scholarly journals Pelatihan Multimedia Interaktif Bagi Guru Guru SMP Negeri 1 Karangawen Demak

2021 ◽  
Vol 5 (1) ◽  
pp. 30-36
Author(s):  
Achmad Buchori ◽  
◽  
Noviana Dini Rahmawati ◽  
Dina Prasetyowati, ◽  
Ika Menariati ◽  
...  

One of the technological innovations so that learning becomes conducive, interactive, interesting and can help teachers make evaluations of students to use the Kahoot platform. Kahoots are in the form of game applications, quiz choices, or opinion surveys and public opinions of students or institutional members conducted online through a web browser. The problem with partners is that the teachers of SMP Negeri 1 Karangawen, Demak Regency still need refreshment in making interactive multimedia. The methods applied in this service program are the presentation methods, demonstration methods, and practice methods. The presentation method was applied in the introduction of Kahoot software, ProProfs, Prezi of its usefulness, and its application in making interactive learning media, Demonstration Methods regarding program operationalization and Practice Methods where teachers directly practiced making instructional media in accordance with their respective subjects using Kahoot programs, ProProfs, Lectora, and Prezi

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


2012 ◽  
Vol 5 (2) ◽  
Author(s):  
Harun Sitompul ◽  
Reni Astuti

Abstract: The Effect Of Instructional Media And Multiple Intelligences On Student’s Learning Achievement On Information And Comunication Technology (ICT) Of Primary Teacher Education,  State University Of Medan. The objectives of  this quasi – experimental research were to discover: 1) whether the students learning achievement of Primary Teacher Education (PTE) in ICT taught by using CD interactive multimedia interactive instructional media was higher than learning achievement of  PTE taught by using module instructional media, 2) whether the students learning achievement of  PTE in ICT with spasial visual multiple intelligences was higher than student’s with verbal linguistic multiple intelligences, and 3) the interaction between instructional media and multiple intelligences in affecting the student’s learning achievement in ICT. The population of the study was 180 students of PTE who took the ICT from 6 classes namely 2 regular classes, 3 extension classes from the city government Academic year 2010/2011.Based on cluster random sampling technique 4 clasess taken from 2 reguler classes and 2 extention classes. The A regular class and A extension class using CD interactive multimedia instructional media and module was used in B regular class and B extention class. The research findings showed that : (1) the students’ learning  achievement in ICT taught by using CD interactive multimedia instructional media was higher than the students’ taught by using module instructional media with Fcount = 11.65 > Ftables = 4.00 at the level of  significance α = 0.05; (2) the students’ learning achievement in ICT with multiple intelligences spatial visual was higher than students’learning achievement with multiple intelligences verbal linguistic with Fcount = 11.65 > Ftables = 4.00 at the level of  significance α = 0.05, and (3) there was an interaction between instructional media and multiple intelligences on students’ learning achievement in ICT where Fcount =  8,85  > Ftable =  4.00 at the level of  significance α = 0.05.         The conclusion of research is that application of the instructional media in the instructional process can improve the student’s learning achievement especially for PTE. Therefore, the implication is lecturers should be trained in order they can apply a more variative instructional process. So, it is the suggested that the lecturers should able use a variety of media for the success of the instructional process. Keywords : instructional media, multiple intelligences, interactive multimedia, module, spatial visual, verbal linguistic.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2021 ◽  
Vol 4 (3) ◽  
pp. 514
Author(s):  
I Gede Ardi Suryadharma ◽  
I Nyoman Jampel ◽  
I Komang Sudarma

The cultural shift in the era of globalization has greatly influenced the Balinese culture which is deeply ingrained for the Balinese. Therefore, innovative learning media is needed as an effort to prevent this cultural shift. This study aims to develop an interactive multimedia hybrid learning model in Balinese language subjects for seventh-grade junior high school students. Interactive learning multimedia developed using the Articulate Storyline 3 application because this application has features that are easy to use. This interactive multimedia development uses the ADDIE development model which consists of the analysis, design, development, implementation, and evaluation stages. The results of the validity of interactive multimedia development will be presented in five main points which include: subject matter experts, learning design experts, learning media experts, individual trials, and small group trials. The subjects of this study included experts, namely 1 subject matter expert, 1 learning design expert, 1 learning media expert, 3 individual test subjects, and 9 small group trial subjects. The methods used in collecting data are observation methods, interview methods, and questionnaire methods. The data analysis technique in this research is descriptive qualitative and descriptive quantitative. The data collection instrument in this study was using a questionnaire. The results of the calculation of the value of the experts (subject experts, instructional design, instructional media), individual trials, and small group trials get very good qualifications. Based on these qualifications, it can be concluded that the interactive multimedia hybrid learning model in Balinese class VII subjects is feasible to be applied to support the learning process.


