scholarly journals Perancangan Dan Pembuatan Modul Multimedia Interaktif Berbasis Macromedia Director MX Pada Mata Pelajaran Simulasi dan Komunikasi Digital

KOMTEKINFO ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 92-101
Author(s):  
Rini Sefriani ◽  
Jhon Veri

This research and development aims to produce products in the form of Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses the Research and Development (R&D) research method which refers to the 4D Model with the stages passed in this research are the definition stage, the design stage, the development stage, and the deployment stage. Data retrieval is done to the user of the Interactive Multimedia Module. The research sample consisted of 33 people consisting of 32 students and 1 teacher of the subject of Simulation and Digital Communication (SIMKOMDIG) SMK-SMAK Padang. Validity test results by experts Overall assessment of the validator test on Learning Media Interactive Multimedia Module Based on Macromedia Director MX is 90.35%, so that the level of validity can be interpreted very validly used. Overall practicality assessment of learning media Interactive Multimedia Module Based on Macromedia Director MX is 87.72%, so that the level of practicality can be interpreted very practically used. For effectiveness test Overall assessment of the effectiveness of learning media Interactive Multimedia Module Based on Macromedia Director MX at 85.51%, so that the level of effectiveness can be interpreted effectively used. MX has been tested for eligibility, is practically used and is effectively used in the learning process in Simulation and Digital Communication (SIMKOMDIG) subjects at SMK-SMAK Padang.

KOMTEKINFO ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 92-101
Author(s):  
Rini Sefriani ◽  
Jhon Veri

This research and development aims to produce products in the form of Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses the Research and Development (R&D) research method which refers to the 4D Model with the stages passed in this research are the definition stage, the design stage, the development stage, and the deployment stage. Data retrieval is done to the user of the Interactive Multimedia Module. The research sample consisted of 33 people consisting of 32 students and 1 teacher of the subject of Simulation and Digital Communication (SIMKOMDIG) SMK-SMAK Padang. Validity test results by experts Overall assessment of the validator test on Learning Media Interactive Multimedia Module Based on Macromedia Director MX is 90.35%, so that the level of validity can be interpreted very validly used. Overall practicality assessment of learning media Interactive Multimedia Module Based on Macromedia Director MX is 87.72%, so that the level of practicality can be interpreted very practically used. For effectiveness test Overall assessment of the effectiveness of learning media Interactive Multimedia Module Based on Macromedia Director MX at 85.51%, so that the level of effectiveness can be interpreted effectively used. MX has been tested for eligibility, is practically used and is effectively used in the learning process in Simulation and Digital Communication (SIMKOMDIG) subjects at SMK-SMAK Padang


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


2017 ◽  
Vol 3 (1) ◽  
pp. 33
Author(s):  
Didik Purwanto

AbstractThe purpose of this research and development are to developing playing skills sepak takraw exercises models. This research begins with needs analysis using survey method and then developing learning resources with corresponding characteristic with the needs analysis result. The development of playing skills sepak takraw exercises models based on interactive multimedia package in print media form and soft file *exe package in VCD forms. The research method using research method and the development with developing steps design by Borg and Gail. Surely, that method is modifying by the researcher to corresponding with the researcher requirement. The subject of this research is 35 university students who joined Unit Kegiatan Mahasiswa or the student activities unit sepak takraw at Tadulako University. Small group test result obtained percentage of 91,69% with good category, while the result of large group test obtained percentage 94,16% with good category, and from exercise data according to the sepak takraw couch this product can be used in the real exercise. Based on effectiveness test result, empirically proven that the product result playing skills sepak takraw exercises models based on interactive multimedia has effectiveness which very good.Key Word : Development, Sepak Takraw Exercises Models, Interactive Multimedia.


2017 ◽  
Vol 3 (2) ◽  
pp. 86-93
Author(s):  
Trio Ageng Prayitno ◽  
Nuril Hidayati

A more interactive and fun microbiology learning solution by utilizing information technology is the development of interactive multimedia of microbiological material based on Edmodo Android. The purpose of this research is to produce interactive multimedia microbiology based on Edmodo Android. The research method used is research and development. Interactive multimedia microbiology based on Edmodo Android developed with Thiagarajan development model. The research is done through define stage, design stage, and develop stage. The data of the research are validation questionnaire from media experts, microbiology material experts, and practitioners. The research data is corrected by using the percentage of eligibility criteria.


