scholarly journals Pengembangan Multimedia Interaktif dengan Program Microsoft Power Point Materi Operasi Hitung Bilangan Bulat Penjumlahan dan Pengurangan MI/SD

2021 ◽  
Vol 2 (2) ◽  
pp. 103
Author(s):  
Anindita Berliana Mirfax

The use of technology in this era of the COVID-19 pandemic is very much needed. Due to the process of teaching and learning activities currently using the online system. In order to support the progress of education in Indonesia, it is necessary to develop technology-based learning media. Such as interactive multimedia based on the use of Microsoft Power Point programs. In this multimedia combines images, text, sound animation and video, so that it is effective in supporting online learning. This study uses the Research & Development method and also uses the ADDIE model in multimedia development, so that it becomes a multimedia that can be used effectively and efficiently. In addition, using interactive multimedia can build an interesting learning, as well as fun and meaningful learning. With this, it is hoped that teachers can take advantage of interactive multimedia-based power point media so that learning goals are easier to achieve even with Distance Learning (PJJ). Abstrak Pemanfaatan teknologi di era pandemic covid-19 ini sangat ini sangat dibutuhkan. Dikarenakan proses kegiatan belajar mengajar saat ini menggunakan sistem Online. Guna mendukung kemajuan pendidikan di Indonesia perlu pengembangan dari media pembelajaran yang berbasis teknologi. Seperti Multimedia Interaktif  berbasis pemanfaatan program Microsoft Power Point. Dalam multimedia ini mengkobinasikan gambar, teks, animasi suara dan video, sehingga eektif dalam mendukung pembelajran daring. Penelitian ini menggunakan metode Research & Development dan juga mneggunakan model ADDIE dalam pengembangan multimedia, agar menjadi multimedia yang dapat digunakan dengan efektif dan efisien. Selain itu menggunakan multimedia interaktif ini dapat membangun sebuah pembelajaran yang menarik, serta pembelejaran yang menyenangkan dan bermakna. Dengan ini diharapkan bapak-ibu guru dapat memanfaatkan media berbasis multimedia interaktif power point agar tujuan pembelajaran lebih mudah tercapai walaupun dengan Pembelajarn Jarak Jauh (PJJ)

Author(s):  
Horas Karlos Pasaribu ◽  
Sahat Siagian

Abstract This research is generally a research that aims to develop learning multimedia. Multimedia learning is very important in the learning process, good learning multimedia is very effective in the teaching and learning process. Researchers try to develop interactive learning multimedia that can be used in the form of interactive CDs, using several software consisting of Adobe Flash CS6, Adobe Photoshop CS5. Aims to make it easier for students to understand the lesson and also make it easier for educators to deliver lessons. Multimedia learning in this study uses the ADDIE model by using five stages in it which was adapted by Sugiyono. The target of this research is the Expert Lecturer at the State University of Medan. Tests on interactive multimedia by media validators, material validators, and user/acceptance validators showed that the resulting learning multimedia was good with a score of 4.33 for material validation, a score of 4.35 for media validation, and a score of 4.29 for user/acceptance validation. . Keywords: Interactive Multimedia Development, Adobe Flash CS6 Software, Electric Motor Installation. 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 Adobe Flash CS6, Adobe Photoshop CS5. Bertujuan untuk memudahkan peserta didik dalam memahami pelajaran dan juga memudahkan pendidik dalam menyampaikan pelajaran. Multimedia pembelajaran pada penelitian ini menggunakan model ADDIE denggan menggunakan lima tahap di dalamnya yang diadaptasi oleh Sugiyono. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator media, validator materi, dan validator user/akseptansi menunjukkan bahwa multimedia pembelajaran yang dihasilkan  baik dengan skor 4,33 untuk validasi materi, skor 4,35 untuk validasi media, dan skor 4,29 untuk validasi user/akseptansi. Kata kunci: Pengembangan Multimedia Interaktif, Software Adobe Flash CS6, Instalasi Motor Listrik.


2021 ◽  
Vol 1 ◽  
pp. 20-22
Author(s):  
Faris Salman Faza

The existence of the COVID-19 outbreak has an impact on all sectors of life, one of which is in the education sector, many schools are forced to dismiss their students and teaching and learning activities are carried out online. the transition of Geography teaching and learning activities at MA PPPI Miftahussalam Banyumas from face to face to online creates new problems in learning so that a special strategy is needed in this learning. Although online learning is not effective for achieving learning goals, the teacher must be able to make new innovations so that learning objectives can be achieved. This study uses a qualitative description method by observing the behavior of students when online learning takes place. Learning online Geography class XII at MA PPPI Miftahussalam Banyumas uses educational games. This study aims to find out the right media in learning Geography class XII during the COVID-19 pandemic at MA PPPI Miftahussalam Banyumas. The results of this study showed that 76 students of class XII MA PPPI Miftahussalam Banyumas who had taken the test showed an average value> 8.00. This shows satisfactory results.


