scholarly journals PERANCANGAN VIDEO ANIMASI EDUKATIF PERUBAHAN ENERGI PADA SISWA KELAS TIGA SEKOLAH DASAR

Jurnal Digit ◽  
2020 ◽  
Vol 9 (2) ◽  
pp. 178
Author(s):  
Agus Sevtiana ◽  
Guntur Tri Saputra ◽  
Dino Wisata
Keyword(s):  

Media Pembelajaran merupakan suatu alat untuk mengkomunikasikan suatu pelajaran dari guru/pengajar untuk dapat membuat anak didik lebih mengerti dengan materi ajar. SDN 1 JATISEENG adalah sebagai objek penelitian karena selain telah menorehkan banyak prestasi di sekolah dasar yang berlokasi di kecamatan Ciledug kabupaten Cirebon ini belum memiliki media pembelajaran dalam bentuk video edukatif, dari hasil survei terhadap obyek yang penulis teliti, sekitar 28% responden anak didik merasa kesulitan dalam memahami pelajaran dan sekitar 84% tertarik untuk belajar dengan metode baru yang lebih inovatif.Teknik ini sangat menarik dan inovatif sehingga mempunyai daya tarik tersendiri bagi siswa didik dan membuat pemahaman terhadap materi bertambah, video edukatif ini akan digunakan saat mata pelajaran IPA berlangsung yaitu pada saat anak didik kelas 3 sekolah dasar mendapat materi Energi dan Perubahannya. Anime Studio Pro, Blender 3D dan Cyberlink Power Director adalah perangkat lunak untuk membuat teknik animasi dan Adobe Flash untuk membuat interaksi antar video dan pengguna.Setelah melakukan test/trial di sekolah dasar negeri 1 Jatiseeng yang ada di kecamatan Ciledug Kabupaten Cirebon, video edukatif “Energi dan Perubahannya” dengan teknik animasi ini mendapatkan hasil yang baik dengan 84% responden anak didik mengerti dengan materi yang disampaikan dalam animasi, 70% anak didik lebih memilih belajar dengan animasi dibanding dikelas dan 100 % setuju animasi diterapkan di kelas ketika belajar berlangsung. Kata kunci : video edukatif, animasi, sekolah dasar, energi dan perubahannya.

2018 ◽  
pp. 49-57
Author(s):  
N. A. Gluzman

In the modern educational space regarding the realities of the information society special importance is attached to issues related to the provision of a high level of informatization of education, which implies teachers’ mastering the necessary competencies and the ability to introduce e-learning resources into educational and training practice. Adobe Flash as one of the platforms for creating web applications and multimedia presentations enjoys greatest popularity with users including teachers. However, in connection with the announcement of discontinuing Adobe Flash support in 2020, the issue of choosing an analog to create web applications and presentations for use in teaching purposes is becoming particularly relevant. The article provides a comprehensive analysis of developing electronic educational resources by teachers using Adobe Flash and HTML5 for teaching math in primary school.


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Biya Ebi Praheto ◽  
Andayani Andayani ◽  
Muhammad Rohmadi ◽  
Nugraheni Eko Wardani

Learning media always develops the following technological developments. Likewise, the media in learning is listening to Indonesian. The development of learning media is important. Adobe Flash-based media developed to facilitate lecturers and students in learning Indonesian listening skills in the Elementary School Teacher Education Study Program. Media that are designed to be interesting may not only train cognitive knowledge but also practice practical listening skills. Adobe Flash-based media for listening are designed by displaying several menus, namely the home menu, RPS (Semester Learning Plan), materials, practices, games, music, profiles, and references, as well as close menus appearing in accordance with the cross (x) to be used using the application. The hope media developed was able to assist lecturers in delivering learning material, as well as helping students learn well in the classroom and outside the classroom.


Author(s):  
Yuniansyah Yuniansyah ◽  
Andri Saputra
Keyword(s):  

Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran pengenalan huruf hijaiyah. Pengenalan huruf Hijaiyah pada anak-anak usia dini sangatlah penting, karena mengenal huruf hijaiyah adalah dasar untuk mepelajari cara membaca Al-Qur’an dengan baik dan benar. dengan multimedia pembelajaran diharapkan dapat meningkatkan minat belajar pada anak-anak. Metode yang digunakan pada pengembangan multimedia pembelajaran pengenalan huruf hijaiyah adalah metode 4-D (Define, Design, Develop, Disseminate). Pendifinisan masalah menggunakan survey lapangan dan mempelajari buku iqro, proses desain menggunakan Adobe Fotoshop CS6. Pada proses pengembangan dilakukan penggabungan materi berupa teks, gambar,  audio, dan animasi dengan menggunakan adobe flash cs 6 dan dilanjutkan uji coba menggunakan metode Alpha dan Beta test. Hasil penelitian ini adalah DVD multimedia pembelajaran pengenalan huruf hijaiyah yang siap digunakan. Berdasarkan hasil evaluasi pada saat penyebaran multimedia pembelajaran pengenalan huruf hijaiyah dapat disimpulkan bahwa multimedia ini sangat membantu guru-guru taman pendidikan Al-Qur’an dan anak didiknya serta anak-anak yang ingin mengenal huruf hijaiyah. .