2014 ◽  
Vol 13 (3) ◽  
Author(s):  
Sri Wahyu Widyaningsih ◽  
Irfan Yusuf

<p>The research is motivated not yet using CTL approach. In addition, the study provided yet foster the character value of students. This study aimed to the development of learning materials by using CTL approach with the integration of character value are valid, practical, and effective. The type of this research is research and development by using 4-D models. The stages of this research are define, design, and development. The define stage consists of analyzing of curriculum, students, and concept. Then, the learning materials as lesson plan, handout, student’s worksheet, and evaluation, were designed at design stage. The development stage was doing validity, practicality, and effectiveness test. The data of this research was collected by using validation instruments, questionnaire of students and teacher, observation and test instruments. The result of research with validity of the test results showed that the syllabus, lesson plans, teaching materials, worksheets and assessment sheets (cognitive, affective and psychomotor) developed very valid. The test results showed that the learning practicalities developed very practical. Based on the results of efficacy trials, it was stated that the developed learning very effectively used as learning tools are developed to improve the activity and competence of students in the cognitive, affective and psychomotor and behavioral character. And Those, learning materials by using CTL approach with the integration of character values are classification of very valid, very practical, and effective.</p>


2019 ◽  
Vol 4 (12) ◽  
pp. 1715
Author(s):  
Fridolin Vrosansen Borolla ◽  
Lia Yuliati ◽  
I Made Suardana

<p><strong>Abstract:</strong> This study aims to describe the results of the effectiveness and interest in reading the nonfiction enrichment book in elementary school. The research method used is research and development data analysis techniques namely quantitative and qualitative descriptive. The test results for the level of material, language, and design validation in the teacher's books were 88.23% and 87.7% of the students' books. Then the feasibility test results are 88,75% and the withdrawal test is 93%. The results of the effectiveness test before using the product are 59,23 %%, and then using the product that is 85%. Meanwhile students' reading interest depends on the lowest percentage value of 92% and the highest percentage of 98%.</p><strong>Abstrak:<em> </em></strong>Penelitian ini bertujuan untuk memaparkan hasil uji efektivitas dan minat baca terhadap buku pengayaan nonfiksi di SD. Metode penelitian yang digunakan yaitu <em>research and development</em> dengan teknik analisis data yaitu kuanitatif dan deskriptif kualitatif. Hasil uji tingkat validasi aspek materi, bahasa, dan desain pada buku guru yaitu 88,23% dan buku siswa 87,7%. Hasil uji kelayakan 88,75% dan uji kemenarikan 93%. Hasil uji efektivitas sebelum menggunakan produk yaitu 59,23%% dan sesudah menggunakan produk yaitu 85%%. Sementara itu, minat baca siswa berada pada rentangan persentase nilai terendah yaitu 92% dan persentase nilai tertinggi 98%.


2021 ◽  
Vol 10 (2) ◽  
pp. 49
Author(s):  
Devi Nanda Efendi ◽  
Bambang Supriadi ◽  
Lailatul Nuraini

Online learning is one form of adaptation in the field of education to face of the covid 19 pendemic. Existing technology continues to be developed for both online meeting needs and digital learning media that is suitable to support distance learning systems. One of the lesson that is considered to be lacking in utilizing digital learning media is physics. The purpose of this research was to describe student’s response to the powerpoint animation media of the heat lesson in physics. The research method used as descriptive. The respondents of this research were students of grade XI MIPA 1 SMA Negeri 1 Tanggul consisting of 32 students. This research uses data retrieval techniques through student response questionnaires consisting of aspects of operation/use of media and usage reactions. The results of the students’ response analysis to the use of powerpoint animation media amounted to 81,33% with details on each aspect was 81,41% on the aspect of media use and by 81,25% on the aspect of usage reaction. Based on the results of the research that has been done, it can be stated that the powerpoint animation media of the subject of heat received a very positive response from the respondents.  


