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2021 ◽  
Vol 1 (4) ◽  
Author(s):  
Kristina Kresna Wanti ◽  
Katarina Ilaning Alur ◽  
Maria Oktaviana ◽  
Gabriel Fredi Daar

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan minat belajar bahasa Inggris Sekolah Dasar. Kegiatan dilakukan di Sekolah dasar Inpres Karot, Kabupaten Manggarai NTT. Kegiatan dilakukan dalam bentuk praktik dan simulasi bermain games kosa kata berbahasa Inggris. Berdasarkan hasil evaluasi melalui obervasi, ditemukan bahwa siswa SDI Karot senang dan antusias mengikuti kegiatan pembelajaran bahasa Inggris dengan menggunakan Vocabulary Games. Ini terlihat pada keaktifan dan partisipasi siswa dalam mengikuti diskusi kelompok dan dalam menjawab setiap pertanyaan yang diajukan pelaksana PKM. Dengan demikian dapat direkomendasikan bahwa penerapan Vocabulary Games hendaknya selalu diimplementasikan dalam kegiatan pembelajaran kepada siswa SD. Konsekuensinya adalah guru mempersiapkan dan merancang media secara sistematis yang dapat menunjang penerapan English Vocabulary Games.Kata Kunci: Bahasa Inggris, Vocabulary Games, Minat, Siswa Sekolah Dasar This community service activity aims to increase interest in learning English in Elementary School. The activity was carried out at the Karot Inpres Elementary School, Manggarai Regency, NTT. Activities carried out in the form of practice and simulation playing English vocabulary games. Based on the results of the evaluation through observation, it was found that SDI Karot students were happy and enthusiastic about participating in English learning activities using Vocabulary Games. This can be seen in the activeness and participation of students in participating in group discussions and in answering every question posed by PKM implementers. Thus, it can be recommended that the implementation of Vocabulary Games should always be implemented in learning activities for elementary school students. The consequence is that teachers prepare and design media systematically that can support the implementation of English Vocabulary Games.Keywords: English, Vocabulary Games, Interest, Elementary School Students


2021 ◽  
Vol 10 (1) ◽  
pp. 31-38
Author(s):  
Faza Yasira Rusdi ◽  
Helmizar Helmizar ◽  
Hafifatul Auliya Rahmy

Latar Belakang: Angka kejadian anemia di dunia dan Indonesia meningkat setiap tahun. Asupan makan yang tidak seimbang adalah salah satu penyebab anemia. Asupan makan yang tidak seimbang dapat disebabkan oleh pengetahuan yang rendah. Melalui edukasi gizi, remaja dapat mengubah perilaku makan ke arah yang lebih baik.Tujuan: Tujuan penelitian ini adalah untuk melihat pengaruh edukasi gizi melalui Instagram terhadap perilaku gizi seimbang dalam mencegah anemia pada remaja putri.Metode: Design penelitian yang digunakan adalah quasy eksperimental pre-post test with control group design. Media yang digunakan adalah Instagram sebagai media untuk kelompok intervensi dan WhatsApp sebagai media untuk kelompok kontrol. Penelitian dilaksanakan di SMA Negeri 2 Padang pada bulan Oktober 2019 - April 2020. Sampel penelitian terdiri dari 60 remaja putri, yang terbagi dalam dua kelompok, yaitu 30 remaja putri kelompok intervensi dan 30 remaja putri kelompok kontrol. Teknik pengambilan sampel menggunakan proporsional random sampling. Analisis data menggunakan paired sample t-test dan independent sample t-test.Hasil: Hasil penelitian menunjukkan bahwa terdapat peningkatan pengetahuan tentang gizi seimbang pada kelompok Instagram. Ada perbedaan pengetahuan yang signifikan antara Instagram dan kelompok kontrol. Pemberian edukasi gizi melalui Instagram berdampak pada peningkatan pengetahuan tentang gizi seimbang pada remaja putri untuk mencegah anemia di SMA Negeri 2 Padang.Kesimpulan: Pemberian edukasi gizi melalui Instagram mempengaruhi pengetahuan tentang gizi seimbang pada remaja putri. Ahli gizi di Kota Padang diharapkan dapat menggunakan media sosial sebagai media edukasi gizi dan pengembangan media yang efektif dan efisien.


Sensi Journal ◽  
2020 ◽  
Vol 6 (2) ◽  
pp. 214-226
Author(s):  
Dede Cahyadi ◽  
Aris Aris ◽  
Dennis Laloan

Basically, the development and progress of information technology is increasingly rapid. At present information can be obtained from anywhere, and one of them through print media such as magazines and brochures. Information plays a very important role in people's lives today, with information making it easier for people to find the information they want to find. Especially print media in the form of design, and one of the design media that can later be used as information and promotional media is magazines and brochures. Therefore, the authors make the media design of magazines and brochures at the AL-Ijtihad Tangerang Vocational School so that they can be used to provide information and also promotions that are easily known by the public, and the promotion becomes more effective and attractive with the design of the magazine and brochure. For later it is hoped that it can improve the image of the school and can be promoted to students who wish to continue their education to a vocational level. The design of the magazine and brochure design itself was created using Adobe Photoshop cs6 design software, therefore the authors did the design of the magazine and brochure design media summarized in this thesis report. And hopefully the school can be implemented as a medium of information and promotion to attract prospective new students.


