scholarly journals Android-Based Multimedia Development and Worthiness for Economic Learning in High School

2021 ◽  
Vol 13 (2) ◽  
pp. 1185-1193
Author(s):  
Ratna Tiharita Setiawardhani

The Covid-19 pandemic has turned face-to-face learning into online learning, thereby minimizing interactions with other people. So that online learning requires preparation, including appropriate learning media. This study used the ADDIE development method to develop android-based multimedia in the tenth grade of high school economic subjects.  The steps are taken consist of  Analysis, Design, Development, Implementation, Evaluation. The stage consists of learning technical analysis and curriculum analysis. The design stage is the design of android-based media. Media and material expert validation carry out the development stage, the media implementation stage is tested in a limited class, and the evaluation stage is the finalization stage of the media used. The results showed that developing android-based multimedia in tenth high school economics learning met validity, effectiveness, and practice criteria.

2021 ◽  
Vol 6 (2) ◽  
pp. 93-104
Author(s):  
Aisyah Amini ◽  
Riri Okra

ALKI is an e-module that serves as a learning medium for grade X students majoring in MIA at SMAN 1 MAPAT TUNGGUL. E-module ALKI was created with the aim of assisting teachers in delivering materials and helping students understand more about chemical materials by repeating lessons, working on exercises, and strengthening memory by playing flashcards. The thing behind the design of alki e-module is the lack of motivation to learn students, difficulty and the absence of internet network in Mapat Tunggul area, students should not take home the package book, the smartphone owned by students is not used to study, and when doing homework with the help of the internet most students just copy the answer without understanding the origin of the answer. This research method is Research and Development (R&D) with a 4-D research model (four-D) that is with define, Design, Development, and Disseminate stages. In the Development stage, the development stage of ALKI e-module media is carried out. The media development model used in this study is MDLC(Multimedia Development Life Cycle) luther-sutopo version which consists of 6 stages, namely conception, design, material collection, manufacturing process, testing and distribution. The result of the research is a mobile-based ALKI e-module product. With 0.81 validity test results declared valid,0.93 Practicality test results are practiced very practically,and 0.80 effectiveness test results are declared very effective. So, it can be concluded that alki e-module based on mobile application as a learning medium has been valid, practical and effective.


2021 ◽  
Vol 1 (9) ◽  
pp. 914-921
Author(s):  
Binti Itsnania ◽  
I Nyoman Suputra

Abstract As the effects of Covid-19 pandemic, Indonesia’s education experienced numerous changes. The previously face-to-face learning activities have been replaced by the online learning that relies on Internet access. Meanwhile, during a learning process, teachers use media to facilitate students learning. Therefore, the implementation of online learning rises the need for learning media in online learning. Mobile learning is invented as a learning media that can be implemented in this situation. It is developed using a number of programing applications, such as Sublime Text, to generate user friendly media. This study developed a Sublime Text based mobile learning application that can be accessed through android smartphones. This media has been confirmed to help teachers deliver learning materials, learning videos, and exercises accessible at anytime and anywhere. This Sublime Text based mobile learning application is called Study Fill. The learning media has been tried out to the students in tenth grade of State Vocational High School 2 Kediri, while the result suggest that the learning media is feasible and valid. Abstrak Pendidikan di Indonesia saat ini mengalami perubahan karena dampak dari pandemi Covid-19. Kegiatan belajar mengajar yang sebelumnya dapat dilakukan secara tatap muka di sekolah, saat ini ditiadakan dan diganti dengan kegiatan pembelajaran secara jarak jauh. Pembelajaran jarak jauh mengandalkan akses internet sebagai sarana pembelajaran. Pada kegiatan belajar mengajar, guru biasanya memanfaatkan media yang dapat digunakan untuk membantu berlangsungnya proses pembelajaran. Berkaitan dengan hal tersebut, dibutuhkan media pembelajaran yang tepat sehingga dapat membantu guru dalam pembelajaran daring. Mobile learning merupakan salah satu media yang tepat untuk mengatasi masalah tersebut. Mobile learning dapat dikembangkan dengan menggunakan beberapa aplikasi pemrograman, seperti Sublime Text, sehingga dapat menghasilkan aplikasi yang bersifat user friendly. Hasil penelitian ini berupa Mobile Learning Application berbasis Sublime Text yang dapat diakses melalui smartphone android. berupa Mobile Learning Application berbasis Sublime Text terbukti mempermudah guru membagikan materi, video pembelajaran maupun soal-soal dan peserta didik dapat mengaksesnya dimanapun dan kapanpun. Mobile Learning Application berbasis Sublime Text yang diberi nama StudyFill ini layak digunakan untuk siswa kelas X OTKP SMK Negeri 2 Kediri karena memperoleh hasil validasi sangat valid.


