2,072 research outputs found

    STUDI LITERATUR PENGEMBANGAN MOTION GRAPHIC VIDEO SEBAGAI TREN MEDIA PEMBELAJARAN UNTUK MENINGKATKAN HASIL BELAJAR

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    Motion graphic pada umumnya merupakan gabungan dari potongan-potongan desain atau animasi yang berbasis visual yang menggabungkan bahasa film dengan desain grafis yang dapat dicapai dengan memasukkan sejumlah elemen berbeda seperti animasi, video, film, tipografi, ilustrasi, dan music. Penelitian ini bertujuan untuk mengetahui efek motion graphic video sebagai media pembelajaran, Penelitian ini menggunakan metode Systematic Literature Review (SLR), yang terdiri dari 4 langkah penelitian yaitu Research Question, Search Process, Inclusion  and  Exclusion  Criteria, dan Quality Assesment. Hasil dari penelitian ini didapatkan bahwa media pembelajaran motion graphic video secara langsung memberikan dampak positif terhadap nilai siswa

    The Use of Modern Digital Technologies in the Design and Technology VET in Ukraine

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    The objective of this paper is to substantiate the system of vocational education and training (VET) of fashion designers and technologists to perform computer modeling and design of the clothes. The use of the developed system of training specialists in fashion design, which provides for the use of CAD systems, contributes to the formation of readiness of future fashion designers to use specialized software in their professional activities. To increase the efficiency of VET, we used the following types of educational projects: development of creative collage, development of artistic sketches of clothes, design of templates for different sizes, use of programs for the 3D design of the clothes. A feature of this study is the selection of the software used in the design of the clothes, namely GraziaCAD and JULIVI CAD. The effectiveness of these types of tasks is confirmed by an experiment, in which 80 students from Kyiv National University of Technologies and Design took part (CG 44 students, EG 36 students). Comparing the results of incoming and outgoing control of the level of students’ readiness, a decrease in the number of students with a low level of readiness for the use of ICT in the professional activities was noted: from 22.7 % to 11.4 % in CG and from 22.2 % to 5.6 % in EG. At the same time, the percentage of students with a high level of readiness increased in both groups: from 29.5 % to 38.6 % in CG and from 25.0 % to 66.7 % in EG. Also, it should be noted that the biggest changes in the number of students with a high level of knowledge took place in EG. According to Pearson’s criterion, the compliance of CG and EG with the level of significance 0.05 was determined, and after the experiment, the difference between CG and EG with 95 % reliability was stated. The results of the study confirm the effectiveness of the generally accepted international practice of using digital design in VET in the field of fashion design and technologies

    Development of HOTS-Based E-Modules Using Sigil Applications on Circular Motion Materials

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    This research aims to examine the validity, effectivenes, and practicality of HOTS-based e-modules using the Sigil application. Employing a research and development method with the ADDIE development model (analysis, design, development, implementation, and evaluation), this research involved 35 students of class X MIPA 8 at SMAN 2 Bangkalan in the academic year of 2021/2022 as the research subjects. This HOTS-based e-module development research includes a pre-experimental design type that used the one-group pre-test post-test method. The obtained data from this study were the results of HOTS-based e-module validation, pre-test results, post-test results, and students’ response data to the use of HOTS-based e-modules. In this study, it was found that the results of HOTS-based e-module validation using the Sigil application on circular motion material were 4,556 in the material aspect and 4,498 in the media aspect; both are categorized as very good. The average results of the students' pre-test and post-test were 6.46 and 70.83, respectively. The average n-gain value is 0.69, which indicates that the effectiveness of using HOTS-based e-modules using Sigil applications on circular motion material was in the medium category. The result of the students’ response questionnaire was 4.05 (good category), which indicates that the HOTS-based e-module using the Sigil application is practical. The conclusion of this study is that the development of the HOTS-based e-module using the Sigil application on circular motion material is valid and practical

    THE EFFECT OF EDUCATION USING VIDEO ANIMATION ON ELEMENTARY SCHOOL IN HAND WASHING SKILL

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    ABSTRACT This study aims to determine the effect of education using video animation on an elementary school in handwashing technique. The sample in this study was elementary school students class VI Cigabus Serang, Banten. The instrument used in data collection is a validated test instrument. This study uses a quantitative approach with a quasi experimental single group pretest posttest design.The results of the study showed that the pretest revealed knowledge (26,7%) and excellent hand washing skills (8,3%), and in posttest revealed knowledge (70%) and excellent hand washing skills (73,3%). Handwashing health education using video animation was effective to increase the knowledge and skills of school children regarding the proper technique of handwashing in elementary school (p = 0.000) at a significant level α = 0.05. Education using video animation affects handwashing behavior among elementary school students.   Keywords: Video animation, Elementary school, Handwashing technique

