scholarly journals The deterioration of a representative system - A constitutional Study on The media development national Committee

국제법무 ◽  
2009 ◽  
Vol 1 (1) ◽  
pp. 19-44
Author(s):  
고수복

1975 ◽  
Vol 19 (2) ◽  
pp. 271-273
Author(s):  
Robert C. Sugarman ◽  
Steven L. Johnson ◽  
William M. Hinton ◽  
Chester C. Buckenmaier

A unique application of the Systems Approach to Training (SAT) was carried out for the design of the B-1 aircrew instructional system. A preliminary report was presented at the 1975 Human Factors Society Meeting by Johnson, et aI, (1974) and Sugarman, et aI, (1974). Based on the additional experience, this presentation will share with the training community a look at some of the strengths and weaknesses of the SAT process. The particular application provided a harsh test of the process since the B-1 air vehicle is still in the developmental stages. This resulted in many opportunities to be faced with missing or incomplete data whose criticality to the analysis became more than apparent. The genral state-of-knowledge within Instructional System Development (ISD) itself is incomplete, which also became apparent when applying a highly structured (i.e., internally consistent and documented) SAT process. The major strength of the SAT process is the capability it provides for the justification of many decisions that were hitherto prone to hand-waving. This particular strength comes from the internal documentation for each decision process which is an important feature of SAT. The adequacy of the assumptions underlying the decision processes then becomes subject to scrutiny. The power of the documentation is enhanced by the use of computer aids in data management and economic analysis which facilitate the documentation. Within the present paper, problem areas which weaken the SAT process are also discussed. These include the data bases for the task analysis and economic/policy data, the media selection process, and the development of instructional strategies.



2019 ◽  
Vol 2 ◽  
pp. 111
Author(s):  
Jhoni Lagun Siang ◽  
Bahrudin Hasan ◽  
Lukman Tamhir

The purpose of this study is to: (1) produce video lessons that are feasible to be applied as learning media. (2) knowing the feasibility of learning videos so that they are feasible to be applied to learning media. Development of this learning video uses research and development methods or Research & Development which produces learning videos. This development research uses Allesi and Trollip method, which includes 3 steps of development, namely (1) planning: determining needs and goals, gathering resources, and generating ideas. (2) design: create flowcharts, create storyboards, and prepare scripts. (3) development: producing video and audio, programming material, preparing supporting components, evaluating and revising. The results of this development research are learning video products that have been tested for their feasibility by media experts, material experts, and students as users of the media. The overall results of the trial showed results, good namely obtaining a Worthy category with details: (1) the material expert test obtained an average yield of 3.55 which was categorized as feasible (2) the media expert test obtained an average yield of 3.5 which was categorized as feasible (3) scale test small by students get 3.5 average results which are categorized as feasible, (4) large-scale test by students get an average yield of 3.19 which is categorized as feasible. Based on the results of the media feasibility test, it can be concluded that the video is learning feasible to use.



2021 ◽  
Vol 12 (2) ◽  
pp. 27-39
Author(s):  
Jalin Huang ◽  
Elizabeth Boling ◽  
Yichuan Yan

This design case chronicles a photography assignment starting with its origins in the master’s level lab of a communications design program in Taiwan’s National Yunlin University of Science and Technology, directed by Jalin Huang. We follow this assignment through its adaptation for a basic media development course taught by Professor Elizabeth Boling in the instructional design master’s program at Indiana University, and on to its evolution as a learning exercise and communication device in the instructional design studio sequence of that same program. Along the way, Yichuan Yan, a student from the development course, discusses the experience of receiving and carrying out this assignment in the context of the media development course. Revisions to the assignment for the communications students in Taiwan are also discussed.



