scholarly journals Interactive E-Module Development in Multimedia Learning

2021 ◽  
Vol 13 (3) ◽  
pp. 2293-2300
Author(s):  
Nurhikmah H ◽  
Abdul Hakim ◽  
M. Syakir Wahid

This study aims to develop interactive e-modules in the Multimedia Learning Course and to know the validity, practicality of the effectiveness of developing interactive e-modules in Multimedia Learning subject. This research method used Research and Development (R D), which focused on developing smartphone-based learning media, especially Android. The development model used the Alessi and Trollip development model, consisting of 3 stages: planning, design, and development. This research was conducted at Makassar State University with 45 students and one lecturer in multimedia learning. Interactive e-modules are used in multimedia learning courses to assist and facilitate lecturers in the learning process. Interactive e-modules were developed and validated by material experts and media experts, with the results of material validation obtained an average score of 4.9 (very valid) and media experts obtained an average score of 4.1 (valid) so that interactive e-modules can be tested in the field to determine the practicality and effectiveness with the results shown in the category of very practical and very effective. Based on the results found, it can be concluded that interactive e-modules are practical and effective in the learning process in multimedia learning courses at the Education Technology Study Program, Makassar State University

2020 ◽  
Vol 8 (2) ◽  
pp. 70-74
Author(s):  
M. Agphin Ramadhan ◽  
R. Eka Murtinugraha

The purpose of this research is to develop an e-module for the Statistics subject in the Building Engineering Education study program, Jakarta State University. E-module development using Adobe InDesign software. This research is included in development research (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, dan Evaluation). Two experts, who are material experts and media experts, validate the product. The product is an e-module which consists of 6 modules. Based on the validation, the average score of the material expert's assessment of modules 1 - 6 was 84% in the very feasible category. The average score of the media expert's assessment of modules 1 - 6 is 88.67% in the very feasible category. Based on the results of the validation, the Statistics E-Module is very feasible to use.


Author(s):  
Ostawati Gultom ◽  
Anita Yus ◽  
Sriadhi Sriadhi

Development of Interactive Learning Multimedia Learning Beginning for early childhood (5-6 years) in Christian Kindergarten 3 District Medan Kota, Medan City. Postgraduate Basic Education Study Program, State University of Medan. The purpose of this research and development was to determine the feasibility and effectiveness of interactive learning multimedia for early childhood reading in Group B TK Nasrani 3, Medan Kota District, and Medan City. The development model in this study refers to the 4D (Four-D) researches and development model which consists of 4 main stages, namely define, design, develop, and disseminate. The subjects in this study were 3 expert validators and 20 students of Group B TK Nasrani 3 Medan. The product of this research is a multimedia interactive learning software product on the material of celestial objects for group B students TK Nasrani 3 Medan. The results showed that (1) the feasibility level of interactive multimedia learning pre-reading based on: a) the validation results of the material experts on the feasibility of content by instructional media experts by 3.6, learning material experts by 3.7, while design experts 3.5 in the category with " very worthy ”. b) The practical results of the teacher state that children get very good responses and responses. This can happen because the steps loaded in multimedia learning have instructions and are easily understood by children. 2) the results of the effectiveness of interactive learning multimedia that were developed showed the average result of reading the beginning of the child on the results of initial observations was 45%, which means the child began to develop and the result of the final observation was 83%, which means that the child developed very well.


2019 ◽  
Vol 12 (1) ◽  
pp. 111-117
Author(s):  
Nurbani Nurbani ◽  
Sri Koriaty

This study aims to: 1) Produce the Electrocnik Graphic Design module in the P.TIK Study Program, IKIP PGRI Pontianak. 2) Knowing the student's feasibility and response to the Graphic Design electronic module. The research method used in this study is research and development. The research design used the Borg and Gall model. This research variable uses a single variable, namely the development of an electronic module in the Graphic Design course. The object of this study was the second semester students of the ICT Study Program IKIP-PGRI Pontianak 2017/2018. The results of the evaluation of the electronic module by the expert lecturer of the material obtained a score of 102.5 with eligibility criteria and the results of the evaluation of the electronic module by the media expert lecturer obtained a score of 94.5 with eligibility criteria .. While the response of students to electronic modules in a sample trial of 53 students obtained an average score of questionnaire 4 with good criteria. Based on these data it can be concluded that the electronic module application of graphic design developed is feasible and is good to use in the learning process