2020 ◽  
Vol 3 (2) ◽  
pp. 114-120
Author(s):  
Citra Dewi ◽  
Doni Tri Putra Yanto ◽  
Hastuti Hastuti

This study discusses one of the stages of the research in the development of the Power Electronics Training Kits in the learning process of the Power Electronics Practicum for Electrical Engineering students, namely the validity test analysis. The validity of the Power Electronics Training Kits is divided into three aspects, namely design, media/laboratory equipment, and materials aspects. Each of these aspects was validated each by two validators who had expertise in these aspects. The instrument used in testing this validity was a validated questionnaire that had gone through the previous instrument validation process. The analysis was carried out using Aikens V Analysis. Validity analysis results are interpreted with the product development validity interpretation table by Aiken's to obtain the validity category. The results showed the Training Kits is valid in all aspects both aspects of design, media/laboratory equipment, and materials. The design aspect gained a value of V = 0.89 with a valid category, the media/laboratory equipment aspect gained a value of V = 0.88 which means valid, and the material aspect gained a value of V = 0.94 with a valid category. Thus, it can be concluded that the Power Electronics Training Kits developed for the learning process of the Power Electronics Practicum for Electrical Engineering students is valid in the aspects of design, media/laboratory equipment, and materials.


BIODIK ◽  
2019 ◽  
Vol 5 (3) ◽  
pp. 225-238
Author(s):  
Abdur Rasyid ◽  
Aden Arif Gaffar

Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran berbasis Role Play Game (RPG) Maker MV  pada pembelajaran biologi materi sistem imun, mengetahui aktivitas pembelajaran menerapkan media pembelajaran berbasis RPG Maker MV . mengetahui perbedaan peningkatan hasil belajar  antara  siswa  yang  menerapkan  media  pembelajaran  berbasis  RPG Maker MV dengan siswa yang tidak , dan  mengetahui respon siswa terhadap pembelajaran menggunakan media pembelajaran berbasis RPG Maker MV . Penelitian ini menggunakan pendekatan riset dan pengembangan (R&D) dengan model  ADDIE.  Pendekatan  penelitian  yang  digunakan  adalah  pendekatan  kuantitatif  dengan  desain Pretest-Posttest Control Group Design. Media yang dihasilkan merupakan media yang sangat valid dan sangat praktis. Aktivitas  siswa  memiliki  persentase rata-rata  79,02%  yang  termasuk  dalam  kategori  baik.  Terdapat perbedaan peningkatan hasil belajar antara kelas yang menerapkan media berbasis RPG Maker MV dengan kelas yang tidak menerapkan RPG Maker MV. Siswa memberi respon positif terhadap penerapan media pembelajaran berbasis RPG Maker MV pada pembelajaran Biologi. Kata kunci :Media Pembelajaran, RPG Maker MV.  


CICES ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 180-187
Author(s):  
Vina Vijaya Kusuma ◽  
Shella Nurkholisah

Information becomes the keyword of various aspects of life, for this reason it is attention to process. SMK Prudent School needs a poromosi design media to promote SMK Prudent School to prospective students and schoolgirls of SMK Prudent School that will enroll. In this concept, there are results of promotion design SMK Prudent School. In order to produce media design based on good promotion and quality used applications Adobe Photoshop support.


2019 ◽  
Vol 187 ◽  
pp. 292-304 ◽  
Author(s):  
Carles Solé-Torres ◽  
Jaume Puig-Bargués ◽  
Miquel Duran-Ros ◽  
Gerard Arbat ◽  
Joan Pujol ◽  
...  

2019 ◽  
Vol 3 (1) ◽  
pp. 13
Author(s):  
M. Nur Mustafa ◽  
Hermandra Hermandra ◽  
Zulhafizh Zulhafizh

In order to implement communicative learning activities, a teacher must be able to design various means or media so that learning process keeps running well. A teacher is expected not to stutter in designing media for various learning needs. The main purpose of this study is to examine the strategies done by teachers in designing media to implement communicative learning. This research is a descriptive research in which the data were collected from teachers of Madrasah Aliyah Negeri (public Islamic senior high schools) in Pekanbaru city. The research sample was 36 teachers. The instrument used to collect the data was a scale questionnaire. The data were descriptively analyzed. Each item of the questionnaire becomes the basis and the principal of the research analysis. The research findings reveal that to implement communicative learning, the teachers designed learning media. The strategies they used are making use of e-learning and making use of various teaching and learning facilities, creating student worksheets and compiling teaching materials, and presenting slides or other media in accordance with the teaching materials. Each of the strategy is set at a very high standard. The teachers’ strategy to design media at the public schools runs well. It can be seen from the average of the strategy that is 4.48 and the average belongs to very high category. The data also clearly reveal that the teachers are creative and innovative in designing media to implement communicative learning.


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