The absence of interactive learning media that is in accordance with teaching materials and the lack of digital media in animation subjects causes the learning process to be less effective in delivering material, the impact is not achieving learning objectives and decreasing the value of evaluation of basic competencies taken by students. This study aims to 1) develop interactive learning media on 2-dimensional and 3-dimensional animation subjects, 2) to determine the feasibility level of interactive learning media on 2-dimensional and 3-dimensional animation subjects. The method used in this study uses research and development methods by modifying the Borg and Gall models. The results of the interactive learning media validity test by the media validator and material validator obtained very valid results. In the practicality test of the media by the validator, the teacher practitioners obtained very practical results. Likewise, the large group of students obtained very practical results. The results of the effectiveness before and after using the product were based on multiple-choice test instruments, namely the pretest results obtained an average of 60.63 and an average of 84.06 in the posttest which is in the very effective criteria. The conclusion is that interactive learning media on 2-dimensional and 3-dimensional animation subjects meet the level of feasibility, practicality and effectiveness for use in the learning process.
The basic subjects of graphic design at SMK Negeri 4 Gorontalo are subjects that are in great demand by students. Therefore, in order to improve the learning outcomes of learners, it is necessary to make some innovations in learning. However, in reality most teachers are not used to using interactive learning media and the cost of interactive learning media that attracts quite expensive prices is one of the inhibiting factors in learning. Therefore, it is considered necessary to develop an innovative and interesting learning media to be able to help students in understanding the material learned amid the difficulty of teachers obtaining interactive learning media that supports the learning process. The research conducted aims to 1). Describes the steps to design interactive multimedia-based picture and picture model learning media, and 2). Knowing the feasibility of learning media multimedia-based interactive picture and picture models according to material experts, media experts and users (students). The method used in the research was reseach and development method with ADDIE model with the results of learning media feasibility test by material expert showed feasibility percentage of 97.5% with "very feasible" category, media feasibility result according to media expert showed feasibility percentage of 79.2%% with "very feasible" category, as well as service result in user response (student) of 94.5% and categorized as "very feasible". So that it can be concluded that Interactive Learning Media based on Multimedia by using Picture and Picture learning model is very feasible to be used in the learning process. Keywords: Interactive; Multimedia; Picture and Picture.
The Covid-19 virus pandemic has destroyed the most important side of the economy, namely supply and demand. From the supply side, many Micro, Small and Medium Enterprises (MSMEs) have experienced a reduction in activity due to the policy of limiting social interaction which has resulted in the cessation of the production process, and from the demand side, reduced demand for goods and services has resulted in many MSMEs unable to maximize profits. One of the economic recovery strategies is to connect with the digital ecosystem, by digitizing the market so that business actors can continue to carry out their business activities even in the midst of the Covid-19 pandemic. The goal to be achieved in this activity is to increase the capacity of MSMEs and Hutakalo village people and their sales through digital marketing strategies. The methods used to achieve these goals are socialization and training. Through outreach activities, MSMEs together with the people of Hutakalo village were given general material on digital marketing strategies and how the Hutakalo village's MSMEs and communities were able to increase the value of their business sales by using digital marketing strategies. Meanwhile, training activities are carried out to improve the skills of MSMEs and Hutakalo villagers in using the Marketplace application to market their business products, which is supported by the ability to make product photos to make them look attractive to be marketed.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.