    VALIDITAS MULTIMEDIA INTERAKTIF 3 DIMENSI BERORIENTASI VISUAL SPASIAL PADA SUB MATERI IKATAN KOVALEN KOORDINASI

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    Penelitian ini bertujuan untuk mengetahui validitas multimedia Interaktif dengan visualisasi 3 dimensi yang berorientasi visual-spasial pada sub materi ikatan kovalen koordinasi. Validitas tersebut meliputi validitas isi dan validitas konstruk. Jenis penelitian ini merupakan penelitian pengembangan (developmental research). Prosedur penelitian ini mengacu pada desain pengembangan 4D oleh Thiagarajan yang dilakukan sebatas pada tahap Tes Pengembangan (Develop). Data yang di dapatkan berupa penilaian dari satu guru kimia di sekolah dan dua dosen kimia yang salah satunya merupakan ahli materi, dan satu lainnya ahli media. Instrumen penelitian ini berupa lembar validasi. Hasil penelitian ini menunjukkan bahwa multimedia interaktif 3 dimensi berorientasi visual spasial pada sub materi ikatan kovalen koordinasi dinyatakan valid sebagaimedia pembelajaran. Ditunjukkan dari hasil persentase penilaian validitas rata – rata sebesar 90,22% ditinjau dari validitas isi dan validitas konstruk. Kata kunci: Multimedia Interaktif3Dimensi, Visual-Spasial,IkatanKovalenKoordinas

    Development Of Interactive Media With Contextual Teaching Learning To Enhance Vocational Schools Student Creativity In Malang

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    Basic Graphic Design is one of the compulsory subjects that must be taken by students of class X Multimedia Department at SMK Negeri 7 Malang. This research and development aim to produce products in the form of interactive media containing Contextual Teaching Learning (CTL) Basic Graphic Design subjects to foster creativity. This type of research and analysis is included in mixed or quantitative and qualitative research. The Research and Development model used is the ADDIE model. The development procedure is (1) Analyze; (2) Design; (3) Development; (4) Implementation; (5) Evaluation. The results of the validation by material experts were 88.75 percent, media experts 95 percent, small group trials 83.18 percent, large group trials 87.69 percent. Therefore, it can be concluded that the basic interactive media of Graphic Design with CTL is suitable for use as a student learning medium. Based on the results of the study as long as students used interactive media, it was found that 19 students (63 percent) had high creativity, 10 students (33 percent) had moderate creativity, and 1 student (3 percent) had low creativity. This indicates that the use of interactive media has been able to foster student learning creativity in genera

    J Agromedicine

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    U54 OH007548/OH/NIOSH CDC HHSUnited States