2021 ◽  
Vol 4 (2) ◽  
pp. 191
Author(s):  
Ni Made Ayu Christina ◽  
Ni Nyoman Ganing

The impact of covid-19, which requires all types of learning activities to be carried out online. As a result, teachers have limitations in finding learning media suitable for student characteristics and suitable for use in online learning conditions. The purpose of this development research was to determine the feasibility of designing interactive multimedia learning. This type of research is development research. The research model used is the ADDIE model. The subjects of this study were 3 grade III elementary school students. The data collection methods used were observation, interview and questionnaire methods. The product design test was carried out by several experts and students, learning material experts, learning design experts, instructional media experts, and individual trials consisting of three students. The form of data analysis used in this research was descriptive quantitative data analysis. Based on the results of the study, showed the feasibility percentage level of interactive multimedia according to learning material experts was 95%, the percentage level of the feasibility of interactive learning media according to learning design experts was 90%, and according to individual trials, the percentage level of the feasibility of interactive learning multimedia was 96.52% with excellent qualifications. This development research indicated that the development of interactive multimedia learning assisted was suitable for use in the learning process on Indonesian language content in literary appreciation for grade III elementary school students.


Bakti Budaya ◽  
2021 ◽  
Vol 4 (1) ◽  
Author(s):  
Sudibyo Sudibyo ◽  
Cahyaningrum Dewojati ◽  
Novi Siti Kussuji Indrastuti ◽  
Rina Zuliana

This article departs from the findings of the implementation of the community service program of Literary Studies, Faculty of Cultural Sciences, Universitas Gadjah Mada in the form of providing workshop and assistance in writing fiction works for the Komunitas Jejak Imaji (KJI). KJI is a space of community for writers, poets, and students who carry out the routine of gathering, discussing, and producing literary works. This community is located in Yogyakarta — which culturally has a social climate that supports the existence of literary development and the literary community. In the midst of a pandemic, the demands for innovation on the formation of new habits and new knowledge provide a new field for communities to continue to exist in producing literary works. This service was initiated to spark community awareness to revive its literary space amid the pandemic. The implementation of the service program uses lecture, discussion, and practice methods to produce works about Covid-19 that are ready to be published through the application of research and processing of historical data, as well as social facts in literary works. Even though the story ideas from the 14 works of fiction they wrote were a response to the Covid-19 pandemic, the tendency of their works is not far from the social problems surrounding them. The conceptual framework used to see the tendency of KJI's fiction is Laclau and Mouffe's discourse theory which is to answer the question of how the corona is received and responded to in a political space as well as a literary poetic space. The results of these activities show that the entire works of fiction written by the Imaji Literature Community, tend to put the discourse of globality clashed with various social problems experienced by the Indonesian people in general and local communities in particular during the pandemic. ===== Tulisan ini berangkat dari temuan pelaksanaan program pengabdian kepada masyarakat Magister Sastra, Fakultas Ilmu Budaya, Universitas Gadjah Mada berupa pemberian pelatihan (workshop) dan pendampingan penulisan karya fiksi untuk Komunitas Jejak Imaji (KJI). KJI merupakan salah satu ruang sastrawan, penyair, dan mahasiswa yang ‘menggemari sastra’ melaksanakan rutinitas berkumpul, berdiskusi, dan memproduksi karya sastra. Komunitas ini berlokasi di Yogyakarta—yang secara kultural memiliki iklim pergaulan yang mendukung eksistensi perkembangan sastra dan komunitas sastra di dalamnya. Di tengah pandemi, tuntutan inovasi atas terbentuknya kebiasaan baru dan pengetahuan baru memberikan medan baru bagi komunitas untuk tetap eksis dalam memproduksi karya sastra. Pengabdian ini diinisiasi untuk memantik kesadaran komunitas untuk menghidupi ruang sastranya kembali di tengah pandemi. Pelaksanaan program pengabdian menggunakan metode ceramah, diskusi, dan praktik hingga menghasilkan karya tentang covid-19 yang siap publis melalui penerapan riset dan pengolahan data sejarah, serta fakta sosial dalam karya sastra. Meskipun ide cerita dari 14 karya fiksi yang mereka tulis merupakan respon atas pandemi covid-19, kecenderungan karya-karya mereka tidak jauh dari persoalan sosial di sekitarnya. Kerangka konseptual yang digunakan untuk melihat kecenderungan karya fiksi KJI adalah konsepsi wacana Laclau dan Mouffe yang untuk menjawab pertanyaan bagaimana korona diterima dan direspon dalam ruang politik sekaligus ruang poetik sastra. Dari hasil kegiatan tersebut menunjukkan bahwa keseluruhan karya fiksi yang ditulis oleh Komunitas Sastra Jejak Imaji cenderung meletakkan wacana global yang dibenturkan dengan berbagai persoalan sosial yang dialami masyarakat Indonesia pada umumnya dan masyarakat lokal pada khususnya selama pandemi.


