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2021 ◽  
Vol 9 (2) ◽  
pp. 167
Author(s):  
Triana Rejekiningsih ◽  
Mochamad Kamil Budiarto ◽  
Sudiyanto Sudiyanto

This study aims to develop interactive multimedia products based on local potential that are suitable for use in handcrafted learning and entrepreneurship in high schools. This research is a research and development (Research and Development) with a 4-D model (Define, Design, Develop, Disseminate) which takes place in Susukan 1 State Senior High School, Cirebon. The subjects of this study were 29 students, two educators and two media and material expert. The research instrument used a needs analysis questionnaire and observation sheet at the definition stage, then a questionnaire for validation of media experts, material experts, educators and students for the development stage. The result of this research and development is an interactive multimedia product that is suitable for learning craftsmanship and entrepreneurship. The research results show that students have a positive view of interactive multimedia development, besides that the results of developing interactive multimedia products based on local potential have gone through the validation and assessment stages of all media experts with a score of 4.6 (very good), material experts 4.8 ( very good), educators 4.3 (good), and students 4.2 (good), so that overall interactive multimedia products have met learning needs and are included in the appropriate category for use in the learning process of handcraft and entrepreneurship in high school.AbstrakPenelitian ini memiliki tujuan untuk mengmbangkan produk multimedia interaktif berbasis potensi lokal yang layak digunakan pada pembelajaran prakarya dan kewirausahaan di Sekolah Menengah Atas. Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model 4-D (Define, Design, Develop, Disseminate) yang mengambil lokasi di Sekolah Menengah Atas Negeri 1 Susukan, Kabupaten Cirebon. Subjek penelitian ini adalah 29 peserta didik, dua pendidik serta dua validator ahli media dan materi. Instrumen penelitian menggunakan angket analisis kebutuhan dan lembar observasi pada tahap pendefinisian, kemudian angket untuk validasi ahli media, ahli materi, pendidik serta peserta didik untuk tahap pengembangan. Hasil dari penelitian dan pengembangan ini adalah produk multimedia interaktif yang layak digunakan untuk pembelajaran prakarya dan kewirausahaan. Melalui hasil penelitian menunjukkan siswa memiliki pandangan yang positif terhadap pengembangan multimedia interaktif, disamping itu hasil pengembangan produk multimedia interaktif berbasis potensi lokal telah melalui tahapan validasi serta penilaian dari seluruh ahli media dengan skor 4,6 (sangat baik) , ahli materi 4,8 (sangat baik), pendidik 4,3 (baik), dan siswa 4,2 (baik), sehingga secara keseluruhan produk multimedia interaktif telah memenuhi kebutuhan pembelajaran serta termasuk dalam kategori layak untuk digunakan dalam proses pembelajaran prakarya dan kewirausahaan di SMA. 


Author(s):  
Aleksandra Vladimirovna Urazmetova

The subject of this research is the audio guide as a relatively new multimedia product used in the sphere of tourism and education. The author determines the key advantages of using audio guide, as well as functional-linguistic peculiarities of organizing this genre of tourism discourse. Classification of audio guides is carried out based on their target audience and content. Special attention is given to examination of the prospects of using audio guides in teaching foreign languages. The author outlines the functions performed by audio guides in foreign language classes, such as entertainment, promotional, scientific-enlightening, scientific research, and educational. The scientific novelty lies in consideration of the type of educational activity that used audio guide as a modern and highly effective means of mastering foreign language skills. Audio guide not only creates favorable conditions for the implementation of educational-pedagogical activity, but also has a wide range of variations for solution of educational tasks. The use of audio guides is particularly relevant in studying the disciplines related to cultural-historical heritage of the country of origin of the language taught; they can also be used in expanding vocabulary, learning grammar, phonetics, etc. The article describes the most popular software and services for working with audio materials, as well as the examples of using a multimedia product in the classes of English phonetics.