Author(s):  
Geneses Tarmizi Manalu ◽  
Uli Basa Sidabutar

AbstrakPenelitian ini secara umum merupakan penelitian yang  bertujuan untuk mengembangkan multimedia pembelajaran. Multimedia pembelajaran termasuk hal yang sangat penting dalam proses pembelajaran, multimedia pembelajaran yang baik sangat efektif digunakan dalam proses belajar mengajar. Peneliti mencoba mengembangkan multimedia pembelajaran interaktif yang dapat digunakan dalam bentuk CD interaktif, menggunakan beberapa software yang terdiri dari Lectora Inspire, Adobe Photoshop CS5, Bandycam, dan EKTS. Bertujuan untuk memudahkan peserta didik dalam memahami pelajaran dan juga memudahkan pendidik dalam menyampaikan pelajaran. Multimedia pembelajaran pada penelitian ini menggunakan model desain Borg and Gall yang diadaptasi oleh Sugiyono.Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator media dan validator materi menunjukkan bahwa multimedia pembelajaran yang dihasilkan baik pada validasi materi dengan skor rata-rata 4,6 dan untuk validasi media dengan skor rata-rata 4,3. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata Kunci : Pengembangan  Media Interaktif, Software Lectora, Instalasi Penerangan Listrik  Abstract This research is generally a study that aims to develop multimedia learning. Multimedia learning is very important in the learning process, good learning multimedia is very effectively used in the teaching and learning process. Researchers are trying to develop interactive learning multimedia that can be used in the form of interactive CDs, using several software consisting of Lectora Inspire, Adobe Photoshop CS5, Bandycam, and EKTS. It aims to facilitate learners in understanding the lessons and also facilitate educators in delivering lessons. Multimedia learning in this study uses borg and gall design model adapted by Sugiyono.The target of this research is Expert Lecturer of Medan State University. Testing of interactive multimedia by media validators and material validators showed that multimedia learning was generated both on material validation with an average score of 4.6 and for media validation with an average score of 4.3. Then the conclusion of the developed media is worth using.  Keywords: Interactive Media Development, Lectora Software, Electrical Lighting Installation


Author(s):  
Revita Yuni ◽  
Roza Thohiri

In the early semester, every study program at faculty of economy required the student to take the introduction of accounting lectures. After taking the lecture the students are expected to be able to comprehend the basic concepts of accounting well. The financial reports material became one of the difficult material in the accounting lecture. Generally, the difficulty could be seen when the students were asked to shift the data from the worksheet to financial reports. It was because the students came from the different high school background. Therefore, it could be affect toward their comprehension of accounting.  Because. Of that reason it was important to develop the material in form of module based problem solving, which can be used to help the students learn how to solve the problem that appears in their experience. This research was aimed to produce the valid module based problem solving.It used 4D module (four-D models). The development of four D consists of 4 phases. They are: 1) Define; 2) Design; 3) Develop; 4) Dessiminate. This development was only untill development phase while dessiminate phasewas not done. The subject of module based problem solving at introduction of accounting lectureswas the first year student of faculty of economy Medan state university. The criterion of the subject eksperimental was the condition of the student which was suitable with the researchers'need. The students haven't used the module based problem solving at the introduction of accounting lecture which is valid, practical, and effective. The module was valid to use because the result of the module validity development achieved 82.29% achievement level, and the module practicality achievement was 81.57%, and it could be categorized practical in learning process. The level of students activity achievement from four categories that was researched in learning process was 63.95%. It could be categorized as active students and module was categorized as an effective module. Therefore, the introductory accounting module based problem solving can be applied in learning process.


2021 ◽  
Vol 1 (2) ◽  
pp. 175-187
Author(s):  
Novita Anggestia ◽  
Triani Ratnawuri ◽  
Meyta Pritandhari

  Learning media is one of the needs that must be fulfilled in the learning process. The results of the pre-survey of learning media used in the Aliyah Ma'arif 9 Kotagajah Madrasah, researchers found several problems, namely the use of learning media that were less innovative in learning and the limitation of images in teaching books, worksheets and powerpoints so that students were not attracting attention in the learning process . So that learning media are needed that can attract the attention of students such as android applications, android application software assisted ispring suite as an economic learning media arranged concisely, clearly, and made in a practical form so that students are more interested and enthusiastic in learning and can understand the material. The development model used in this development is the ADDIE development model which consists of several stages, namely (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the development of android applications assisted by software ispring suite as an economic learning media it is known the results of recapitulation of data that have been carried out by learning media material experts on android applications with an average score of 86% included in the very feasible category and declared valid, the results of recapitulation from media experts with scores on average 87% fall into the category of very decent and declared valid. Furthermore, the practicality test by IPS X grade 1 students of Aliyah Ma'arif 9 Kotagajah gets an average score of 92.2% and falls into the very practical category so that it is declared practical. research shows that economic learning media using this android application is suitable for use in learning. Thus it can be concluded that the learning media of android applications are learning media that are valid and practical to be used in the learning process.


