelitian ini merupakan penelitian pengembangan dengan model penelitian pengembangan ADDIE (analyze, design, development, implementation, evaluation). Data yang dikumpulkan adalah data kuantitatif dan data kulitatif dengan mengunakan 3 metode pengumpulan data yaitu metode observasi, metode wawancara, dan metode kuesioner. Hasil Penelitian menunjukkan 1) Rancang bangun pengembangan media audio visual meliputi tiga tahapan yaitu: (a) analisis kebutuhan, (b) desain, (c) pengembangan dan implementasi, valid dengan: (a) hasil review ahli mata pelajaran dengan kualifikasi baik (81,81%), (b) hasil review ahli desain pembelajaran dengan kualifikasi sangat baik (90%), (c) hasil review ahli media pembelajaran dengan kualifikasi sangat baik (98%), (d) hasil uji coba perorangan dengan kualifikasi sangat baik (93,33%), (e) hasil uji coba kelompok kecil dengan kualifikasi sangat baik (95%). Jadi berdasarkan uji validitas pengembangan media pembelajaran audio visual disimilkan bahwa media audio visual hasil penelitian ini layak digunakan dalam pembelajaran muatan IPA di kelas IV SD Negeri 2 Pejeng.


2020 ◽  
Vol 10 (1) ◽  
pp. 85-91
Author(s):  
Arina Restian ◽  
Tyas Deviana ◽  
Yunia Nanda Eka Saputri

This research aims to 1) develop a worksheet based on local wisdom in Malang for students in 4th grade, within subtheme 2: “The Beauty of My Country Cultural Diversity”, 2) test the effectiveness of the worksheet. This study uses ADDIE model, there are 5 stages namely analysis, design, development, implementation, evaluation. The instrument was validated by material expert, instructional materials expert, and linguists. Then the revised worksheet was tested on the subject as a trial to find out the attractiveness and effectiveness. The validation result from the material expert was 90.67% in valid criteria, from the teaching material expert was 73.33% in criteria, and from the linguists were 93.33% in valid criteria. The attractiveness results 91.71% from students in interesting criteria and 85.71% from teachers. The effectiveness test results obtained 94.28% in effective criteria.


2016 ◽  
Vol 2 (2) ◽  
pp. 96
Author(s):  
Frida Unsiah ◽  
Putu Dian Danayanti Degeng ◽  
Irene Nany Kusumawardani

AbstractStudents of English Language Education Program in Faculty of Cultural Studies Universitas Brawijaya ideally master Grammar before taking the degree of Sarjana Pendidikan. However, the fact shows that they are still weak in Grammar especially tenses. Therefore, the researchers initiate to develop a video as a media to teach tenses. Objectively, by using video, students get better understanding on tenses so that they can communicate using English accurately and contextually. To develop the video, the researchers used ADDIE model (Analysis, Design, Development, Implementation, Evaluation). First, the researchers analyzed the students’ learning need to determine the product that would be developed, in this case was a movie about English tenses. Then, the researchers developed a video as the product. The product then was validated by media expert who validated attractiveness, typography, audio, image, and usefulness and content expert and validated by a content expert who validated the language aspects and tenses of English used by the actors in the video dealing with the grammar content, pronunciation, and fluency performed by the actors. The result of validation shows that the video developed was considered good. Theoretically, it is appropriate to be used English Grammar classes. However, the media expert suggests that it still needs some improvement for the next development especially dealing with the synchronization between lips movement and sound on the scenes while the content expert suggests that the Grammar content of the video should focus on one tense only to provide more detailed concept of the tense.


2018 ◽  
Vol 1 (3) ◽  
pp. 133-142
Author(s):  
Yondriadi Yondriadi ◽  
Nizwardi Jalinus ◽  
Nurhasan Syah

Berdasarkan observasi, yang menjadi permasalahan yaitu: Kecendrungan proses pembelajaran selama ini guru mata diklat teknik digital menggunakan metode ceramah sedangkan mata pelajaran ini merupakan salah satu mata pelajaran produktif, karena itu guru harus mampu menerapkan metode pembelajaran yang cocok dan perangkat pembelajaran yang digunakan. Pelaksanaan pembelajaran, guru belum mempunyai inisiatif untuk mengembangkan sebuah perangkat pembelajaran sesuai dengan konten atau materi pembelajaran sehingga siswa hanya diberikan pelajaran sebatas bahan yang ada dibuku teks, kondisi ini membuat siswa menjadi jenuh dan pembelajaran bersifat monoton, hal ini berakibat pada kegiatan pembelajaran menjadi kurang menarik, tidak optimal bagi siswa dan kurang efektifnya pembelajaran, serta bagaimana menghubungkan antara apa yang dipelajari dengan kehidupan nyata dan bagaimana memanfaatkan pengetahuan yang diperoleh untuk menunjang kehidupannya. Tujuan penelitian untuk menghasilkan perangkat pembelajaran berbasis proyek yang valid, praktis dan efektif agar layak digunakan di lapangan dan mengetahui bentuk perangkat pembelajaran berbasis model PjBL. Model penelitian yang digunakan adalah pengembangan model ADDIE. Model ini terdiri dari 5 tahap pengembangan yaitu Analysis, Design, Development, Implementation, Evaluation. Subjek penelitian adalah siswa kelas XI Jurusan Elektronika Industri SMK Negeri 1 Merapi Timur. Jenis data yaitu data primer dimana data yang diberikan oleh dosen ahli dan siswa. Instrumen pengumpul data berbentuk angket. Teknik analisis data deskriptif untuk mendeskripsikan kevalidan, kepraktisan dan keefektifan perangkat pembelajaran berbasis model PjBL. Berdasarkan temuan penelitian ini disimpulkan bahwa perangkat pembelajaran berbasis proyek ini valid, praktis dan efektif untuk dimanfaatkan sebagai perangkat pembelajaran berbasis proyek pada mata diklat Teknik Digital. 


Author(s):  
Gede Thadeo Angga Kusuma ◽  
I Made Agus Wirawan ◽  
I Ketut Resika Arthana

<p class="0abstractCxSpFirst">This research aimed at developing a virtual reality based learning media application on the introduction of types of fish. The development of this application intended to facilitate the learning process in the kindergarten concerning on the introduction of aquatic animals, and specifically about fish. There were 10 types of saltwater fish and 10 types of freshwater fish which would be introduced to the kindergarten students. The development of this application is expected to attract children's learning enthusiasm about the types of fish in our environment.  </p><p class="0abstractCxSpLast">The development of this virtual reality-based learning media application used the ADDIE model. This ADDIE model comprises of 5 stages, namely <em>Analysis, Design, Development, Implementation, </em>and <em>Evaluation. </em>With the consideration of this model, the developed product could be finalized within fine quality. It could be achieved since this model allows the developer to perform evaluation and revision during every completed stage.</p>The result of the user’s experience testing was 89.8 %, indicating that this virtual reality-based learning media application was considered excellent. Therefore, this application could be used as a supporting media to introduce types of fish in the teaching and learning process conducted in the kindergarten, concerning the theme of aquatic animals with the subtheme of fish


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