Various competencies that students need to master in an effort to strengthen competitiveness, especially in the field of human resources in the 21st century. Learning media integrated with technology is one of the important learning resources to support the learning process. The lack of innovation in the use of learning media that is integrated with technology makes it less optimal for the achievement of learning objectives and mastery of competencies by students. This study aims to identify the need for opportunities for developing instructional media that are integrated with flipbook-based technology in the hope that it can increase students' opportunities in improving scientific literacy skills. This research is a qualitative research with a survey method. Data collection techniques using observations and needs analysis questionnaires. The quantitative data from the questionnaire were then analyzed using quantitative descriptive techniques using percentages that were displayed in a table. The research subjects took senior high school students in grades one and two, with a total of 70 students. The results of this study indicate that 35.7% of students stated that teachers still use Microsoft Powerpoint media and 27.1% of printed teaching materials. The results also showed that students had positive perceptions of the opportunities for developing and utilizing flipbooks as a medium for digital learning. Through the results of this research, it can become the basis for educators in developing and implementing flipbook-based digital learning media to facilitate the learning process.
<span>The use of information technology in education has the potential to have positive outcomes in the face of globalization. This study aimed to identify various needs in order to integrate technology into learning. The study employed a quantitative approach with a survey method to senior high schools. The questionnaire was used as a data collection instrument which was distributed to a research sample of 60 students who were randomly selected. The results revealed that students' attitudes toward the integration of technology into the learning process are inversely proportional to their use of learning media, which is still limited to the printed module. Students would like to create interactive multimedia as a medium for learning craftsmanship and entrepreneurship, based on the needs of students who are technologically literate and efforts to optimize the use of facilities that available at school.</span>
Student's View of Using Digital Learning Media in Classroom Activities: A Case of Public Senior High School in Cirebon, Indonesia. Objectives: This study aimed to determine the perceptions of senior high school students about the use of digital learning media in the learning process. Method: This study used a descriptive research design with a survey method to the 53 students of XI IPA of SMAN 1 Susukan that were randomly selected as research sample. The questionnaire was distributed to the sample as a data collection technique, and then the results were analyzed quantitatively with a percentage. Findings: The results showed that students were familiar with the use of digital media in the learning process; about 55.7% of students had used digital learning media. However, it was still dominated by the visual-based media (49.1% of students). Meanwhile, students had a favorable view of learning multimedia; around 41.5 % of students agreed to the development of multimedia products. Conclusion: Learning multimedia could be an innovation in digital learning media according to the attitudes shown by the students.
The development and advancement of information and communication technology that penetrates various fields of human life had enormous potential to be used, therefore it was important to integrate thoroughly between technology into the learning process. This study aims to develop a flipbook-based digital as an instructional media that was suitable for the learning activities. This research approach was research and development (RnD) with the ADDIE as a development model which consists of Analysis, Design, Development, Implementation, Evaluation. However, this research only focuses on knowing the feasibility level of the flipbook. The subjects of this study were media experts (2 people), material experts (2 people), subject teachers (4 people), and 44 high school class XI Science students. The research instrument used a Likert scale of 1 - 5 to find out the opinions of each validator of the flipbook as instructional media. The results of assessment from each validator will be analyzed descriptively using a percentage to determine the level of feasibility. The results showed that the flipbook-based digital media was included in the category of "feasible" to be used as an instructional learning media for biology class in high school, this was indicated by the results of the validation by each of the validators who obtained a “feasible” result.
ICT-based learning media innovation is very relevant to support the learning process. Therefore, this study aims to develop interactive multimedia products that are suitable for use in learning activities. The method in this research is research and development (R&D) which adopts the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The data collection technique used was a non-test technique, with a variety of instruments at each stage. At the analysis stage we used an observation sheet and a needs analysis questionnaire; at the design stage we used a document study and then at the development and implementation stage we used a multimedia feasibility questionnaire for media experts, teachers and 54 students. The results showed that during the learning process the teacher was not optimal in utilising ICT-based media; students strongly supported the development of interactive multimedia, which was good, followed by several suggestions for improving product quality. Overall, the interactive multimedia is included in the appropriate category as an instructional media. Keywords: multimedia, feasibility, vocational high school, learning activities, interactive, Computer
Technological progress has had an impact on various fields of life, such as the field of education. The learning process is one of the systems that is influenced by digital technology, ongoing learning has been combined with the presence of innovative digital learning media. With the combination of technological advancements and learning systems, it is expected to have an impact on upgrading the quality of education. Reflections on improving the education's quality can be seen based on the competencies of students who have gone through a series of educational processes. Craft and Entrepreneurship are subjects that have just been applied to the implementation of the 2013 curriculum. The government has prepared a 2013 curriculum to equip students with the competencies needed in the era of digital technology. The development and utilization of technology on those learning processes will be able to assist students in understanding the material presented so that it is expected to produce students with competencies who are able to compete in the era of technology digital. Multimedia learning is one alternative computer-based that can be used by teachers to ease learning activities. The research method used in this article is a literature review, namely by finding and analyzing sources that are relevant to the object of this study.
