286,556 research outputs found

    INTERACTIVE MULTIMEDIA BASED LEARNING MEDIA FOR JAVANESE LETTERS USING MACROMEDIA FLASH 8

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    Nowadays the progress of computer technology is rapidly increasing, and with these technologies will allow us to obtain information about cultural heritage, one of which is Javanese letters. Many people find it difficult in learning the Javanese letters. Media literacy learning of Javanese letters existing still many do not take advantage of computer technology. The purpose of this study was to develop interactive multimedia based of media literacy learning for Javanese letters and to know the eligibility level. This study uses the development research approach (Research and Development). The study was conducted at the Focus Group Discussion on Regional Language Education Department, Yogyakarta State University in May 2011. Research subjects were members of the Focus Group Discussion, and the object of research is interactive multimedia based instructional media of Javanese letters packaged in a CD (compact disc). The methods used in data collection is by observation and interviews, and data analysis methods is by qualitative descriptive analysis techniques. From the validation results to the media expert and matter expert, obtained results that the media has been good and in accordance with the criteria of interactive multimedia-based learning media. After the learning media tested on focus group discussions, showed that the medium of learning can be declared to be viable and appropriate to the criteria of good learning media. Feasibility study of media in terms of aspects of ease of use, display, navigation, interactivity, and the range of matter. Key words: development, instructional media, interactive multimedia, Javanese letters, Macromedia Flash

    Trends in the Development of Physics Learning Multimedia in Indonesia: A Literature Review

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    This study aims to analyze the development of multimedia technology in physics learning based on the needs of the process and learning outcomes. This research is a literature review research. The research subjects consisted of ten journal articles selected from the Scopus Index database in the last five years. The results of data analysis show that learning physics with multimedia can stimulate students' learning abilities well. The trend of research development shows that the use of multimedia in physics learning in Indonesia is growing rapidly at this time. In addition, multimedia learning physics is more on the content of introduction to solid matter physics, earth and space science, multimedia learning physics, experimental physics, electricity, modern physics, introduction to core physics, and quantum physics. The conclusion obtained from this analysis is that the level of multimedia needs in physics learning in Indonesia is still very hig

    Teaching new media composition studies in a lifelong learning context

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    Governmental proposals for lifelong learning, and the role of Information and Learning Technologies/Information Communication Technologies (ILT/ICT) in this, idealistically proclaim that ILT/ICT empowers learners. A number of important governmental funding initiatives have recently been extended to the development of ILT in further education, which provides a particularly appropriate environment for lifelong learning. Yet little emphasis is given to more problematic research findings that students may be ‘disarmed’ in the process of learning to use technology. In the current global shift towards new forms of multimedia literacy, it is important to recognize human diversity by carrying out research focusing on the actual problems students face in adapting to Web‐based technology as a new authoring medium. A case study into multimedia creative composition carried out with FE students in 1996–9 found that students tend to experience a problematic but potentially useful period of ‘creative mess’ when authoring in multimedia, and that ‘scaffolding’ strategies can be useful in overcoming this. Such strategies can empower students to derive benefits from multimedia composition if close attention is given to the setting up of the learning environment: a teachers’ model for supporting novice hypermedia authors in further education is proposed, to assist teachers to understand and support the learning processes students may undergo in dynamic composition using new media technology

    Active learning of statistics: A case study

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    Research at the Open University has investigated students’ learning of statistical concepts and how information technology can be effectively used to support this process. Previous empirical work has looked at psychology students’ misconceptions relating to correlation and how computer‐based learning environments can be used to address these. This paper reports on the findings from a qualitative study that investigated students’ learning collaboratively from a multimedia application called ActivStats

    Media Pembelajaran Multimedia Interaktif Menggunakan Metode MDLC Pada Zoom Meetings

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    Multimedia is a means of disseminating information so that multimedia can be used as an interactive learning medium. This research is based on the results of previously written studies which aim to create a learning media from the discussion results of previous people. Data collection uses the MDLC (Multimedia Development Life Circle) method. The results of this research are to successfully create interactive multimedia learning media using the MDLC (Multimedia Development Life Circle) method as an interactive learning media facility using Zoom Meeting as the meeting medium. This learning media has been tested. Tests in research use tests that focus on the results of visualization displays and effectiveness in conveying information

    RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS QUIZ GAME DENGAN METODE QUANTUM LEARNING UNTUK MENINGKATKAN PEMAHAMAN KONSEPTUAL PADA MATERI JARINGAN DASAR di SMK

