scholarly journals Pengembangan Multimedia Interaktif Berbasis Midnjet Mindmanager pada Materi Plantae untuk Siswa Kelas X SMA

2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Nur Ummu Pratiwi Arifuddin ◽  
Hilda Karim ◽  
Adnan Adnan

Abstract. This study aims to develop learning media products in the form of interactive multimedia based on Mindjet MindManager which combines several media (text, images, animated videos and interactive quizzes) for biology of plantae material or plant world. This study uses the Research and Development (R & D) method using the ADDIE development model, namely analysis (analyze), design (design), development (implementation), implementation (implementation), and evaluation (evaluation). Mind manager-based Mindjet-based interactive multimedia products are focused on the varied learning process and the activity of students in learning. This development aims to produce interactive multimedia products that are valid and practical. The data collection tool used is in the form of validity assessment and practicality instruments. The assessment results from expert validators show that the products developed are feasible to use and obtain a validity value of 4.3 with a percentage value of 85% that meets the validity standard and can be used as a learning medium. Teachers and students also show a positive response to interactive multimedia. The practicality of the media obtained teacher responses with a value of 94.2% and responses of students with a value of 87.9% (very practical). Based on the results of the study it can be concluded that the interactive multimedia learning media developed are valid and practical, and feasible to be applied in the learning system.Keywords: interactive multimedia, mindjet mindmanager, ADDIE, valid, practical

Author(s):  
Lola Fibriani ◽  
Muhammad Damris ◽  
Risnita Risnita

The purpose of this study was to develop a multimedia learning to improve student motivation and outcomes in studying chemical equilibrium. Development of interactive multimedia development model is adapted from Lee and Owens, the steps were analysis, design, development, implementation, and evaluation. The Media developed combined texts, animations, videos, references, summaries, profiles, pictures and narration to visualization abstract concepts of chemical equilibrium. After validation and trials at small group the media was used in a teaching class.  It shoved that the media may be helpful for low motivations students in studying chemical equilibrium and improved students achievement.


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.


2020 ◽  
Vol 5 (2) ◽  
pp. 90-98
Author(s):  
Diah Syafitri ◽  
Fury Styo Siskawati

The aim of the research is to develope PROBZI as an innovative learning media in disruptive era. This research was done in MTs Ma’arif Ambulu with the data colleting methode are interview, observation, documentation, test and questioner. And than the development model that used is ADDIE which cover analysis, design, development, implementation and evaluation. Based on the research that was done can be explained that PROBZI has been successfully developed as an alternative learning media in the disruptive era. PROBZI that has been developed can be said to be very feasible with an average percentage given a value of 90.40%. As for the more detailed value is given at 86.43% by the validator which includes material experts and media experts, then a value of 94.37% is given based on user responses that include teachers and students. Keywords: PROBZI, innovative learning media, disruptive


2022 ◽  
Vol 8 (1) ◽  
pp. 222-229
Author(s):  
Akmalia Mutiara Dewi ◽  
Agus Kamaludin

This research aimed to develop an audiovisual-based PowToon animation video on the subject matter of chemical bonds and analyze the quality of the audiovisual-based animated video as learning media to study chemical bonds based on the assessment of material experts, media experts, chemistry teachers, and students’ responses. This research used development research methods (R&D) with a 4D development model (Define, Design, Development, and Dissemination). However, the 4D development model was limited to the dissemination stage in this research. The product is an animated video, which is in the form of mp4, containing chemical bond materials. Based on product quality assessment by a material expert, it gained a percentage of 84.375% with very good (VG) category; from the media expert’s assessment, it obtained a percentage of 96.428% with very good (VG) category; and according to assessment by chemistry teachers of high school, it got a percentage of 98.48% in the very good (VG) category. The product was responded to positively by students with a percentage of 95%. Based on the results of assessments, the animated video can be used as an alternative media for the chemistry learning process in the classroom


Author(s):  
Dewi Febrianty ◽  
Risnita Risnita ◽  
Afreni Hamidah

Practical performance assessment is an important part of the learning process, but several obstacles are found in its implementation. The objectives of this study are (1) to develop constructivism-based performance assessment instruments for class VII Yunior High School in  Life Organization subject,  (2) to describe aspects that need to be made in constructivism-based practical performance assessment instruments, and (3) to describe teacher responses in using constructivism-based practical performance assessment instruments. This research is a development research using a 4D model, the stages are defining, design, development and distribution. The trial subjects in this study consisted of 10 students for small group trials and 40 students for large group trials. The indicators used in the study include aspects related to the development of constructivist life-based practicum assessment instruments. Instrument used was a questionnaire to reveal the response of teachers and students to practical performance assessment instruments. The results of the data analysis showed that the content feasibility value is 86.31% at the intervals of 48.33 which means it is feasible to use. Most students gave a positive response to the assessment sheet given (96.67%), a small portion gave a negative response (33.3%). Because the average positive response of students is more than 75%, the performance assessment instrument is considered feasible to be applied.