Author(s):  
Hastuti Wibowo ◽  
Syamsurizal Syamsurizal ◽  
Upik Yelianti

Research and development of interactive multimedia development model is adapted from Lee & Owens;the steps were analysis, design, development, implementation, and evaluation. The results of learningmaterials proportion analysis based curriculum: tissues: organs: totipotensi was 40%: 40%: 20%. Theresults of need analysis of science process skills indicated that students are lack of ability in terms ofgrouping and concluding skill. The analysis also reveals that students need multimedia, which isinteresting and aesthetics. In the design phase, developers create a storyboard based on the results of theanalysis. In development stage, we input all information in storyboard to the media. According to mediaexperts, the product is scored well and very well. Trials phase is conducted in a small groups and largegroups. The results of tests shows that the skills of students increased from 69.34 to 89.30, and knowledgeof students also increased from 75.7 to 91.9. The effectiveness of interactive multimedia structure andfunction of plant tissue seen by the changes in knowledge, performance, and the positive response ofstudents using interactive multimedia and facilitate students doing science process skills.


2021 ◽  
Vol 8 (2) ◽  
pp. 111-125
Author(s):  
Normilawati Normilawati ◽  
◽  
Maryam Aulia ◽  
Hadma Yuliani ◽  
Jhelang Annovasho ◽  
...  

Lack of student interest in studying physics because in addition to lessons that are considered difficult, learning media are also still less attractive so that learning media are needed that can make students interested in a pleasant learning atmosphere that is supported by learning that connects material with applications that occur in everyday life such as contextual based physics comics. The purpose of this research is to produce a product in the form of contextual-based comic media on torsional concept material in high school. The analytical technique used is descriptive qualitative analysis to be able to describe the validation of the questionnaire from the validators of material experts and media experts. This study uses Research and Development (R&D) research with a 4-D model consisting of define, design, development, and dissemination stages. The research is limited due to time constraints so that it only reaches the development stage. The results of the study obtained a material validity value of 4.05 or 81% which was included in the very feasible category and the media validity value of 4.5 or 90% which was included in the very feasible category. From the results of the study, it can be concluded that the development of contextual-based comic learning media on torsional concept material in high school is very feasible to be used as a learning resource. Keywords: Validation, learning media, comic, and contextual


2021 ◽  
Vol 5 (1) ◽  
pp. 158
Author(s):  
Ni Wayan Adnyanawati ◽  
Ida Bagus Gede Surya Abadi

Online learning due to the Covid-19 pandemic raises problems for students due to the lack of learning media that supports the learning process. This research aims to know the design of the media and know the feasibility of E-Storybook learning media on plant parts material and its function in the science content of Grade IV Elementary School. The ADDIE development model is the model used in this study. This research stage consists of analysis stage (Analyze), design stage (Design), development stage (Development), implementation stage (Implementation), and evaluation stage(Evaluation). The subject of this study is the learning medium E-Storybook. Data collection techniques using questionnaire methods. The data collected in quantitative descriptive analysis and qualitative descriptive data analysis. Product validation is done by 3 experts, namely learning content experts, learning design experts and learning media experts. The results showed that the average validity score of content experts is 92% with excellent qualifications, the average validity score of learning design experts is 93% with excellent qualifications, the average score of learning media experts is 95% with excellent qualifications and the average result of 3 respondents is 92.7% with excellent qualifications. Thus the learning media of E-Storybook has been declared eligible for use in online learning.