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    Penelitian yang berjudul “Rancang Bangun Multimedia Interaktif Berbasis Quiz Game dengan metode quantum learning untuk Meningkatkan Pemahaman Konseptual pada materi jaringan dasar di SMK” ini merupakan sebuah penelitian yang bertujuan 1) untuk merancang dan membangun multimedia interaktif berbasis quiz game. 2) untuk mendapatkan kajian peningkatan pemahaman konseptual siswa kelompok atas, tengah da bawah setelah diberikan perlakuan berupa pembelajaran interaktif, 3) untuk mendapatkan tanggapan siswa terhadap pembelajaran menggunakan multimedia interaktif berbasis quiz game menggunakan metode quantum learning. Metode penelitian yang digunakan adalah metode research and development (R&D). Pada tahap implementasi diambil sampel penelitian siswa kelas X TKJ 1 SMK Negeri 4 Bandung. Instrumen penelitian yang digunakan berupa tes, angket penelian ahli, angket tanggapan siswa dan lembar observasi. Berdasarkan hasil penelitian, diperoleh bahwa 1) Tahap-tahap dalam pengembangan multimedia memiliki tahap yang sama seperti pada umummnya namun diterapkan metode quantum learning ke dalam multimedia dan hasil penilaian ahli media sebesar 85,00% serta penilaian ahli materi 88,00%. 2) Multimedia interaktif berbasis quiz game dengan metode quantum learning dapat meningkatkan pemahaman konseptual siswa. Hal ini dapat kita lihat dari nilai gain yang diperoleh, kelompok atas sebesar 0,53 pada kategori sedang, kelompok tengah sebesar 0,50 pada kategori sedang, dan kelompok bawah sebesar 0,38 pada kategori rendah 3) Penilaian siswa terhadap multimedia mendapatkan presentase sebesar 80,00%. ; The study, titled “Rancang Bangun Multimedia Interaktif Berbasis Quiz Game dengan Metode Quantum Learning untuk Meningkatkan Pemahaman Konseptual pada Materi Jaringan Dasar di SMK” Is a research aiming 1) to design and develop interactive multimedia quiz game based on quantum learning method, 2) to know how interactive multimedia quiz game based on quantum learning method increases conceptual understanding in higher, middle, and lower student group, 3) to know student’s respond on multimedia interactive quiz game base on quantum learning method. This research conducted using multimedia development methodology with research and development (R&D)method, while research sample was taken from SMK Negeri 4 Bandung, class X TKJ. Furthermore, the instruments used on this research was students’ test, expert’s evaluation questionnaire, students’ questionnaire, and observation sheet. After conducting the research, it was found that 1)multimedia development used common phases with the addition of quantum learning method and the result of media expert’sevaluation was 85,00%, While content expert’s evaluation was 88,00%, 2)Interactive multimedia quiz game based on quantum learning method. It can be seen from the gain value result, in higher group of 0,53 on moderate category, middle group of 0,50 on moderate category, and lower group of 0,38 on low category, 3) student’s assessment for this multimedia with presentage of 80,00%

    RANCANG BANGUN MULTIMEDIA PEMBELAJARAN BERBASIS ADVENTURE GAME DENGAN MODEL SIKLUS BELAJAR 5E PADA MATA PELAJARAN JARINGAN DASAR UNTUK MENINGKATKAN PEMAHAMAN SISWA DI SMKN 13 BANDUNG

