scholarly journals MULTIMEDIA LEARNING FOR WUDHU AND SHOLAT PROCEDURES ANDROID BASED AT TK PERTIWI 01 SERANG

2020 ◽  
Vol 17 (1) ◽  
pp. 63-70
Author(s):  
Widiastuti Widiastuti ◽  
Siti Masturoh ◽  
Ahmad Hafidzul Kahfi ◽  
M Rangga Ramadhan Saelan ◽  
Ridan Nurfalah ◽  
...  

Wudhu is one way to purify oneself from uncleanness and suffering. Performing ablution perfectly in accordance with Islamic Shari'a is the key to receiving prayer. The introduction of religious activities such as ablution and prayer from an early age is considered necessary. Learning ablution and prayer is usually done by parents repeatedly and by example. In one study, 8 out of 10 children aged 5-6 years did not recognize ablution when they were praying. The method of developing multimedia systems by Luther-Sutopo is one of the system development methods used by multimedia application developers. Therefore it will be built an Android operating learning media that uses Adobe Flash technology to display an animated image, motion, and audio in a 2-dimensional form. This learning media will display 2-dimensional objects of ablution movements, namely intentions, washing both feet and prayer after ablution, and prayer movements from beginning to end and added a few daily prayers. The results of this study are in the form of learning applications for ablution and five-time prayer based on Android. In this application using elements of text, images, animations, and sounds to attract and make it easier for children to remember lessons on how to perform ablution and prayer and various kinds of daily prayers.

Author(s):  
Fahmi Rifaldi ◽  
Panahatan .

AbstrakPenelitian ini bertujuan untuk : (1) mengembangkan media pembelajaran interaktif menggunakan software adobe flash cs6 pada mata pelajaran instalasi penerangan listrik; (2) untuk mengetahui kelayakan media pembelajaran interaktif pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan media pembelajaran interaktif ini meliputi : (1) Analisis (Analysis); (2) Perencanaan (Design); (3) Pengembangan (Development); dan (4) Validasi. Metode pengumpulan data pada penelitian ini menggunakan angket yang berisi pertanyaan-pertanyaan. Validasi media melibatkan 4 orang ahli media dan 2 orang sebagai pengguna (uji coba awal). Hasil uji awal coba oleh  pengguna berdasarkan pada indikator Panduan, indikator Materi Multimedia, indikator Evaluasi, indikator Desain dan Fasilitas Media memperoleh skor rata-rata 4,75 (Sangat Layak). Hasil validasi ahli media berdasarkan panduan informasi, kinerja program,  dan sistematika memperoleh skor rata-rata 4,69 (Sangat Layak). Berdasarkan seluruh hasil yang penelitian yang disimpulkan bahwa media pembelajaran interaktif sangat layak digunakan sebagai media pembelajaran pada mata pelajaran instalasi penerangan listrik di SMK Negeri 13 Medan. Kata Kunci : Media Pembelajaran Interaktif, Adobe Flash CS6 AbstractEnglish translation. English translation. This aims research to: (1) develop interactive learning media using adobe flash cs6 software on electrical lighting installation subjects; (2) to find out the feasibility of interactive learning media in the subjects of electrical lighting installations. This research uses research and development methods. The steps of developing this interactive learning medium include: (1) Analysis; (2) Planning (Design); (3) Development; and (4) Validation. The data collection method in this study uses questionnaires that contain questions. Media validation involves 4 media experts and 2 people as users (initial trial). The results of the initial trial by users based on the Guide indicator, Multimedia Materials indicator, Evaluation indicator, Design indicator and Media Facility obtained an average score of 4.75 (Very Feasible). Media expert validation results based on information guidance, program performance, and systematics earned an average score of 4.69 (Very Decent). Based on all the results of the research concluded that interactive learning media is very suitable to be used as a learning medium in the subjects of electric lighting installation in SMK Negeri 13 Medan.  Keywords: Interactive Learning Media, Adobe Flash CS6


Author(s):  
Leonardo Candela ◽  
Donatella Castelli ◽  
Pasquale Pagano

This chapter introduces OpenDLib, a digital library service system developed at ISTI-CNR for easing the creation and management of digital libraries. It discusses the motivations underlying the development of such a system and describes it by presenting (i) the characteristics of the huge kind of content it is capable of managing, (ii) the set of functions it natively provides its digital libraries with, (iii) the powerful and flexibility of its component-oriented architectural paradigm as a key feature for addressing different application scenarios, and (iv) the technologies the system development relies on. The authors hope that understanding the OpenDLib foundational principles will not only inform stakeholders and decision makers of the features implemented by this existing system, but also assist researchers and application developers in the understanding of the issues, and their possible solutions, that arises when building digital library systems aimed at serving such a broad class of application scenarios.


1998 ◽  
Vol 49 (12) ◽  
pp. 1305
Author(s):  
C. Leake ◽  
W. G. Wojtkowski ◽  
W. Wojtkowski ◽  
S. Wrycza ◽  
J. Zupancic

2021 ◽  
Vol 7 (3A) ◽  
pp. 156-162
Author(s):  
Iryna Piatnytska-Pozdnyakova ◽  
Halyna Kolomoiets ◽  
Andrii Furdychko ◽  
Oleksandr Sazhiienko ◽  
Anatolii Rebryna ◽  
...  