2021 ◽  
Vol 11 (1) ◽  
pp. 49-61
Author(s):  
Inna Novianty ◽  
Nurul Ulfa Ashilah ◽  
Arni Diana Fitri

ABSTRACTVarious interesting activities and facilities have been carried out at RSHP IPB, but these activities have not been packaged and disseminated attractively resulting in a lack of information received by the society. Companies can disseminate information moreinteresting and easy to understand to the target according to the goals to be achieved by implementing multimedia. Animal Hospital for Education of IPB uses video and motion graphic as a promotional forum to introduce           RSHP   IPB and expand the information the public will receive. The methods used in the manufacture of company profile video and multimedia product are briefing, idea construction, audiens target, device application determining, reference process, revision and publication.The result of this projects are a company profile video and multimedia product such as motion graphic.This products were shared at RSHP IPB’s Social Media.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


Author(s):  
Dian Aprianty ◽  
Somakim Somakim ◽  
Ketang Wiyono

The use of interactive multimedia has a big influence in the world of education, especially mathematics learning. This development research aims to produce interactive multimedia product on learning rectangles and triangles for grade IV to facilitate and motivate students in understanding and mastering mathematical concepts. Media development uses the Alessi & Trollip development model which has three stages, namely planning, design, and development including alpha testing and product beta testing to determine its feasibility. Alpha test results, product that has been developed is declared valid after repairs are made to the product. The beta test results show that multimedia is declared practical after a product revision is made. The application of interactive multimedia that has been developed in learning has an impact on improving the learning outcomes of fourth-grade students of SDN 157 Palembang, namely 85.71 percent of students have reached the minimum completeness criteria with an N-gain average value of 0.65 with moderate criteria.Pemanfaatan multimedia interaktif memberikan pengaruh besar dalam dunia pendidikan khususnya pembelajaran matematika. Penelitian pengembangan ini bertujuan untuk menghasilkan produk multimedia interaktif pada pembelajaran persegi panjang dan segitiga untuk kelas IV guna mempermudah dan memotivasi peserta didik dalam memahami dan menguasai konsep matematika. Pengembangan media menggunakan model pengembangan Alessi & Trollip yang memiliki tiga tahapan yaitu perencanaan, desain dan pengembangan termasuk uji alpha dan uji beta produk untuk mengetahui kelayakannya. Hasil uji alpha, produk yang telah dikembangkan dinyatakan valid setelah dilakukan perbaikan terhadap produk. Hasil uji beta menunjukkan bahwa multimedia dinyatakan praktis setelah dilakukan revisi produk. Penerapan multimedia interaktif yang telah dikembangkan dalam pembelajaran berdampak terhadap peningkatan hasil belajar peserta didik kelas IV SDN 157 Palembang yaitu 85,71 persen peserta didik telah mencapai kriteria ketuntasan minimal dengan nilai rerata Ngain yaitu 0,65 dengan kriteria sedang.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Wanyi Li ◽  
Yuqi Zeng ◽  
Qian Zhang ◽  
Yilin Wu ◽  
Guoming Chen

Three-dimensional (3D) human motion capture is a hot researching topic at present. The network becomes advanced nowadays, the appearance of 3D human motion is indispensable in the multimedia works, such as image, video, and game. 3D human motion plays an important role in the publication and expression of all kinds of medium. How to capture the 3D human motion is the key technology of multimedia product. Therefore, a new algorithm called incremental dimension reduction and projection position optimization (IDRPPO) is proposed in this paper. This algorithm can help to learn sparse 3D human motion samples and generate the new ones. Thus, it can provide the technique for making 3D character animation. By taking advantage of the Gaussian incremental dimension reduction model (GIDRM) and projection position optimization, the proposed algorithm can learn the existing samples and establish the relevant mapping between the low dimensional (LD) data and the high dimensional (HD) data. Finally, the missing frames of input 3D human motion and the other type of 3D human motion can be generated by the IDRPPO.