2021 ◽  
Vol 2 (1) ◽  
pp. 68-74
Author(s):  
Pipin Nur Anggraini ◽  
Ratih Asmarani

In the implementation of learning activities that occur at SD Plus Pesantren Al-Anwar, problems when implementing learning activities, among others, are the media used are not supportive, teachers use learning resources in the form of books and have not used certain learning media. This is the cause of students tend to be passive in learning activities. When learning theme 3 sub-theme 2 learning 2 in class IV the teacher uses image media in teaching and learning activities, making students less understanding of the material. As a result, students are less interested in teaching and learning activities. This research was conducted in class IV, which consisted of 20 students. In the development research that has been carried out, it is expected to be able to provide a good influence for students, the Fun Thinkers book media is to foster student learning activities and achievements and must use media that can foster student interest in learning so that they are enthusiastic in undergoing the learning process. Research using the ADDIE model which passes through 5 stages.


2020 ◽  
Author(s):  
Rahma Nurul Putri ◽  
Nana

The formation of initial knowledge on learning will greatly affect the educational process, especially in understanding students. Students in the process of learning physics are required to have the correct concepts and concepts in order to reduce fatal mistakes in the future. Technology today is also developing very rapidly. If the technology is misused, things will not appear. In order to reduce misconceptions in learning physics, especially in terms of temperature and heat, it is necessary to have appropriate models and methods and the use of technology is also needed so that the process of teaching and learning activities can be adjusted to the times. This journal aims to 1) explain misconceptions among students using the POE2WE model 2) reduce misconceptions that occur in students of temperature and heat material 3) Become a reference for educators in teaching and learning so that misconceptions can be minimized 4) Utilization of technology in the learning process so that the concept of material temperature and heat can be conveyed properly. The method used is the literature study method.


2021 ◽  
Vol 3 (10) ◽  
pp. 48-61
Author(s):  
Zuraihah Ngadengon ◽  
Fatimah Rahmat ◽  
Nurul Shakirah Mohd Zawawi

Students that take the Web Design Technologies programming course think this course is difficult to learn because they need to master various programming languages which are Hypertext Markup Language (HTML), Cascading Style Sheets (CSS), JavaScript (JS), and jQuery. Therefore, in line with the development of technology, lecturers should change traditional methods to modern learning methods with the use of technology that is suitable to the millennial generation. This situation is also due to the COVID-19 pandemic phenomenon which requires lecturers to act creatively in using teaching aids that are able to assist students' self-learning using online methods and distance learning. Therefore, this study was conducted to study the use of Battle Web gamification that was built using the ADDIE model as a teaching aid for the Web Design Technologies course. Questionnaires with six constructs were distributed to get feedback with the involvement of 53 students. Data were collected and analyzed using SPSS software. Item reliability is implemented to ensure the quality of the questionnaire items and the data obtained. The results show that students give positive results related to the use of Battle Web in their Teaching and Learning (T&L) sessions. Battle Web impacts students' learning process in terms of motivation, attitude, and cognitive development because Battle Web has appropriate multimedia elements, clear instructions and the language used is easy to understand.


2020 ◽  
Vol 4 (1) ◽  
pp. 662
Author(s):  
Johri Sabaryati ◽  
Zulkarnain Zulkarnain ◽  
M. Isnaini ◽  
Abdul Manan

