Knowledge of endangered animals and plants is very important for children. Material about those two begins to be studied in class III at the elementary school. A book is used as a medium to deliver the materials. This resulted in a lack of understanding of students toward knowledge about endangered animals and plants. One of the solutions being made is to use the interactive learning media. This paper elaborates on the creation of interactive multimedia learning containing text, images, sound, and animation of 2D. The research shows that: (1) Interactive multimedia is created in the form of tutorials and practice questions in the .exe format so that their use does not depend on a specific software; (2) the aspect of interest-ness of the multimedia is 82.4%; (3) pretest and post-tests show that the interactive multimedia experience increased the student understanding, namely achieving 50% with the average value of the students' score reaches 83.3%.
APM is an Innovation in 2017 implemented at the Immigration class II Tanjung Balai Karimun Office in making an Indonesian passport. People complain about the new system. Generally, there is a lot of files that need to be prepared and confused to run the procedure. the development of technology can answer these complaints through various media. One of the media that can be used is Interactive Multimedia. Through this media, people can be guided in preparing files and carrying procedures under the activities carried out at the immigration office. therefore, the model is applied in the form of simulation.This research applies the ADDIE model so that the implementation started with a needs analysis, system design based on needs, media development, implementation and evaluation of the applied media. the results of the study are: (1)The results of the needs analysis regarding information on submitting an application for an Indonesian passport there are 69.87% of applicants not yet aware of the passport application procedures through the APM application; (2)Interactive multimedia about the Indonesian passport application simulation using the APM application produced as one of the information media for the community by applying the ADDIE model packaged in format (SWF) and (exe), applying the navigation button feature for user interactivity, content format in the form of text, images, and 2D animation video’s; (3)Formative and summative evaluation results enable interactive multimedia as a learning medium to assist the community in completing files and applying for an Indonesian passport in accordance with actual implementation at the immigration office.
The Covid-2019 pandemic is one of the most dangerous virus outbreaks and has shocked the world since the end of 2019. The virus is spreading very rapidly, affecting the way people live because people are required to remain productive. Therefore, new habit adaptations are compiled and carried out as an effort to reform and support the sustainability of the economy and the activities of various sectors including education. Politeknik Negeri Batam, which plays a role in providing services to the community, is included in the category of potential crowd. Therefore, we need a guide to educate each academician about the adaptation of new habits. One of the popular technologies for people during the Covid-19 virus pandemic is Motion Graphic. The solution built in this research is a video about Adaptation to New Habits in the campus environment in the form of a 2D Motion Graphic, as one of the educational media for the campus academic community. The video development method uses Luther Sutopo method. The resulting products are analyzed for their feasibility as a medium of education and information for academics at Politeknik Negeri Batam. Video eligibility is determined based on community perceptions through respondents using the EPIC model. The results of the research are: (1) Video in the form of motion graphics using MP4 format, with a duration of 03 minutes 07 seconds, can be run on various platforms, especially accessible via online media; (2) Based on the public perception of using the EPIC dimension, the average achievement is 90.7%, so that the video is considered very effective as an educational medium to inform about the use of elevators in the campus environment during the Covid-19 pandemic.
Informasi tentang layanan KPKNL Batam perlu diketahui oleh masyarakat terutama pemangku kepentingan. Media informasi saat ini adalah brosur, buku profil, banner, situs dan media sosial. Namun, memiliki kekurangan terutama informasi tentang tugas, fungsi dan layanan KPKNL Batam seperti lelang dan penyewaan asset BMN. Solusi yang ditawarkan adalah video company profile. Metode penelitian menggunakan R & D yaitu pembuatan video menggunakan pendekatan Luther-Sutopo dan analisis kelayakan sebagai media informasi berdasarkan kualitas video melalui aspek visual dan suara menggunakan skala Likert. Sementara analisis keefektifan video sebagai media informasi berdasarkan materi menggunakan pendekatan Quasi Experimental model Nonequivalent Group Design dengan pengolahan data uji-t. Hasil penelitian yaitu: (1)Video Company Profile berdurasi 3 menit 50 detik dalam format MP4, dapat dijalankan dalam berbagai perangkat serta dapat diakses secara online di media sosial KPKNL Batam; (2)Video memiliki kualitas yang baik berdasarkan pencapaian persentase 98,80%, sehingga layak memberikan informasi; (3)Video dinilai efektif sebagai media informasi berdasarkan aspek konten tentang layanan KPKNL Batam bagi pemangku kepentingan melalui hasil uji-t kelompok eksperimen dengan nilai Sig. sebesar 0,000 < 0,05 nilai probabilitas; (4)Produksi video dapat dipengaruhi oleh perangkat, sehingga direkomendasikan untuk mengemas informasi dan layanan yang lebih spesifik dan rinci di KPKNL Batam.
Riau Islands, which are identical with the fishermen's profession for the people, has the potential to process marine products into superior products. One area that work as a fisherman is Kampung Rempang Cate. This village is located in Galang sub-district, Batam City. Fish catches are processed into food and souvenirs such as fish crackers, rose cakes, lung crackers, empek-empek and others. This village has internet so that people can access social media, but it has not been fully utilized in the economic field. Social media can be used as a media for promoting products and has the potential to improve the economy of the community. Bad weather sometimes happens, causing fishermen not possible to go to sea. When this happens, people can process resource from the sea into food or souvenir that can be sold to other regions such as Batam City through digital marketing. The purpose of this community engagement is to provide training on how to promote products from fish catches and other resources through digital marketing. The community no longer needs to sell processed products directly to Batam City, with no small costs and uncertain buyers. The current positive impact that has been seen is the increase in people's knowledge and insights into digital marketing and improving the community's economy from the implementation of activities.
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