This research aims to: (1) produce multimedia learning (E-Biomagz) material for the human respiratory system for eighth grade students of Dompu 6 Middle School, Indonesia, (2) reveal product feasibility, (3) reveal the effectiveness of products developed. This development research refers to the steps of the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. Product testing consists of alpha tests and beta tests to determine the level of product feasibility and product effectiveness. Alpha test results was categorized very well given an average score of 3.74 by media experts and 3.53 by material experts. Beta testing results was categorized as very feasible with an average score of 3.37. Thus, the effectiveness test yielded a mean score of 37.07 for (pre-test) and 83.65 for the final analysis (post-test) so that the N-gain score obtained was 0.740 with the "High" criteria. This multimedia also proved feasible and effective in the learning process of the eighth-grade students of Dompu 6 Middle School.
This study was conducted based on the teacher's need for learning media to train students' speaking skills. Based on a survey conducted in a public elementary school in Bantul area, Yogyakarta, speaking skills become the standard of graduation that must be mastered by students and are very important for further study. Unfortunately, many students still think that public speaking is frightening. The purpose of this paper is to see the effectiveness of Pelajar Go!, a board gamebased learning medium, on students' speaking skills, with pre-test and post-test control group design and experimental group selection based on random sampling, Kolmogrov-Smirnov test, Levene's test, and analysis of variance (t-test). The results show that learning using Pelajar Go! is more effective to improve students' speaking skills than using conventional media. There are significant differences in terms of task achievement and communication skills (0.006), speech clarity and naturalness (0.015), grammar (0.006), and vocabulary (0.003). This medium works well to help students participating in a discussion, motivate students to learn because of the interesting forms and content, encourage students to convey their ideas, and provide fun and exciting ways to practice their skills.
At present, learning source is available not only in printed books but also on the Internet, such as YouTube. YouTube has made it easy for its users to get the information needed in the form of videos. This is a survey study with exploration purpose. This research uses questionnaires to obtain the data and descriptive statistics data analysis technique to study three categories, namely (1) YouTube as learning material, (2) The easiness of using YouTube in learning, and (3) The factors supporting the use of YouTube. The results of this research show that more than half of the respondents use YouTube as a Geography learning source because YouTube is easy to access anytime and anywhere for free. YouTube also helps the respondents to understand Geography learning materials that require direct examples in the form of videos regarding to learning material. The use of YouTube is supported by the school and teachers who direct the students to use YouTube as an additional learning source in order to broaden their knowledge and help them to finish their tasks.
The purpose of this study was to influence differences in learning outcomes between students who use macromedia flash based interactive learning media with students using conventional learning media (model/ display). This research method uses Research and Development. As the control class is class XI IPS 2 using conventional learning media (model / display), while the experimental class is class XI IPS 1 using macromedia flash-based interactive learning media, this form of learning media uses Adobe Flash CS6. There is a significant difference in the learning outcomes of the experimental class students with control class students in geography subjects at SMAN 2 Mesuji. The results of the trial exercise using macromedia flash learning media have the results of the experimental Post-test value is higher than the control class which is 83.5 the average result of the Pre-test experimental class is 73.4 and the average value of the control class Pre-test is 51.7. While the average results of the experimental Post-test value are higher than the control class, namely 83.5 for the experimental class and 68.8 for the control class.
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