2021 ◽  
Vol 4 (1) ◽  
pp. 70-75
Author(s):  
Ragil Prasetyo Prasetyo

This research aims to produce a product in the form of interactive multimedia that will be used as one of the supporting media of learning for the training of railway infrastructure maintenance personnel namely upper flow electricity in Sofyan Hadi Railway Engineering Training Center. In this development research, the development model used refers to the R&D (Research and Development) method by thiagarajan developed 4D development models that have stages consisting of: Define, Design, Develop, and Disseminate. Products developed from this study have gone through formative evaluation stages including Expert Review, One to One, and large-scale trials.The results of the Expert Review from learning media experts get a score of 3.80 (Excellent).The material expert gets a value of 3.70 (Excellent). One to One trial results get 3.60 (Excellent) results. Large-scale trial results get 3.60 (Excellent) results. Based on these results, it can be concluded that the Interactive Multimedia product for the Overhead Catenary Engineering Training is expressed very well.


Author(s):  
Rimma Ivanova ◽  
Andrey Ivanov ◽  
Zhanna Nikonova

<p class="0abstract">The article analyzes the specific features of project work organization in English classes with blended mobile learning with the participation of students who previously haven't studied foreign languages or had school experience in learning other foreign languages – German or French. The relevance of the proposed work is caused by the application of the project method on the basis of mobile technologies that promotes the development of oral communication skills in the most effective way, taking into account the individual characteristics of the student and allows him in the future conducting a free conversation in a foreign language. The novelty of the methodology used lies in the complex application of systemic and integrative approaches using mobile technologies to the formation of oral skills in a foreign language. The hypothesis of the study that the application of the proposed teaching method contributes to a stable average for all students to improve the quality of knowledge throughout the entire period of study was fully confirmed. Student’s participation in the project work and the use of mobile technology to share information and knowledge are an independent creative activity that ends with the creation of a fully communicative and linguistically correct speech message. Free speech in a foreign language based on students own multimedia product is considered as a practical result of using an intensive method of teaching a foreign language from scratch.</p>


2020 ◽  
Vol 7 (2) ◽  
pp. 105-117
Author(s):  
Ganda Yoga Swara ◽  
Ambiyar Ambiyar ◽  
Fadhilah Fadhilah ◽  
Syahril Syahril

Penelitian ini bertujuan untuk menghasilkan produk multimedia pembelajaran matematika untuk siswa Sekolah Dasar (SD) dan melihat sejauh mana produk multimedia tersebut dapat dimanfaatkan siswa dalam upaya mendukung proses blended learning.  Penelitian ini dilaksanakan di SD Negeri 07  Kota Padang dengan menggunakan metode Waterfall Model. Waterfall Model atau sering kali disebut sebagai classic life cycle adalah model pengembangan perangkat lunak yang menekankan fase-fase yang berurutan dan sistematis, dimulai dari analisis kebutuhan konsumen dan berkembang melalui proses perencanaan (planning), implementasi (implementation), pengujian (Testing), dan pemeliharaan (maintenance), yang berujung pada dukungan terus menerus untuk sebuah perangkat lunak yang utuh. Hasil penelitian menunjukkan bahwa produk multimedia yang dihasilkan adalah multimedia pembelajaran matematika untuk siswa SD. Dapat disimpulkan bahwa aplikasi ini dapat  menciptakan proses pembelajaran online yang efektif dan terintegrasi antara guru dengan siswa. Mempermudah siswa-siswi sekolah dasar dalam belajar matematika dimanapun dan kapanpun. Produk multimedia yang dihasilkan layak sebagai media pembelajaran berdasarkan hasil validasi oleh guru dan siswa, dengan hasil penilaian sangat baik (4,4). AbstractThis study aims to produce multimedia learning mathematics products for elementary school (SD) students and see the extent to which these multimedia products can be used by students in an effort to support the blended learning process. This research was conducted at SD Negeri 07 Padang City using the Waterfall Model method. Waterfall Model or often referred to as the classic life cycle is a software development model that emphasizes sequential and systematic phases, starting from the specification of consumer needs and developing through the planning, modeling, construction, and development processes. deployment, which results in ongoing support for a complete piece of software. The results showed that the multimedia product produced was multimedia learning mathematics for elementary students. It can be concluded that this application can create an effective and integrated online learning process between teachers and students. Make it easier for elementary school students to learn mathematics anywhere and anytime. The resulting multimedia products are feasible as learning media based on the results of validation by teachers and students, with excellent assessment results (4,4).


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