2020 ◽  
Vol 5 (1) ◽  
pp. 38
Author(s):  
Anderias Henukh ◽  
Haris Rosdianto ◽  
Sayaka Oikawa

This research was carried out at Musamus University in academic year 2019/2020 by taking a basic physics class I as a research sample. The purpose of this research is to determine the effectiveness of the implementation of Google classroom as multimedia learning. The research method used in this research is descriptive qualitative supported by quantitative data. The instrument used was a material and multimedia expert validation sheet, questions that had been validated to test the effectiveness of implementing Google classroom as learning multimedia. Based on the description above it can be concluded that the implementation of google classroom as multimedia learning with average results of multimedia expert validation of 82.5% and 87% of material experts have a good impact on the learning process and outcomes of students. This is evidenced by an increase in the value of each student with average of pre-test score is 62 and post-test score is 83. N-gain score is 0.75 (high category).


2017 ◽  
Vol 8 (1) ◽  
pp. 104
Author(s):  
I Wy. Dirgeyasa

The obejectives of this research are to know the improvement  of the students’ achievement in poetry mastery and their perception regarding to the semiotic method in teaching and learning poetry in  English Education Department, Languages and Art Faculty of State University of Medan. The research method used is the Classroom Action Research (CAR). The subjects of the research are the fifth semester of 37 students of 2013/2014 academic year. The data are collected by test in order to know the students’ achievment in poetry mastery. The students’ perception toward the implementation of the semiotic method for teaching and learning poetry is collected by questionaire. The data are analyzed by descriptive analysis. The result of research shows that (1) the average score of the students’ achievement of poetry mastery is (71.75) or it increases (11,59) point from pre-test (60.16) and (2) in general, the students’ perception toward the semiotic method for teaching and learning poetry are good and positive.


2019 ◽  
Vol 14 (1) ◽  
pp. 26-36
Author(s):  
Nora Susanti ◽  
Citra Ramayani ◽  
Yulhendri Yulhendri ◽  
Susi Evanita

This study aims to validate the development of cost accounting practice modules so that they are more effectively used by students in the learning process. This type of research is descriptive research that will describe the validation process from module development to finding results about module validity that has been compiled. The source of research data was obtained from module validation sheets which were assessed based on each indicator by two experts. Data analysis techniques were carried out qualitatively and quantitatively. Data from the module validation sheet were analyzed quantitatively, and then descriptive techniques were used to draw qualitative conclusions. The results of the study indicated that the modules that have been designed were eligible to be used in the learning process of cost accounting practice courses at STKIP PGRI West Sumatra. These results were based on the results of material validation with an assessment of four indicators, namely the suitability of the material with competency standards, the accuracy of the material, supporting learning material and material updating with an average score of 3.2 by each expert. Expert advice for module improvement before practicing practice is that it is necessary to add information in the example of problem calculation and improvement in language writing.


2018 ◽  
Vol 1 (2) ◽  
pp. 163-176
Author(s):  
Fidelis Anggara Murdani Kolin ◽  
Desy Fajar Priyayi ◽  
Susanti Pudji Hastuti

The aims of this study are to develop a Science Process Skills Based Module (KPS) on Cell-Level Life Organization Materials for Grade VII Students of SMP Kristen 2 Salatiga. This research is a research development (R & D) with an F-D development model (Define, Design, Develop, and Disseminate), but in this study it does not cover the entire stages in the F-D development model, namely the disseminate stage because of the limitations of the time the research was conducted. The instruments in this study were interview sheets, validation sheets, and student response sheets. The results of module development research according to the expert validity test 3.1, test pedagogical validity 3.15, test the validity of practitioner experts 3.08, and limited field testing 3.37, from the overall data obtained shows that the average module values ​​above 3.00 and is categorized as "A " that is very good. Modules with the category "A" are feasible to use in class VII students in the learning process. Keywords:  module, Science Process Skills (KPS)


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