Penelitian ini bertujuan untuk menghasilkan produk multimedia pembelajaran interaktif menggunakan teknik dinamis pada mata pelajaran produktif teknik komputer dan jaringan untuk siswa SMK kelas X serta mengetahui tingkat kelayakan dan efektifitas produk multimedia pembelajaran yang dikembangkan. Penelitian ini merupakan penelitian pengembangan atau Research & Development (R&D) diadaptasi dari model pengembangan multimedia for learningdari Alessi and Trollip yang terdiri dari perencanaan, desain, dan pengembangan. Hasil penelitian ini menunjukkan bahwa produk yang dikembangkan layak digunakan sebagai alat bantu pembelajaran. Hasil uji coba pada siswa memperoleh nilai rata-rata 4,34 dengan kategori sangat baik, dengan rincian pada aspek materi memiliki rata-rata 4,33 (sangat baik) dan aspek media memiliki ratarata 4,35 (sangat baik). Peningkatan skor (gain score) rata-rata seluruh siswa dari hasil pretes dan postes sebesar 0,71 (N-gain > 0,70), hal ini menunjukan bahwa efektivitas pengembangan produk termasuk kategori tinggi.Kata kunci: pengembangan media, pembelajaran teknik komputer dan jaringan MULTIMEDIA DEVELOPMENT OF INTERACTIVE LEARNING USINGDYNAMIC TECHIC IN PRODUCTIVE COMPUTER ENGINEERING AND NETWORKS SUBJECTS FOR CLASS X VOCATIONAL SCHOOL STUDENTSAbstractThis research aims to produce multimedia interactive learning using dynamic techic in Productive Computer Engineering and Networks Subjects for Class X Vocational school students, determine the feasibility level and the effectiveness of the multimedia learning which was developed. This study is a research & development (R & D) which was adapted from the multimedia for learning development model from Alessi and Trollip that consists of planning, design, and development. The results of this research are the product which is developed is feasible to be used as a learning tools. The students test result obtain average score 4.34 with very good category. In details, on the material aspect has average score 4.33 (very good) and media aspect has average score 4.35 (very good), (3) the gain score for all students from pre-test and post-test result obtain average score 0,71 (N-gain ≥ 0,7), it means that the effectiviness of the product development gets a high category.Keywords: multimedia development, computer engineering and networks learning
The purpose of this study is to develop an interactive learning media in the form of an Augmented Reality (AR)-based flashcard that is used to introduce sexual education to children at the pre-operational stage or early childhood and determine its feasibility level.The research method used is the Research and Development (R and D) method. The stages of development using the Sugiyono model, namely: 1). Potential and problems, 2). Data collection, 3). Product design, 4). Product validation, 5). Design revision, 6). Product trial. Data collection techniques in this study are observation and questionnaires. Subjects at the product trial stage were 4 children. The data analysis technique used in this research is by using descriptive analysis techniques. There are three instruments used in this study, namely instruments for media experts, material experts and instruments filled out by parents.The results showed that AR-based Flashcard Sex Education for children in the pre-operational stage was considered very good by media experts with a score of 80.36%%. The results of the validation by material experts showed a score of 92.86% which means very good. The results of the trial on 4 early childhood children also showed very good results with a score of 92.05%. So based on the scores obtained, it shows that the AR-based Sex Education Flashcard is feasible and can be used as a learning medium.
The inability to receive excitatory voice experienced by the student with hearing impairments presents diverse impacts. The impacts include difficulties in understanding the information that others convey, lengthy understanding sentences, and holding verbal communication. This research aimed to develop a reflective maternal method integrated with the Android system to improve vocabulary mastery to support students with hearing impairments to perform receptive communication. There were twelve students with hearing impairments within the 15-23 age range as the samples. This research belongs to research and development adapted from the multimedia development model for learning. Product feasibility test was performed through the alpha and beta tests. The average expert validation score was 4.25, and the average score of the material expert was 4.50. Both expert validation results were in an excellent category. Also, the results of the media experts' validation were 3.58 in the good category. Meanwhile, the average score of beta test was 3.58 in the good category. It can be concluded that Android apps can be operated via smartphones or computer devices to improve the receptive communicative ability of students with hearing impairments. This application is called Reflective Game. This research recommends an Android application program that can be used by Guidance and Counseling teacher accompanied by special school teachers to improve students' vocabulary understanding for the student with hearing impairment. Besides, it provides skills to understand proverbs, opposites (anonymous), and synonyms.
Multimedia pembelajaran interaktif merupakan alat bantu yang dapat mendukung proses pembelajaran. Pada mata pelajaran Dasar-Dasar Program Keahlian siswa sulit memahami pelajaran dengan baik, mudah merasa bosan dan sulit fokus dikarenakan sumber, metode dan media pembelajaran yang kurang interaktif dan variatif. Hal tersebut berdampak pada nilai ketuntasan ulangan siswa yang masih dibawah 10% dari keseluruhan siswa kelas X TKJ sehingga membuat hasil belajar cenderung kurang maksimal. Tujuan dari penelitian ini adalah untuk mengembangkan, menguji kelayakan dan efektivitas multimedia pembelajaran interaktif berbasis android pada mata pelajaran Dasar-Dasar Program Keahlian kelas X TKJ. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan atau Research & Development (R&D) yang mengadaptasi model penelitian APPED, dengan tahapan analisis dan penelitian awal, perancangan, pengembangan, evaluasi dan diseminasi. Pada tahap pengembangan dibutuhkan beberapa tools yaitu Android Studio sebagai tools utama, kemudian tools pendukung lainnya seperti Firebase, SDK Android, JDK, dan Adobe Illustrator. Hasil dari penelitian ini yaitu aplikasi multimedia pembelajaran interaktif pada mata pelajaran Dasar-Dasar Program Keahlian kelas X TKJ. Berdasarkan pengujian alpha testing dan beta testing multimedia pembelajaran interaktif ini memperoleh skor persentase 92,5% dari ahli media, 80% dari ahli materi dan 88% dari siswa dengan kategori “Sangat Layak” pada ketiga validator. Berdasarkan uji efektivitas memperoleh skor persentase 60% yang dikategorikan “Cukup Efektif”. Berdasarkan pengujian multimedia pembelajaran interaktif tersebut dapat dikatakan hasilnya sangat layak dan cukup efektif digunakan sebagai media bantu pembelajaran dalam meningkatkan hasil belajar siswa.
Augmented Reality (AR)-based educational game "shape and color for kids" is developed to make it easier for children to learn English. This educational game contains combined content of nouns (flat shapes) and adjectives (colors) that are run on Android-based smartphones, so they can be played anywhere and anytime. This educational game with AR features is a technology that combines the virtual world and the real world so that it seems as if the information obtained is interactive and live-like. The research method used in this study is Research and Development (R&D). The results shows that the AR-based educational game "Shape and color for Kids" was considered very good by media experts with a score of 85.70%. The results of the validation by material experts showed a score of 88.65% which means very good. The results of the trial test on 4 preschoolers also showed very good results with a score of 90.35%. Therefore, based on the score obtained, it shows that the AR-based educational game "Shape and color for Kids" is feasible and can be used as learning media.
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