    MODEL PEMBELAJARAN JURUS TUNGGAL TANGAN KOSONG BERBASIS MULTIMEDIA INTERAKTIF

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    Penelitian ini bertujuan untuk mengembangkan model pembelajaran jurus tunggal tangan kosong berbasis multimedia interaktif dan menguji efektifitas model pembelajaran jurus tunggal tangan kosong berbasis multimedia interaktif terhadap peningkatan keterampilan jurus tunggal tangan kosong. Metode penelitian yang digunakan adalah penelitian dan pengembangan (R & D) model Borg and Gall dengan sepuluh langkah penelitian. Pengumpulan data menggunakan observasi, angket, dan wawancara, Teknik analisis data menggunakan data kualitatif dan kuantitatif. Tahapan dimulai dari (1) Research and information collecting, hasil dari analisis kebutuhan menunjukan bahwa perlu adanya pembaharuan pembelajaran yang lebih efektif, inovatif dan bisa belajar dimana saja kapan saja tanpa terbatas ruang dan waktu. (2) Planning, membuat rencana penelitian dengan membentuk tim sesuai dengan keahlian yang dibutuhkan untuk membantu mengembangkan produk penelitian. (3) Develop Preliminary of Product membuat model/desain aplikasi pembelajaran yang berupa vidio, gambar, dan audio serta uji kelayakan teoritis dengan melibatkan expert judgment yaitu ahli pembelajaran, ahli materi dan ahli media. (4) Preliminary Field Testing menguji produk pada tahap awal yang melibatkan subjek uji coba 20 siswa. (5) Main Product Revision, memperbaiki\ud produk yang dikembangkan yang telah diuji coba. (6) Main Field Testing, menguji coba kembali produk dengan jumlah subjek yang terdiri dari 100 siswa dari lima sekolah yang masising-masing terdiri dari 20 subjek uji coba. (7) Operational Product Revision, menyempuranakan produk yang dikembangkan berdasarkan saran dan masukan pada uji coba lapangan (8) Operational Field Testing, uji efektifitas melibatkan 80 siswa terdiri dari 40 kelompok kontrol dan 40 kelompok eksperimen (9) Final Product Revision, Menyempurnakan produk pembelajaran jurus tunggal tangan kosong berbasis multimedia interaktif sebelum disebarluaskan. (10) Dissemination and Implementation penelitian ini telah disosialisasikan kepada forum-forum professional dan masyarakat umum serta telah mendapatkan sertifikat hak cipta. Produk yang dihasilkan adalah aplikasi multimedia interaktif dan buku teks. Hasil penelitian menunjukkan bahwa model pembelajaran pencak silat jurus tunggal tangan kosong berbasis multimedia interaktif efektif meningkatkan hasil belajar keterampilan jurus tunggal tangan kosong siswa smp. Kata Kunci: Pembelajaran, Pencak Silat, Jurus tunggal tangan kosong, Multimedia interaktif ************** This study aims to develop an interactive multimedia-based jurus tunggal tangan kosong learning model and to test the effectiveness of the interactive multimedia-based jurus tunggal tangan kosong learning model on the improvement of empty-handed single-handed skills. The research method used is the research and development (R & D) model of the Borg and Gall with ten research steps. Data collection using observation, questionnaires, and interviews, data analysis techniques using qualitative and quantitative data. The stages start from (1) Research and information collecting, the results of needs analysis show that there is a need for renewal of learning that is more effective, innovative and can learn anywhere at any time without being limited by space and time. (2) Planning, making a research plan by forming a team according to the expertise needed to help develop research products. (3) Develop Preliminary of Product makes learning application models / designs in the form of videos, images and audio as well as theoretical feasibility tests by involving expert judgment, namely learning experts, material experts and media experts. (4) Preliminary Field Testing tests the product at an early stage involving 20 student trial subjects. (5) Main Product Revision, improving products being developed that have been tested. (6) Main Field Testing, testing the product again with a number of subjects consisting of 100 students from five schools, each consisting of 20 test subjects. (7) Operational Product Revision, attacking products developed based on suggestions and input on field trials (8) Operational Field Testing, effectiveness testing involving 80 students consisting of 40 control groups and 40 experimental groups (9) Final Product Revision, Improving learning products single-handed form based on interactive multimedia before being disseminated. (10) Dissemination and implementation of this research has been socialized to professional forums and the general public and has received a copyright certificate. The resulting products are interactive multimedia applications and textbooks. The results showed that the interactive multimedia-based single-handed pencak silat learning model was effective in improving junior high school students' learning outcomes of jurus tunggal tangan kosongskill

    The perception on mobile-based interactive learning media use in archiving course completion

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    This research analyzed the discriminant of different categories of successfully passing and remedial students based on the perception on mobile-based interactive archiving media. The research method employed quantitative approach with questionnaire instrument. The questionnaire was distributed to students attending Archiving class using interactive archiving media having been developed by the author previously. Data analysis involved prerequisite test analysis including validity and reliability tests. Data was then analyzed using discriminant analysis model with SPSS version 23 application software. The result of research showed that: i) There is a significant difference of perception on interactive media between successfully passing and remedial students; ii) Media originality variable is the one determining the significance of difference; and iii) Discrimination model has high accuracy, so that this research can be used for further research and development with similar theme and variable

    The effectiveness of media on distance learning based on Merrill's Taxonomy and CASR 147

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    According to Merrill, there are two dimensions of learning objectives: content and performance. For learning to achieve its goals, suitable media is needed. Moreover, the Covid-19 pandemic situation since 2019 requires learning to be distanced. Teachers and students must work together to achieve learning objectives. Several media can support learning, including text formats, audio/video tutorials, interactive multimedia, and simulator software. Especially for Aviation Vocational education which has a learning level guide at CASR 147, further analysis is needed on how these media can effectively achieve learning objectives. So, this study aims to analyze the effectiveness of media in distance learning based on Merrill's Taxonomy and CASR 147. Quantitative research methods are used with data from questionnaires and several interviews for data triangulation needs. Based on its effectiveness, the following are suggestions of learning media that can be used: audio/video tutorials, simulators, interactive multimedia, and text formats. Furthermore, it is necessary to conduct research that discusses media preferences based on students' learning styles to know the reasons for the results of media selection by students through questionnaires
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