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    Penelitian ini dilatarbelakangi oleh kurangnya pemahaman siswa pada mata pelajaran Jaringan Dasar. Multimedia pembelajaran komputer mampu memvisualisasikan materi yang selama ini sulit dijelaskan. Game dapat digunakan sebagai media pembelajaran untuk menarik perhatian siswa. Model Siklus Belajar 5E menggunakan pendekatan konstruktivis yang bertujuan untuk meningkatkan pemahaman siswa terhadap suatu materi. Penelitian ini bertujuan untuk 1) merancang dan membangun multimedia pembelajaran berbasis adventure game dengan model Siklus Belajar 5E pada mata pelajaran Jaringan Dasar, 2) mendeskripsikan respon siswa terhadap multimedia pembelajaran berbasis adventure game dengan model Siklus Belajar 5E pada mata pelajaran Jaringan Dasar, 3) mendeskripsikan nilai pemahaman siswa setelah menggunakan multimedia pembelajaran berbasis adventure game dengan model Siklus 5E pada mata pelajaran Jaringan Dasar. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development (R&D). Tahapan yang dilakukan dalam penelitian terdiri dari lima tahap, yaitu tahap analisis, desain, pengembangan, implementasi, dan penilaian. Sampel dalam penelitian ini adalah siswa SMK TKJ kelas X di SMKN 13 Bandung. Hasil dari penelitian ini adalah: 1) Multimedia dibangun dengan melakukan penentuan kebutuhan, membuat flowchart dan storyboard, melakukan coding, melakukan pengujian dengan blackbox testing, dan melakukan validasi kepada ahli. Penilaian multimedia oleh ahi materi dan ahli media termasuk pada kategori “sangat layak”, 2) penilaian siswa terhadap multimedia pembelajaran berbasis adventure game dengan model Siklus Belajar 5E dikategorikan “sangat baik”, 3) terjadi peningkatan pemahaman pada siswa setelah menggunakan multimedia dilihat dari nilai rata-rata siswa secara keseluruhan, yaitu dari 54,40 menjadi 68,80.;--- Background of this research is the lack of student’s comprehension on the Basic Networking. Multimedia can visualize the material which difficult to explain. Games can be used as learning media to attract the attention of students. 5E Learning Cycle uses constructivist approach to improve student’s comprehension of the material. The purpose of this research are: 1) design and build multimedia learning based on adventure game with 5E Learning Cycle on Basic Networking, 2) describe the student’s responses to multimedia learning based on adventure game with 5E Learning Cycle on Basic Networking, 3) describe the value of student’s comprehension after using multimedia learning based on adventure game with 5E Learning Cycle on Basic Networking. The method used in this research is Research and Development (R & D). This research used five steps, there are analysis, design, development, implementation, and assessment. Sample in this research is students in class X TKJ at SMKN 13 Bandung. The result of this research are: 1) Multimedia built by requirement definition, create flowchart and storyboard, coding, testing with blackbox testing, and validating multimedia to the expert. Multimedia got value from the experts in category “very feasible” to use, 2) assessment of students to multimedia learning based adventure game with 5E Learning Cycle categorized as “very good”, 3) the average value of students has increased after using multimedia, from 54,40 into 68,80

    INTERACTIVE LEARNING APPLICATION BASED MULTIMEDIA PLAYING TECHNIQUES PIANO AT “ETHNICTRO” MUSIC COURSE

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    This research aims to develop an interactive learning application based multimedia playing techniques piano, with focus on basic music theory and piano's fingering techniques, and also to know the feasibility of application when tested to the field. This learning application expected to motivate students to learn music especially learn piano. The research was using Research and Development Method according to the development procedure, as follows : 1) concept, 2) design, 3) material collecting, 4) assembly, 5) testing. The testing was done by in two steps. First step was called alpha testing, in this case, learning application was validated by media expert and content expert or material expert. After that, the second steps was called beta testing, application was tested by users as respondents. The respondents included 30 students from “Ethnictro” Music Course. The data collection method was using Questionnaire,and then the collected data analyzed by researcher with Descriptive Analysis Technique by convert the average result of evaluation into the feasibility interval score. The result of the research show that the level of feasibility this application from the content expert scored 60.34 in feasible category, then from the media expert scored 89 in very feasible category, and from respondents scored 92.1 in feasible category. Based on the data, conclude that the interactive learning application based multimedia playing techniques piano which made by the researcher was feasible to used as media to learn basic music theory and piano's fingering techniques Keywords: development, interactive learning application, learning media, feasibility

    Development of Interactive Multimedia Learning Surface Area of Solid Geometry

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    This research was aimed to (1) create the interactive multimedia learning design surface area of solid geometry (cube, cuboid, prism, pyramid); (2) produce the multimedia by using GeoGebra as a media of exploration, Camtasia Studio as an application for editing sound and video, Lectora Inspire as an application for making layout and quiz; (3) know the effectiveness of interactive multimedia learning surface area of solid geometry (cube, cuboid, prism, pyramid). The 4-D model research and development designed was applied in this study through four stages, such as for define, design, develop, and disseminate stages with adjusted subjects in each stage. This research used quantitative and qualitative data analysis. The result of this research showed that the development of multimedia learning can be accepted as learning media with the mean score from the expert of multimedia devices was 27 with good criteria, and the mean score from the expert of material was 29 with good criteria. The development of multimedia was also fulfill the USAge criteria with good criteria. Based on the result of the research that had been done from dissemination stages, the implementation was limited, the interactive multimedia learning surface area of solid geometry was effective, with the percentage of classical completeness of students by 80%. Hence, both the teachers and students are encouraged to use multimedia learning developed as a supporter of computer-based learning so that the learning process is more varied