ABSTRAKDitengah merebah wabah Covid-19 ini,kegiatan belajar mengajar di sekolah sangat tidak efektif. Fasilitas internet yang dimiliki oleh sekolah belum dimanfaatkan secara optimal, karena penggunaannya masih terbatas pada kegiatan mencari sumber referensi dan penambahan bahan ajar.Padahal kehadiran internet memmiliki dampak positif yaitu lebih dimudahkannya proses belajar mengajar antara guru dan siswa. Penggunaan aplikasi  multimedia interaktif online dapat mempermudah para siswa dapat mengakses secara online dari berbagai tempat. Sehingga dapat menjadi solusi untuk mengatasi kondisi siswa yang diliburkan karena kasus covid-19. Guru dan siswa masih bisa tetap melakukan pembelajaran dengan tetap stay at home untuk kebaikan dan kesehatan bersama. Dalam multimedia interaktif online (MI-O) ini terdapat tugas proyek. sehingga meningkatkan kemampuan pemecahan masalah, meningkatkan kecakapan kolaboratif, meningkatkan keterampilan mengelola sumber. Siswa dan guru tidak perlu hadir secara fisik di kelas (classroom meeting), karena siswa dapat mempelajari bahan ajar dan mengerjakan tugas-tugas pembelajaran serta ujian dengan cara mengakses jaringan komputer yang telah ditetapkan secara online. Pada Pembuatan MI-O ini berjalan sangat antusias karena banyak guru belum familiar mendengar istilah Adobe Animate CC dan Web Hosting SWF sehingga terbentuk komunitas belajar aktif untuk kegiatan pembelajaran. Kegiatan pengabdian pada masyarakat ini dilakukan di MTs NW Putra Narmada Desa Lembuak Kecamatan Narmada Kabupaten Lombok Barat NTB. Kata kunci: belajar aktif; multimedia interaktif online; berbasis proyek ABSTRACTIn the midst of the Covid-19 outbreak, teaching and learning activities in schools are very ineffective. Internet facilities that are owned by schools have not been utilized optimally, because their use is still limited to finding reference sources and adding teaching materials. Even though the presence of the internet has a positive impact, namely making the teaching and learning process easier between teachers and students. The use of online interactive multimedia applications can make it easier for students to access online from various places. So that it can be a solution to overcome the conditions of students who were closed due to the Covid-19 case. Teachers and students can still learn by staying at home for the common good and health. In this online interactive multimedia (MI-O) there are project tasks. thus increasing problem-solving skills, increasing collaborative skills, improving resource management skills. Students and teachers do not need to be physically present in class (classroom meeting), because students can study teaching materials and do learning assignments and exams by accessing predefined computer networks online. The MI-O was very enthusiastic because many teachers were not familiar with the terms ADOBE ANIMATE CC and WEB HOTING SWF so that an active learning community was formed for learning activities. This community service activity was carried out at MTs NW Putra Narmada, Lembuak Village, Narmada District, West Lombok Regency, NTB. Keywords: active learning; online interactive multimedia; project based.


2020 ◽  
Vol 2 (2) ◽  
pp. 37-42
Author(s):  
Albert Riyandi ◽  
Rizki Aulianita ◽  
Agus Wiyatno ◽  
Vito Triantori ◽  
Numan Musyaffa

The use of technology as a learning medium during the Covid-19 pandemic is an alternative solution to be able to continue to carry out long-distance learning activities. Existing technologies such as Google Meet, Google Classroom and Google Drive strongly support students and teachers and other academics in teaching and learning activities. The use of the facilities provided by Google can be useful for academics. Teaching and learning activities synchronously (synchronous) using video conferencing is an effective way. Not only that, asynchronous learning media using existing Google Classroom facilities such as discussion and chat features are one of the media to support distance learning to keep it running smoothly. The activity was carried out at Majlis Ta'lim Hidayatul Mubtadiin, which consisted of teenagers aged 12-17 years. Based on the questionnaires distributed during the activity, that as many as 96% were able to absorb the material with this distance learning media. So that learning can still be carried out effectively and conducively in the midst of the Covid-19 pandemic.


2021 ◽  
Vol 4 (2) ◽  
pp. 80
Author(s):  
Afif Wijang Wahid Ramadhan ◽  
Dhoifullah Dhoifullah ◽  
Husen Husen ◽  
Candra Candra ◽  
Sri Mulyati

In this pandemic era, face-to-face learning cannot be done because the transmission of the virus is very dangerous and after all learning activities must continue, to improve the quality of education in Indonesia, therefore in this sophisticated era we must make the best use of technology for the wrong teaching and learning activities. the only way is by holding it online, but not all schools carry out learning activities with technology, there are still many who do conventional learning such as learning activities in school. The benefit of implementing online learning methods is to make it easier for teachers and students in terms of learning activities. The analysis method used is literature study. design methods that do use the concept of software engineering.


2021 ◽  
Author(s):  
Huriyah Padhilah Anasti

Learning media is the most important part in a learning process. Learning media is a tool used to assist the teaching and learning process. The purpose of using learning media is to stimulate learning patterns in order to achieve learning success and achieve the desired goals. The development and use of interactive multimedia-based learning media certainly cannot be separated from the competencies possessed by the teacher. This is because the teacher plays a role in all forms of the learning process.


Instruksional ◽  
2020 ◽  
Vol 2 (1) ◽  
pp. 64
Author(s):  
Ahmad Fauzi ◽  
Widia Winata ◽  
Ansharullah Ansharullah

The writing of this article is motivated by the existence of a narrow view of human intelligence, the reality is that smart children are children whose mathematical value or language is high while children who have good character, have a high awareness of the surrounding environment are considered not intelligent and at finally, intelligent human resources emerged, but they lacked the nature of care, so the writer was moved to examine whether the nature of caring could be developed through teaching and learning activities in this case through the central approach using the ADDIE model. The method used is by using the Research and Development (R & D) method with a qualitative approach and the ADDIE model. The results of the study show that the nature of caring can be developed through learning strategies outlined through learning implementation plans (RPP). This is evidenced by the authors making observations, interviews and field notes and merging learning activities at SDIT Permata Madani by recording each incident, which in the end through design development of the nature of student care can increase awareness of the environment, teachers, peers, things and school in general.


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