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


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%.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


2021 ◽  
Vol 9 (1) ◽  
pp. 43
Author(s):  
M Nor ◽  
Mitri Irianti ◽  
Suci Dilla Melani

Online service in the form of the Powtoon application can be used to develop physics learning media with presentations that have very interesting animation features. The purpose of this research is to produce a learning media product in the form of a compact disk (CD) on the subject of the atomic nucleus in the learning process of class XII high school students. The research method uses Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) which is modified only to the development stage. Based on the results of the validation test on the content aspect obtained 90%, the design aspect 83%, the pedagogic aspect 87%, and the ease of use aspect 84%. The results of this research indicate that the learning media using the Powtoon application on the atomic nucleus material is declared valid. Thus the Powtoon application-based learning media is declared feasible to be used as a learning media on atomic nucleus material in class XII SMA.


2020 ◽  
Vol 11 (2) ◽  
pp. 334-351
Author(s):  
Rahmatia Rahmatia ◽  
Syahira Syahira ◽  
Ardian Eko Sajaril

Online learning is used by all levels of education without exception, as a result of the Covid-19 pandemic. But the effectiveness of online learning is still unknown, because teachers are more focused on teaching than conducting studies on online learning. So this study aims to determine the effectiveness of online learning during the Covid-19 pandemic at Yapis Manokwari High School. The method in this research uses descriptive quantitative method, in which quantitative data is in the form of a percentage of the results of the questionnaire, and descriptive data is in the form of a description of the percentage of the results of the questionnaire. In addition, data collection techniques also use interview techniques to strengthen students' questionnaire answers. The interview was conducted with a class XI teacher at SMA Yapis Manokwari. The sample used was 30 students. The results showed that students understood the use of online platforms in online learning, but online learning was not effective due to several factors, including: (1) signal, (2) time constraints, (3) noise from students due to forgetting to turn off the microphone. In addition, the results of interviews with teachers also show that online learning is not effective because it does not meet teacher expectations or does not achieve learning objectives compared to face-to-face learning. Abstrak Pembelajaran online digunakan oleh semua jenjang pendidikan tanpa terkecuali, akibat dari pandemi covid-19. Tetapi keefektifan pembelajaran online masih belum diketahui, dikarenakan guru lebih fokus mengajar daripada melakukan telaah mengenai pembelajaran online. Sehingga penelitian ini bertujuan untuk mengetahui keefektifan pemebelajaran online di masa pandemi covid-19 di SMA Yapis Manokwari. Metode dalam penelitian ini menggunakan metode kuantitatif deskriptif, yang mana data kuantitatif berupa presentase hasil angket, dan data deskriptif berupa pendeskripsian presentase hasil angket, selain itu teknik pengambilan data juga menggunakan teknik wawancara untuk memperkuat jawaban angket siswa. Wawancara dilakukan kepada guru pengajar kelas XI SMA Yapis Manokwari. Sampel yang digunakan berjumlah 30 siswa. Hasil enelitian menunjukkan bahwa siswa memahami penggunaan platform daring dalam pembelajaran online, tetapi pembelajaran online tidak efektif dikarenakan beberapa faktor, diantaranya: (1) signal, (2) keterbatasan waktu, (3) suara bising dari siswa akibat lupa mematikan mikrofon. Selain itu, hasil wawancara kepada guru juga menunjukkan bahwa pembelajaran secara online tidak efektif karena tidak memenuhi harapan guru atau tidak mencapai tujuan pembelajaran dibanding pembelajaran secara tatap muka.


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