This study aims to develop interactive multimedia products based on local potential that are suitable for use in handcrafted learning and entrepreneurship in high schools. This research is a research and development (Research and Development) with a 4-D model (Define, Design, Develop, Disseminate) which takes place in Susukan 1 State Senior High School, Cirebon. The subjects of this study were 29 students, two educators and two media and material expert. The research instrument used a needs analysis questionnaire and observation sheet at the definition stage, then a questionnaire for validation of media experts, material experts, educators and students for the development stage. The result of this research and development is an interactive multimedia product that is suitable for learning craftsmanship and entrepreneurship. The research results show that students have a positive view of interactive multimedia development, besides that the results of developing interactive multimedia products based on local potential have gone through the validation and assessment stages of all media experts with a score of 4.6 (very good), material experts 4.8 ( very good), educators 4.3 (good), and students 4.2 (good), so that overall interactive multimedia products have met learning needs and are included in the appropriate category for use in the learning process of handcraft and entrepreneurship in high school.AbstrakPenelitian ini memiliki tujuan untuk mengmbangkan produk multimedia interaktif berbasis potensi lokal yang layak digunakan pada pembelajaran prakarya dan kewirausahaan di Sekolah Menengah Atas. Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model 4-D (Define, Design, Develop, Disseminate) yang mengambil lokasi di Sekolah Menengah Atas Negeri 1 Susukan, Kabupaten Cirebon. Subjek penelitian ini adalah 29 peserta didik, dua pendidik serta dua validator ahli media dan materi. Instrumen penelitian menggunakan angket analisis kebutuhan dan lembar observasi pada tahap pendefinisian, kemudian angket untuk validasi ahli media, ahli materi, pendidik serta peserta didik untuk tahap pengembangan. Hasil dari penelitian dan pengembangan ini adalah produk multimedia interaktif yang layak digunakan untuk pembelajaran prakarya dan kewirausahaan. Melalui hasil penelitian menunjukkan siswa memiliki pandangan yang positif terhadap pengembangan multimedia interaktif, disamping itu hasil pengembangan produk multimedia interaktif berbasis potensi lokal telah melalui tahapan validasi serta penilaian dari seluruh ahli media dengan skor 4,6 (sangat baik) , ahli materi 4,8 (sangat baik), pendidik 4,3 (baik), dan siswa 4,2 (baik), sehingga secara keseluruhan produk multimedia interaktif telah memenuhi kebutuhan pembelajaran serta termasuk dalam kategori layak untuk digunakan dalam proses pembelajaran prakarya dan kewirausahaan di SMA.
The low performance of teachers is a problem currently faced by educational institutions. In the midst of increasingly complex demands for mastery of competencies, the role of teachers as learning facilitators is important in facilitating students to achieve the competencies needed in the global era like today. Through research that aims to determine the influence of factors that contribute to teacher performance, namely the managerial skills of principals and work motivation, it is hoped that they will be able to become the basis for making policy innovations that can increase teacher productivity and performance. This research is a quantitative research. The research sample consisted of 128 teachers. The questionnaire is the data collection instrument used in research activities. The collected data is then analyzed using a regression formula in accordance with the variables to be tested. The results of this study indicate that there is an effect of principal managerial skills on teacher performance by 77.1%, other factors are motivation, the effect of work motivation on teacher performance is 74.6%, and for the two variables principal managerial skills and work motivation are variable. jointly affect teacher performance by 87.7%. From the findings in this study, it can be concluded that fluctuations in teacher performance fluctuations are strongly influenced by the managerial dynamics of school principals and teacher work motivation. Apart from several other factors that also contribute to improving teacher performance
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