    RANCANG BANGUN MULTIMEDIA PEMBELAJARAN INTERAKTIF GAME BERBASIS STRATEGI SCAFFOLDING UNTUK MENINGKATKAN HASIL BELAJAR DALAM PEMBELAJARAN SISTEM KOMPUTER

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    Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar yang terjadi pada peserta didik, setelah diberikan perlakuan berupa pembelajaran menggunakan multimedia pembelajaran interaktif game berbasis scaffolding pada mata pelajaran Sistem Komputer. Subjek dari penelitian ini adalah peserta didik kelas X (sepuluh) di SMKN 2 Bandung. Metode penelitian yang digunakan pada penelitian ini adalah mixed method dengan menggunakan strategi embedded/nested konkuren, terdiri dari metode penelitian kualitatif (ikutannya/sekunder) dan metode penelitian kuantitatif (utama/primer). Metode penelitian kualitatif terjadi pada saat pengembangan multimedia pembelajaran interaktif game berbasis strategi scaffolding dilakukan. Untuk mengetahui kualitas dari multimedia yang dikembangkan dilakukan pengujian oleh ahli media dan ahli materi menggunakan kuesioner yang dikembangkan berdasarkan Learning Object Review Instrument (LORI) versi 1.5. Dari pengujian tersebut diperoleh hasil penilaian oleh ahli media sebesar 78,22 yang termasuk ke dalam kategori baik dan penilaian oleh ahli materi sebesar 83,92 yang termasuk ke dalam kategori baik. Berdasarkan dua nilai yang diperoleh dapat disimpulkan bahwa multimedia pembelajaran interaktif game berbasis strategi scaffolding ini layak untuk digunakan dalam pembelajaran. Sementara itu, metode penelitian kuantitatif dilakukan pada saat menganalisa data peningkatan hasil belajar peserta didik setelah mengalami pembelajaran menggunakan multimedia. Data tersebut diperoleh dari hasil pretest dan posttest yang diberikan kepada peserta didik yang telah diberikan perlakuan berupa pembelajaran menggunakan multimedia pembelajaran interaktif game berbasis strategi scaffolding. Nilai rata-rata pretest yang diperoleh sebesar 8,58, sedangkan nilai rata-rata posttest sebesar 21,00 dengan nilai ideal sebesar 25,00. Dari kedua nilai rata-rata tersebut dapat diperoleh nilai gain sebesar 0,76 yang menunjukkan adanya peningkatan hasil belajar peserta didik setelah menggunakan multimedia pembelajaran interaktif game berbasis strategi scaffolding. Kata Kunci : Strategi Scaffolding, Rancang Bangun, Multimedia Pembelajaran Interaktif game, Hasil Belajar. DESIGN OF INTERACTIVE MULTIMEDIA LEARNING GAME BASED ON SCAFFOLDING LEARNING STRATEGY TO IMPROVE THE LEARNING OUTCOMES IN COMPUTER SYSTEMS LEARNING Rusy Muhammad Munggaran, [email protected] ABSTRACT This research aims to determine the learning outcome that happens to students after the treatment is given in the form of learning using interactive multimedia learning game based on scaffolding in Computer Systems subject. The subject of this research is the students of class X (ten) in SMKN 2 Bandung. The method used in this research is mixed method using strategies embedded / nested concurrent, consisting of qualitative research methods (secondary) and quantitative research methods (primary). Qualitative research methods occur during the development of interactive multimedia learning game based on scaffolding learning strategy done. To determine the quality of the developed multimedia testing by the media expert and material expert using a questionnaire developed by Learning Object Review Instrument (LORI) version 1.5. The test results obtained from expert of media assessment is 78.22 that included into good category and assessment by expert of material is 83.92 that included in good category. Based on the two values obtained can be concluded that the interactive multimedia game based on scaffolding learning strategy is suitable for use in learning. Meanwhile, the method of quantitative research carried out at to analyze the data of increase learning outcomes of students after experiencing learning using multimedia. The data is obtained from the pretest and posttest given to students who have been given the treatment in the form of learning using interactive multimedia learning game based on scaffolding learning strategy. The average value of pretest obtained at 8.58, while the average value posttest at 21.00 with an ideal value is 25.00. From both the average value can be obtained gain value of 0.76 which showed an increase in learning outcomes of students after using interactive multimedia learning game based on scaffolding learning strategy
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