2012 ◽  
Vol 24 (6) ◽  
pp. 967-976 ◽  
Author(s):  
Taketsugu Hirabayashi ◽  

In the teleoperation of construction machinery, the work situation is usually determined from images shown on several screens. However, because images displayed on screens are flat, information presented is poor compared to information obtained with the naked eye, such as the view angle, resolution, and depth information. Focusing on information presentation during the teleoperation of construction machinery, this report investigates information presentation methods in mound-leveling work, grasping work, and drilling positioning conditions.


EDUTECH ◽  
2018 ◽  
Vol 16 (3) ◽  
pp. 380
Author(s):  
Muhammad Ridwan Sutisna

Abstract. New trends of technology and also the higher needs of English proficiency have encouraged the quality improvent of English instructions. The aim of this research is to deter-mine the effect of Interactive Multimedia Audio Telling Machine (iMATE) and self regulated learning level in English language greetings application skill of vocational school students. iMATE is an Interactive instructional media used in this research. While student’s self regulated learning is divided into high and low level. This research used experimental design. This re-search was held at SMK Pasundan 3 Bandung. Findings of this research were; (1) Generally students achieved better result when using iMATE. (2) There was an interaction between use of instructional media and students’ self regulated learning level. (3) Students with high self regu-lated learning achieved much better when using iMATE. (4) Students with low self regulated learning had a better result when not using iMATE. This Findings lead to the conclusion that students’ self regulated learning level may affect the succes of instructional media use, especially in teaching English language skills.Abstrak. Perkembangan teknologi dan kebutuhan akan kemampuan Bahasa Inggris yang lebih tinggi mendorong kualitas pembelajaran Bahasa Inggris juga mengalami perkem-bangan. Tujuan penelitian ini adalah untuk mengetahui pengaruh dari penggunaan Interactive Multimedia Audio Telling Machine (iMATE) dan tingkat self regulated learning terhadap ke-mampuan menerapkan greetings Bahasa Inggris siswa SMK. iMATE adalah multimedia inter-aktif pembelajaran yang digunakan dalam penelitian ini. Siswa sebagai subjek penelitian dibagi kedalam dua kelompok yaitu yang memiliki tingkat self regulated learning yang tinggi dan ren-dah. Penelitian yang dilaksanakan di SMK Pasundan 3 Bandung ini menggunakan desain ek-sperimen. Temuan dari penelitian ini adalah (1) Secara umum siswa memperoleh hasil yang lebih baik dengan menggunakan iMATE (2) Terdapat interaksi antara penggunaan media pem-belajaran dan tingkat self regulated learning siswa. (3) Siswa dengan tingkat self regulated learning tinggi memperoleh hasil yang lebih baik dengan menggunakan iMATE. (4) Siswa yang memiliki tingkat self regulated learning rendah memiliki hasil yang lebih baik ketika tidak menggunakan iMATE. Penemuan ini mengarahkan pada kesimpulan bahwa penggunaan media pembelajaran yang mempertimbangkan tingkat self regulated learning akan memberikan hasil yang lebih optimal.


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