The rapid exchange of information through multimedia throughout the world helps the growth of humans’ knowledge and, at the same time, requires redefinition of learning methods and media, especially in the field of vocational education. The purpose of this research was to develop an interactive learning media in the form of video tutorial in increasing the learning effectiveness in the subject of audio processing techniques at class XII in multimedia competence in one of the State Vocational Schools in Parepare. Research and Development method was used in this study. The stages of research included the planning, design and development stages. The subjects engaged in this research were two validators namely the experts of learning media and learning material, the students of class XII multimedia with the total of 18 persons, and one teacher who taught audio processing techniques. The results achieved in the development of interactive media showed that the developed video tutorial media had been valid based on the assessment of both learning media and learning material experts. The tests conducted on individuals, small group trials, and the subject teacher’s responses indicated that an interactive media in the form of video tutorial was effective and appropriate to the users’ needs. Keywords: Research and development, Video Tutorial, Interactive media, Multimedia, Camtasia Studio Abstrak: Pertukaran informasi yang cepat melalui multimedia di seluruh dunia membantu pertumbuhan pengetahuan manusia dan, pada saat yang sama, membutuhkan pendefinisian ulang metode dan media pembelajaran, terutama di bidang pendidikan kejuruan. Tujuan penelitian yaitu untuk mengembangkan media interaktif berupa video tutorial pembelajaran dalam meningkatkan efektivitas pembelajaran pada mata pelajaran teknik pengolahan audio kelas XII kompetensi keahlian multimedia di salah satu SMK Negeri di Parepare. Penelitian ini merupakan penelitian dan pengembangan (Research and Development). Tahapan penelitian meliputi tahap perencanaan, desain dan pengembangan. Subjek penelitian yang digunakan pada studi ini meliputi dua orang validator yaitu ahli media pembelajaran dan ahli materi pembelajaran, siswa kelas XII multimedia yang berjumlah 18 orang dan satu orang guru mata pelajaran teknik pengolahan audio. Hasil yang dicapai dalam pengembangan media interaktif menunjukkan media vidio tutorial yang dikembangkan telah valid berdasarkan penilaian dari ahli media pembelajaran dan ahli materi. Uji coba yang dilakukan kepada perorangan, uji coba kelompok kecil, dan tanggapan guru mata pelajaran menunjukkan bahwa media interaktif berupa video tutorial pembelajaran yang dihasilkan efektif dan sesuai kebutuhan pengguna. Keywords: Pengembangan, Video tutorial, Media Interaktif, Multimedia, Camtasia Studio
This Research is aimed to find out the effectiveness of game based learning multimedia in order to gain student learning outcomes on English subject with the topic of grammar in the classroom. The research development of multimedia game based learning using the procedure of Raiser and Demsey consisting of 5 stages namely: 1) Analysis which covers needs and theoretical analysis, 2) Design which includes Core and basic competence’s identification, material’s selection and submission, flowchart and story board arrangement, 3) Develop that contains production, media and material’s experts validation and students’ responses and product’s trial after the revision done. 4) Implement that covers the final product’s application towards the experiment class, 5) Evaluate becoming the last stage of all by having a test for both classes which are control and experiment class to see whether is there any differences between the class applying the multimedia game based learning and not. The trial of product development tested had passed several processes covering; the review from media’s expert which includes software changes and visual communication, the review from content’s expert covers material and instructional design, students’ responses towards products’ usage and attractiveness, small group and big group test trial. The result showed that the students at the control class taught by conventional way as in speech has less motivation and lower score compared with the experiment class applying interactive multimedia game based learning. There is an interaction between learning media and learning motivation those effects on students’ learning achievement especially in English grammar. Thus, it can be said that the result of the development of multimedia game based learning is effective to improve students learning outcomes.
Strong early literacy skills will affect children's thinking skills in the future. The results of existing research indicate that learning in schools has not been able to make this happen. This research is a survey research to see the gap between children's literacy skills in the field and expected literacy abilities. So that it will be seen the components that can affect the literacy abilities of children aged 5-6 years. Currently, there are not many studies examining the influence of literacy components in developing children's literacy, because many researchers consider that all components are important. Therefore, a deeper study is needed to see the components that affect the development of children's literacy. The expected literacy ability is expert judgment which has been validated using the Analitycal Hierarchy Process (AHP). The data analysis technique used is descriptive analysis. The data collection techniques used were observation and questionnaires. The population in this study used simple random sampling. Respondents in this study were 150 children aged 5-6 years. The results showed that the children's ability to understand language components was 6.76%, phonological awareness reached 5.73%, basic reading skills 6.5%, basic writing skills 7.8%, and children's motivation in reading 3.37%, so it can be concluded that based on the components of children's early literacy skills, the accumulated age of 5-6 years has only reached 30.16% of the expected. The contribution of this research is to determine the appropriate literacy stimulation for children.
Information and communication technology (ICT) has become the main resource to be devoted for most countries in this world. The government of Indonesia has made a regulation by the minister of education and culture in term of implementing curriculum 2013 which includes student center learning and scientific approach as the basis of ICT application. This study discusses the perception of teachers and learners regarding to the implementation of mobile learning in vocational high school. It is a mixed method study where undertakes interviews and surveys coming from two different schools. In analyzing the teachers and learners' perceptions towards implementation of mobile learning, it was used unified theory of acceptance and use of technology (UTAUT) as the guiding model. The data from the survey was analyzed by using SPSS, while finding the contributors key was done by applying percentage analysis. The findings showed that most of teachers and learners at vocational high school in Surakarta city are familiar with mobile ICT. They are capable to operate and use it for some purposes such as; downloading educational material, search for definitions of words or terms, and send assignments to accomplish the learning goals.
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