2020 ◽  
Vol 9 (3) ◽  
pp. 499-510
Author(s):  
Nielda Junika ◽  
Nur Izzati ◽  
Linda Rosmery Tambunan

AbstrakPencapaian prestasi matematika siswa di Indonesia masih rendah, terlihat dari hasil studi PISA pada tahun 2015. Salah satu faktornya dikarenakan siswa kurang terlatih menyelesaikan soal berkarakteristik seperti soal PISA. Dibutuhkan suatu pengembangan soal yang mampu memberi ruang pada siswa untuk melatih kemampuan literasi matematis yang salah satunya yaitu kemampuan literasi statistika. Tujuan penelitian ini adalah mengembangkan soal statistika model PISA yang berkualitas untuk melatih kemampuan literasi statistika siswa. Jenis penelitian yang digunakan yaitu Research and Development dengan Model 4D (Four D). Subjek uji coba penelitian ini adalah siswa kelas VIII (8) B SMP Negeri 1 Bintan tahun pelajaran 2018/2019. Instrumen pengumpulan data yang digunakan yaitu instrumen untuk mengukur kevalidan soal dan lembar hasil uji coba. Teknik analisis data yang digunakan yaitu analisis data hasil validasi soal dan hasil uji coba. Penelitian ini menghasilkan tujuh (7) butir soal yang berkualitas yaitu valid, reliabel, daya pembeda dan tingkat kesukaran yang baik. Soal ini mampu menarik minat, memotivasi dan memberikan stimulus kepada subjek uji coba untuk memunculkan kemampuan literasi statistika siswa. Development of the Statistical Test Instrument PISA Model for practicing students' statistical literacy skillsAbstractThe achievement of the mathematics achievement of students in Indonesia is still low, it can be seen from the results of the PISA study in 2015. One of the factors is because students are not trained to solve problems with characteristics such as PISA questions. It takes a development of questions that can provide space for students to practice mathematical literacy, one of which is the ability of statistical literacy. This study aims to develop quality PISA model statistical problems to practice the statistical literacy skills of students. The type of research used was Research and Development with the 4D (Four D) Model. The subject of this research trial was grade VIII B students of SMP Negeri 1 Bintan in the academic year 2018/2019. Data collection instruments used were instruments to measure the validity of questions and test results sheets. The data analysis technique used is the analysis of the data validation of the questions and the results of the trial. This study produced 7 quality items namely valid, reliable, distinguishing features, and a good level of difficulty. This question is able to attract interest and motivate and provide stimulus to test subjects to bring up the statistical literacy skills of students.


2019 ◽  
Vol 12 (2) ◽  
pp. 52-58 ◽  
Author(s):  
Murni Astuti ◽  
Rahmiati Rahmiati ◽  
Sri Zulfia Novita ◽  
Rahmi Oktarina

Learning Skin Care is one of the compulsory subjects in the Department of Beauty And Cosmetology FPP UNP. The problems encountered in learning Facial Skin Care are students having difficulty in understanding massage tehnic and problematic facial care techniques with technology. This causes student learning outcomes are relatively low. The purpose of this research is to develop interactive multimedia learning media on Facial Skin Care courses that are practical, valid and effective. This research was conducted in the cosmetology and beauty department of FPP UNP. This research uses the Research and Development (R&D) research method. Interactive multimedia validation of Facial Skin Care courses conducted by material validators and media and language display an average of 3.68% with the category "very valid" Whereas the practicality of interactive multimedia seen from the response of lecturers who get an average of 3.60% and students 3.79%. This shows the interactive multimedia Facial Skin Care, including the category "very practical”    


Author(s):  
Nana Ronawan Rambe ◽  
Abdul Hasan Saragih

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Metode penelitian adalah Research and Development dengan menggunakan model Dick and Carey. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan tanpa menggunakan multimedia interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh t hitung  sebesar 9.0229,  sedangkan t tabel = 1.98, pada α=0.05 dengan dk 98 . Hasil perhitungan dimana  thitung > t tabel, t hitung yaitu  9.0229>1.98. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan pembelajaran multimedia  interaktif adalah sebesar 95.63% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan tanpa menggunakan pembelajaran multimedia interaktif, yaitu  sebesar 90.00%. Kata Kunci: media pembelajaran tenses bahasa inggris berbasis multimedia interaktif Abstract: The research and development is aimed at: (1) Produce interactive learning media that is fit for use, easy to learn and can be used for individual learning, (2) To determine the effectiveness of interactive learning media developed in subjects in English. The research method is the Research and Development using a model of Dick and Carey. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned using interactive multimedia learning outcomes of students that learned without using interactive multimedia. This is indicated by the data processing which gained t count equal to 9.0229, while the tables t = 1.98, at α = 0:05 to 98 hp. The results of calculations where thitung> t table, ie 9.0229 t> 1.98. It was concluded that the results of the study group of students that learned using interactive multimedia learning amounted to 95.63% and higher than the group of students that learned without using interactive multimedia learning, which amounted to 90.00%. Keywords: media learning English tenses based interactive multimedia


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