The article defines the concept of distance multimedia training system and consider the use of distance multimedia training systems in higher education in the field of design; investigated the structure and composition of distance learning multimedia systems; identify the specific features of learning using distance multimedia learning systems; the specifics of user personalization in the multimedia space are considered; a format for describing data in distance multimedia learning systems has been developed. The results show that the automatic evaluation system for graphic images is an important step towards the creation of distance learning systems in the field of graphic design.


2020 ◽  
Vol 3 (1) ◽  
pp. 75-83
Author(s):  
Raden Wirawan ◽  
Muhammad Awal Nur ◽  
Rini Syahraeni

Abstrak: Matematika merupakan salah satu ilmu dasar yang mempunyai peranan besar dalam kehidupan sehari-hari yang dapat membentuk sikap, kecerdasan, dan kepribadian seorang anak dalam perkembangan ilmu dan teknologi. Tujuan dari penelitian ini adalah merancang sebuah aplikasi pembelajaran matematika interaktif berbasis multimedia adobe flash bagi siswa sekolah dasar. Metode penelitian yang digunakan adalah metode pengembangan multimedia dengan visual modeling menggunakan UML dan Corel Draw X7. Pembelajaran matematika interaktif ini merupakan media pembelajaran yang menyajikan materi, video dan suara berbentuk Adobe Flash Professional CS6. Hasil dari penelitian ini adalah sebuah media pembelajaran alternatif yang memberikan respon aktif bagi guru dan siswa melalui pengendalian komputer serta aplikasi ini menarik minat siswa dalam mempelajari matematika khususnya materi mengenai luas segi banyak dan lingkaran serta volume tabung dan prisma segitiga.   Abstract: Mathematics is one of the basic sciences that has a big role in daily life that can shape the attitude, intelligence, and personality of a child in the development of science and technology. The purpose of this research is to design an interactive mathematics learning application based on Adobe Flash for elementary school students. The research method used is multimedia development methods with visual modeling using UML and Corel Draw X7. The interactive mathematics learning is a learning medium that presents material, video and sound in the form of Adobe Flash Professional CS6. The result of this research is an alternative research medium that provides active response for teachers and students through computer control and this application attract students' interest in learning mathematics, especially material on the wide facets and circles and the volume of tubes and prisms triangle


2020 ◽  
Vol 5 (3) ◽  
pp. 318
Author(s):  
Wahid Yuda Rejeki ◽  
M. Mukminan

This study aimed to analyze: (1) The needs of multimedia Adobe Flash-based towards geographic learning, (2) Geography multimedia learning of Adobe Flash-based to increase students' curiosity, and (3) The feasibility of utilizing geography multimedia based on Adobe Flash-based learning using ADDIE method. The needs of multimedia learning assessment data were collected through questionnaires towards respondents (2 teachers and 32 students). Meanwhile, regarding the feasibility of multimedia geography learning to increase students' curiosity, data were gathered both by tests and questionnaires. The feasibility assessment was performed with expert validation instruments and student assessments. The data analysis tool utilized was one-way ANOVA. The study results as follows: (1) Students needs of geography multimedia learning based on Adobe Flash, (2) For effectiveness rate of multimedia and treatment, Fcount = 20,875> Ftable = 3.99, indicates that geography learning based on Adobe Flash is can escalate students’ curiosity, (3) Based on experts judgments and the students’ assessments, it could be concluded that the geography multimedia learning based on Adobe Flash is 91.4%, hence it is very suitable to be implemented. Multimedia learning based on Adobe Flash geography has increased students' curiosity and feasible to implement. Keywords: Adobe Flash; Geography; Multimedia; Curiosity. Copyright (c) 2020 Geosfera Indonesia Journal and Department of Geography Education, University of Jember This work is licensed under a Creative Commons Attribution-Share A like 4.0 International License


Author(s):  
Hermansyah Hermansyah ◽  
Nurindah Dwiyani

Interactive Learning Media is a supporting element in generating quality students, students in using learning media whose purpose is to generate students' creativity in learning learning materials in accordance with the provisions of learning, to produce interactive media on Digital Simulation subjects whose presentation consists of text, images and videos learning, so that this attracts students' interest in learning, on digital simulation subjects. Media Interactive Using Macromedia Director 11 needs supporting applications such as Adobe Flash 8, Adobe Photoshop CS3, and Camtasia. Based on the results of the design of the media, it can be concluded that the interactive learning media on the subjects of the X-class Multimedia Digital Simulation have been realized. Interactive Learning Media has been designed later in the feasibility study by a media expert lecturer and two material expert teachers, with an average value of 0.69 and an average material validation value of 0.95 declared valid using the Aiken'V formula and based on the results of the feasibility test the learning media has been declared valid and feasible to be used as a medium of learning in school. Keywords: Designing, Digital Simulation, Interactive Media.


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.


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