2019 ◽  
Vol 25 (2) ◽  
pp. 187-193
Author(s):  
Arif Priambodo ◽  
Zainal Arifin

This study aimed at (1) developing interactive animated learning media on starter system materials for the subject of light electrical vehicle maintenance, (2) examining the effectiveness of developed media assessed from the aspects of display, program, and interactive based on students’ responses. The research model used was the development model of Analysis, Design, Development, Implementation, and Evaluation (ADDIE) developed by Branch. This study was conducted at SMK PGRI 4 Ngawi. Instruments used to obtain data were interviews and questionnaires. Product development was validated by material experts and media experts, then was tested in small (limited) and large trials (field). The results of this development study were as follows: (1) The analysis result of developed media showed that the media is feasible to be used in learning or in a good category. (2) The results of the assessment showed that the aspects of display, program and interactivity were all in the good category.


2020 ◽  
Vol 4 (1) ◽  
pp. 34-40
Author(s):  
Imas Ratna Ermawati ◽  
Andita Andita ◽  
Aisyah Fitriana ◽  
Andryastuti Andryastuti ◽  
Hani R

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.


2021 ◽  
Vol 4 (2) ◽  
pp. 153
Author(s):  
Trisna Muliawan ◽  
Pince Salempa ◽  
Sugiarti Sugiarti

This is a development research that aims to evolve a learning instruments discovery learning model  based on the SKKNI on volumetric analysis subject that are valid, practical, and effective. The development model used in this study refers to the 4D, which consists of the defining, design, development, and dissemination. The learning instruments developed are RPP, LKPD, Student Learning Materials, and THB. The SKKNI-based discovery learning model volumetric learning device that was developed was then validated by two experts. After validation, a learning device trial is then conducted at the SMK-SMAK Makassar in class XI E with a total of 35 students. The results of the study indicate that the SKKNI-based discovery learning model developed after being validated was very accurate (V = 3.75). The learning device is stated to be practical because the practicality test related to: (1) the implementation of the learning device is in the fully implemented category (M = 1.86) included in the category (1.5 ≤ M ≤ 2.0), (2) the teacher gave a very positive response with a percentage of 93.49%, and (3) the students gave a very positive response with a percentage of 91.93%. This learning device also meets the effectiveness criteria, which are reviewed through learning outcomes with a classical percentage of completeness 94.00%. Therefore, the results of the study indicate that the developed learning device products meet valid, practical, and effective criteria.


Author(s):  
Eko Anis Setyorini ◽  
Lilik Bintartik ◽  
Sumanto Sumanto

Abstract: This research and development is to produce a puzzle media based on audio-visual material on the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku" in class IV SDN Kauman 1 Blitar City that is valid, practical, and interesting. This study uses a research and development model or research and development. The results of audio visual based puzzle media validation obtained a value of 93.3 percent, a very valid category by material experts, media experts and users. For practicality and attractiveness audio visual based media is obtained based on the results of student responses during product trials and field trials. The attractiveness of the media scored 97.3 percent in the very interesting category. Practicality of the media scored 84.4 percent in the category of very practical. So it can be concluded that the audio visual media based puzzle is very worthy used in the learning process in the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku". Abstrak: Penelitian dan pengembangan ini yaitu menghasilkan media puzzle berbasis audio visual materi pada subtema “Indahnya Persatuan dan Kesatuan Negeriku” di kelas IV SDN Kauman 1 Kota Blitar yang valid, praktis, dan menarik. Penelitian ini menggunakan model penelitian dan pengembangan atau research and development. Hasil validasi media puzzle berbasis audio visual memperoleh nilai 93,3 persen kategori sangat valid oleh ahli materi, ahli media dan pengguna. Untuk kepraktisan dan kemenarikan media puzzle berbasis audio visual diperoleh berdasarkan hasil dari respon siswa pada saat uji coba produk dan uji coba lapangan. Kemenarikan media memperoleh nilai 97,3 persen kategori sangat menarik. Kepraktisan media memperoleh nilai 84,4 persen kategori sangat praktis. Sehingga dapat disimpulkan bahwa media puzzle berbasis audio visual sangat layak digunakan dalam proses pembelajaran pada subtema “Indahnya Persatuan dan Kesatuan Negeriku”.


2021 ◽  
Vol 5 (2) ◽  
pp. 308
Author(s):  
Tunjung Sekarwangi ◽  
Kus Eddy Sartono ◽  
Ali Mustadi ◽  
Abdulah Abdulah

Learning activities carried out online have several drawbacks. In online learning activities, teachers experience problems carrying out learning activities. These obstacles include the lack of appropriate media to be used in learning activities. The problems that occur indicate that in learning activities students have difficulty in understanding learning materials and learning motivation is still low. Therefore, in learning activities, teachers must prepare quality learning. One of the efforts that can be done to overcome these problems is through the use of appropriate learning media. So that it can improve the process and better learning outcomes. This study uses a research and development (R&D) approach. The purpose of this research is to develop learning technology in the form of interactive multimedia based on problem-based learning. The steps used in this research and development is the ADDIE development model. The research data was obtained through a media validation sheet instrument by an expert. Data analysis was carried out quantitatively descriptively. The results of the media feasibility test based on the validation results obtained a value of 80%. Based on the results of the research that has been done, it can be concluded that interactive multimedia based on problem-based learning is feasible to be used in learning activities. The results of this study imply that the use of interactive multimedia based on problem-based learning plays an important role in the effectiveness of learning activities.


Sign in / Sign up

Export Citation Format

Share Document