2018 ◽  
Vol 6 (2) ◽  
Author(s):  
Lasenta Adriyana ◽  
Kuncoro Darumoyo

Libraries have used media development as part of the culture to influence people to use the library. An example of the use of media as a means of mediation is the PerpuSeru program. Previously, this program partnered with 34 libraries, but currently, the PerpuSeru program has partnered with more than 400 libraries and reading parks in Indonesia. One of the media used in transferring information is Instagram; PerpuSeru has an Instagram account namely @perpuseru in which various information about the PerpuSeru program is available and the extent to which the program is running. The purpose of this study was to determine the extent of the followers’ perceptions in receiving information provided on the @ perpuseru Instagram by decoding-encoding theory, to examine the extent this theory developed in a media in the present era, and the role the theory played in the media. This study used the descriptive qualitative research method by interviewing some followers of the @perpuseru account. The result found two different views from followers, namely followers with a hegemonic dominant point of view who accepted all the content of information conveyed, and others with a negative perspective who had other considerations in receiving information on the posts of @perpuseru account. However, there were no followers with optional viewpoints. It can be concluded that the two perspectives of @perpuseru Instagram followers are the hegemonic and negative perspective.   



2020 ◽  
Vol 1 (1) ◽  
pp. 51-61
Author(s):  
Ignasius Suban Angin ◽  
Sunimbar Sunimbar

Learning media is one of the supporting components of learning. Learning media has the benefit of increasing students 'interest and interactive, besides that learning media also influences students' interest in learning. The media used should follow the current development of science and technology. This research aims to (1) produce infographic poster learning media, (2) determine the feasibility of infographic poster-based learning media. The making of this infographic poster learning media uses the Borg & Gall development model which consists of ten manufacturing steps. Making this learning media using a support application, namely CANVA. The development of this learning media produces a product that is an infographic poster. Based on the results of media development,infographic media is appropriate to be used a geography based learning media; (a) The results of the validation of the material experts get a percentage of eligibility 73% with eligibility criteria, (b) The results of the validation of media experts get a percentage of eligibility 98.18% with very decent criteria, (c) The results of the user trial (teacher + student) get a percentage of feasibility 83.16% with very decent criteria. Based on the results of the validation of material and media experts as well as the results of user trials it can be concluded that the infographic poster learning media is feasible to be used as a medium for learning geography.



2020 ◽  
Vol 5 (2) ◽  
pp. 122-132
Author(s):  
Khairil Anam

Control of electrical equipment using this mobile phone is a tool used by humans to make it easier to do work done over and over again, such as turning off / turning on the lights at a distance. This tool is made to make it easier for us to control the lights of the house, if left far away, the media used is a mobile phone by utilizing SMS facilities. This tool consists of one Arduino UNO for storing programming and as a system brain, SIM800L V2 for receiving and sending SMS to simcard numbers, Relay for turning off / on lights, 16x2 LCD to display predetermined words such as when sending SMS or when turning on the system, a piece of breadboard to connect some jumper cables to make it look neat, and the lights. This light control system will work according to a predetermined program, then this microcontroller will receive an SMS from the cellphone number used to control the system. In this study, the discussion is a house light control system with SMS gateway.



2021 ◽  
Vol 5 (10) ◽  
pp. 1519
Author(s):  
Tri Syamsijulianto ◽  
Arif Hidayat ◽  
Mohammad Zainudin

<p><strong>Abstract:</strong> The Mobuya learning media stands for monopoly based culture. The Mobuya media teaching is a game based on students’ ability to play and learn, its main content is question card that point to the HOTS. The purpose of this study to introduced the beautiful cultural diversity of country through the Mobuya learning media. Methods of media development in the study are ADDIE models (analyze, design, development, implementation, and evaluation). The results of the validation of qualified silabus scholars and material in the learning media fit valid or worthy criteria with small recensions. Results of the materials validation on the silabus validation sheet, scores obtained from the silabus validation valid or worthy criteria are used with small recensions. The location of the Mobuya scientific silabus learning aim higher level of thought ability or HOTS (Higher, Order, Thinking, Skills) posed. The validation of the media given to the validator of the learning media experts show good criteria so it can be continiue but with a few part that must be revised. The achievement assesment results given to teacher show the learning media can or deserve given to learners. The Mobuya learning media test, the learning media needs to be re-perfected so that in learning it is easy for learners to use.</p><strong>Abstrak:</strong> Media pembelajaran Mobuya merupakan singkatan dari monopoli berbasis budaya. Media pembelalajaran Mobuya merupakan permainan yang berlandaskan kepada kemampuan siswa dalam bermain dan belajar, konten utamanya berupa kartu pertanyaan yang terarah pada soal HOTS. Tujuan penelitian ini adalah mengenalkan indahnya keragaman budaya negeriku melalui media pembelajaran Mobuya. Metode pengembangan media dalam penelitian ini adalah model ADDIE (<em>analyze, design, development, implementation, and evaluation</em>). Hasil validasi ahli materi silabus kevalidan materi dalam media pembelajaran sesuai dengan kriteria valid atau layak digunakan dengan revisi kecil. Hasil validasi ahli materi pada lembar validasi silabus, skor yang diperoleh dari validasi silabus kriteria valid atau layak digunakan dengan revisi kecil. Letak dari <em>scientific</em> silabus media pembelajaran Mobuya, arahkan kemampuan berpikir tingkat tinggi atau HOTS (<em>Higher, Order, Thinking, Skills</em>) ditampakkan. Validasi media yang diberikan kepada validator ahli media pembelajaran menunjukkan kriteria baik sehingga dapat dilanjutkan, tetapi dengan beberapa bagian yang harus direvisi. Hasil penilaian angket yang diberikan kepada guru menunjukkan media pembelajaran dapat atau layak untuk diberikan kepada peserta didik. Uji coba media pembelajaran Mobuya, media pembelajaran perlu disempurnakan kembali sehingga dalam pembelajaran mudah untuk digunakan oleh peserta didik.