2020 ◽  
Vol 14 (4) ◽  
Author(s):  
Triyono, Apit Priatna
Keyword(s):  

AbstrakBahasa jawa ialah sebuah kebudayaan yang sangat perlu dilestarikan karena membuat Indonesia kaya akan ragam bahasa. Bahasa jawa merupakan bahasa yang digunakan untuk berkomunikasi oleh sebagian besar masyarakat jawa khususnya di Kebumen. Pada umumnya siswa Sekolah Dasar masih kesulitan menggunakan bahasa jawa yang baik dan benar serta sulitnya memahami aksara jawa dikarenakan kurangnya media untuk belajar. Bahasa jawa akan lebih mudah di ajarkan pada anak-anak apabila menggunakan suatu media yang menyenangkan, efektif, konstekstual, bermakna dan efisien yang dikemas dalam suatu game edukasi. Dalam hal ini yaitu media permainan sekaligus pembelajaran bahasa jawa yang ditanamkan dalam handphone pintar atau smartphone yang sudah menggunakan android dalam sistem operasinya, aplikasi ini dibangun menggunakan Adobe Flash CS6 dengan Action Script 3.0 sebagai bahasa pemrogramannya merupakan cara yang paling ampuh dalam mengenalkan bahasa dan aksara jawa kepada anak tingkat Sekolah Dasar, karena dengan metode seperti itu tetap akan memberikan suatu ilmu pengetahuan kepada anak-anak dengan cara bermain game dan setelah itu bisa secara perlahan mengajak anak tersebut untuk lebih dalam mempelajari bahasa jawa dan mengajak untuk melestarikannya. Kata Kunci : Bahasa Jawa, Aksara Jawa, Game edukasi, Android, Adobe Flash CS6.


2020 ◽  
Vol 2 (2) ◽  
pp. 70-76
Author(s):  
Savitri Septiara Pratiwi ◽  
Ana Setiani ◽  
Novi Andri Nurcahyono

The purpose of this research are : 1) knowing the process of developing interactive with using Adobe Flash CS3 Professional media, 2) knowing the effectiveness of interactive learning with using Adobe Flash CS3 Professional media, 3). knowing the ability of students' mathematical understanding after using the Adobe Flash CS3 Professional media. The type of research is Research and Development (R & D) with One-Group Pretest-Posttest. The research was conducted at Mardi Waluya 2 Sukabumi Junior High School in the 2018/2019 semester event. The writer take the population of this study is on VII class. The sample used simple random sampling and for the instruments used were validation questionnaires media and tests. Data analysis techniques are using the Likert scale for validation questionnaires media, using the T test to determine effectiveness, and N-Gain to determine the increase in students' mathematical understanding skills. Interactive learning media are valued by media experts and material experts, with the results obtained that are valid so that they can be used in learning. The results of the effectiveness test are Thit (8.78)> T table (1,699) with a significant level used which is 5%. With high criteria of N-Gain test results are 75.61. Based on the results of these studies, interactive learning with using Adobe Flash CS3 Professional media can be effective in learning and can improve students' of mathematical understanding skills.


1999 ◽  
Vol 85 (3) ◽  
pp. 1011-1024
Author(s):  
Amy M. Richards ◽  
E. Evan Krauter

Prospective memory refers to remembering to perform a previously planned activity. Two experiments were conducted to see if effects of cue competition similar to blocking and overshadowing occur in prospective memory. Participants were led to believe that the experiments were about the relationship between memory and creativity. To test prospective memory, participants were instructed to mark cue words that would appear later in a task requiring the generation of sentences. In Exp. 1 ( N = 119) one group was told to place an “x” over the cue word “rake”; a second was told to mark two words of equal salience (“method” and “rake”); and a third group was told to mark two cue words of unequal salience (the highly salient word “monad” and “rake”). “Rake” was the only cue word that actually appeared in the task involving generation of sentences. Participants instructed to place an “x” over one cue marked the target cue “rake” more frequently than if told to mark two cues (an overshadowing-like effect). The frequency of marking “rake” was lowest on the first test trial if participants had been instructed to mark both “rake” and “monad.” In Exp. 2 (N = 43) a blocking group was trained to mark one cue word (“rake”) and a control group received no training. Two days later, all participants were instructed to mark two cues (“rake” and “method”) during a task involving the generation of sentences. Prior training interfered with performance to a new cue (“method”) given in combination with the pretrained cue (“rake,” a blocking-like effect). These experiments demonstrate the existence of cue competition in prospective memory and suggest the possibility of applying theories of elementary associative learning to the study of prospective memory.


1975 ◽  
Vol 37 (3) ◽  
pp. 851-856 ◽  
Author(s):  
Ernest G. Maples ◽  
Phillip D. Tomporowski ◽  
Maury M. Haraway

The study was designed to provide an empirical basis for Denny's account of negative reinforcement by showing that stimuli contiguously paired with shock termination can become conditioned elicitors of approach. 20 experimental Ss received 15 trials in which the onset of a 6-w light was paired with the termination of a 30-sec., 1-ma. scrambled shock, independently of Ss' behavior. 20 control Ss received an equivalent number of light and shock presentations, but these were unpaired. On a single test trial, S was exposed to a 6 w light in one arm (randomly selected) of a modified T-maze. 17 of 20 experimental Ss approached the light whereas only 11 of 20 control Ss approached the light. The difference between proportions was significant ( p = .05).


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