2020 ◽  
Vol 1 (2) ◽  
pp. 59-74
Author(s):  
Putri Utami Suseno ◽  
Yamin Ismail ◽  
Sumarno Ismail

This article discusses the development of mathematics learning media in the form of interactive multimedia-based videos. Media development was carried out for learning flat-plane geometry on the topic of kites. The media development method used a descriptive approach through 3 stages, namely defining, designing, and developing by involving students of SMP Negeri 3 Gorontalo as research subjects. The multimedia-based interactive video learning media produced was declared valid based on expert judgment both in terms of media and on material substance. In its application, there was a positive response from more than 70% of students who took part in the learning process. This shows that the multimedia-based interactive video learning media is good and suitable for use as a medium for learning mathematics.



2017 ◽  
Vol 3 (1) ◽  
pp. 29
Author(s):  
Sri Rezeki ◽  
Ishafit Ishafit

Abstract This research is aimed to developing interactive learning media physics for high school class XI with chapter of momentum and test the feasibility of interactive learning media through media expert validation and subject experts. Based on the evaluation of the validator (media specialists and subject experts), the media of the development of aspects of the product appearance and usefulness aspects of the product got a score average of 80.23% is included in the category of Most Eligible. Based on the results of the validation assessment of media experts, media development results are included in the category of Most Eligible with the feasibility level of 81.98%. Based on the validation results subject experts, media development results included in the category of Eligible with the feasibility level of 78.47%. Based on the results of the response of students scored an average 74.63% included in the category of Eligible. Based on the assessment, it can be concluded that, media interactive learning on the subject of momentum declared fit for use as a medium of learning physics class XI high school student. Keywords: media interactive learning, physics education, learning strategies, high school. Abstrak Penelitian pengembangan ini bertujuan untuk mengembangkan media pembelajaran fisika interaktif untuk sekolah menengah atas kelas XI materi momentum dan menguji kelayakan media pembelajaran interaktif melalui validasi ahli media dan ahli materi. Berdasarkan hasil penilaian dari para validator (ahli media dan ahli materi), media hasil pengembangan dari  aspek penampilan produk dan  aspek kemanfaatan produk mendapat skor rerata 80.23% yang termasuk dalam kategori Sangat Layak. Berdasarkan hasil penilaian validasi ahli media, media hasil pengembangan termasuk dalam kategori Sangat Layak dengan tingkat kelayakan 81.98%. Berdasarkan hasil validasi ahli materi, media hasil pengembangan termasuk dalam kategori Layak dengan tingkat kelayakan 78.47%. Berdasarkan hasil respon peserta didik mendapat skor rerata 74.63% termasuk dalam kategori Layak. Berdasarkan penilaian yang telah dilakukan dapat disimpulkan bahwa, media pembelajaran interaktif pada pokok bahasan momentum dinyatakan layak digunakan sebagai media  pembelajaran fisika untuk siswa kelas XI Sekolah Menengah Atas. Kata-kata kunci: media pembelajaran interaktif, pendidikan fisika, strategi pembelajaran, sekolah menengah.



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