scholarly journals MULTIMEDIA INTERAKTIF PENGENALAN HEWAN DAN TUMBUHAN LANGKA MENGGUNAKAN MODEL TUTORIAL

2018 ◽  
Vol 1 (2) ◽  
pp. 103-112
Author(s):  
Evaliata Br Sembiring ◽  
Dwi Wahyuni ◽  
Wenang Anurogo

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%.  

2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


JURNAL IQRA ◽  
2019 ◽  
Vol 4 (1) ◽  
pp. 42-55
Author(s):  
Budi Febriyanto ◽  
Ari Yanto

This article aimed to improve the understanding of the concept of purchase and sale in class III Elementary School of Mekarjaya III through the application of information multiliterasi learning models. This research was  classroom action research. This research was conducted in three cycles. The results showed that the percentage of classical completeness in the first cycle has average 63.2 with the percentage of classical completeness which was 48.5%. In the second cycle the average score of students were 70 with the percentage of classical completeness  63.6%. In the third cycle the average value of students were  81.2 with the percentage of classical completeness 87.9%. Then it can be concluded that the application of the multiliteration learning model of information on social studies subjects has success to increase the understanding of the concept purchase and sale in class III Elementary School of Mekarjaya III District Majalengka. Key words: Multiliteration Information Model, Understanding of Purchase and Sale


2019 ◽  
Vol 2 (1) ◽  
pp. 1-14
Author(s):  
Alni Alni

This study aims to find out that there is an increase in the use of teaching aids so that they are motivated to study in Grade III Islamic Elementary School Datok Sulaiman Palopo, To find out student learning motivation can be improved by using teaching aids in class III Islamic Elementary School Datok Sulaiman Palopo. (PTK) which consists ofB two cycles each cycle carried out 3 meetings with the stages of planning, implementation, observation and reflection. The subjects of this study were Grade III Islamic SD Datok Sulaiman Palopo students in the odd semester of the 2018/2019 academic year with 28 students. Sources of data used in this study are primary data and secondary data, data collection techniques in this study are interviews, observation, questionnaires and documentation. data obtained shows that the average value in class III before the use of props in prasiklus 53.39. In the first cycle researchers have used teaching aids and the results of the average student scores are 80.53, but in this learning there are still a number of students who have not been maximal and researchers plan to make improvements and continue to cycle II. Then the average student score reaches 89.82. Based on completeness criteria (KKM) in mathematics subjects have achieved results and researchers ended this study until the second cycle.


Author(s):  
Nana Ronawan Rambe ◽  
Abdul Hasan Saragih

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Metode penelitian adalah Research and Development dengan menggunakan model Dick and Carey. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan tanpa menggunakan multimedia interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh t hitung  sebesar 9.0229,  sedangkan t tabel = 1.98, pada α=0.05 dengan dk 98 . Hasil perhitungan dimana  thitung > t tabel, t hitung yaitu  9.0229>1.98. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan pembelajaran multimedia  interaktif adalah sebesar 95.63% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan tanpa menggunakan pembelajaran multimedia interaktif, yaitu  sebesar 90.00%. Kata Kunci: media pembelajaran tenses bahasa inggris berbasis multimedia interaktif Abstract: The research and development is aimed at: (1) Produce interactive learning media that is fit for use, easy to learn and can be used for individual learning, (2) To determine the effectiveness of interactive learning media developed in subjects in English. The research method is the Research and Development using a model of Dick and Carey. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned using interactive multimedia learning outcomes of students that learned without using interactive multimedia. This is indicated by the data processing which gained t count equal to 9.0229, while the tables t = 1.98, at α = 0:05 to 98 hp. The results of calculations where thitung> t table, ie 9.0229 t> 1.98. It was concluded that the results of the study group of students that learned using interactive multimedia learning amounted to 95.63% and higher than the group of students that learned without using interactive multimedia learning, which amounted to 90.00%. Keywords: media learning English tenses based interactive multimedia


Author(s):  
Hermansyah Hermansyah ◽  
Nurindah Dwiyani

Interactive Learning Media is a supporting element in generating quality students, students in using learning media whose purpose is to generate students' creativity in learning learning materials in accordance with the provisions of learning, to produce interactive media on Digital Simulation subjects whose presentation consists of text, images and videos learning, so that this attracts students' interest in learning, on digital simulation subjects. Media Interactive Using Macromedia Director 11 needs supporting applications such as Adobe Flash 8, Adobe Photoshop CS3, and Camtasia. Based on the results of the design of the media, it can be concluded that the interactive learning media on the subjects of the X-class Multimedia Digital Simulation have been realized. Interactive Learning Media has been designed later in the feasibility study by a media expert lecturer and two material expert teachers, with an average value of 0.69 and an average material validation value of 0.95 declared valid using the Aiken'V formula and based on the results of the feasibility test the learning media has been declared valid and feasible to be used as a medium of learning in school. Keywords: Designing, Digital Simulation, Interactive Media.


2018 ◽  
Vol 7 (1) ◽  
Author(s):  
Nurdalilah Nurdalilah

This study aims to find out (1) students 'learning outcomes of mathematics taught with different strategies, (2) students' mathematics learning outcomes taught by traditional algorithms, (3) Are there different effects of counting strategies on results learn mathematics students on integer operation material. This research is a quantitative research with kind of quasi-experimental research. The population in this study were all third grade students of Public Elementary School 114349. The sample in this study was class III-1 as an experimental class with a total of 30 students and class III-2 as a control class with a total of 30 students. The findings in this study indicate that classes taught by using different strategies have an average value of 31.970 and the classes taught by algorithm have an average value of 28,5758. The results of hypothesis testing show that t count> t table is 2.925> 2.0018 with the conclusion that students' mathematics learning outcomes are taught with different strategies better than those taught with traditional algorithms on integer operation material in Public Elementary School No. 114349 Academic Year 2016/2017


2018 ◽  
Vol 1 (2) ◽  
pp. 119-126
Author(s):  
Darmawati Darmawati

This research reveals the subject matter concerning science learning result of third grade students at Datok Sulaiman Islamic Elementary School Palopo City. Thus, this study aims to determine the improvement of science learning outcomes that are applied through the use of Make a Macth model in third grade students of Islamic Elementary School Datok Sulaiman in Palopo City. This research uses qualitative and quantitative approach with Classroom Action Research (PTK) which is designed through two cycles. Research subjects, students of Islamic Elementary School Datok Sulaiman class III which amounted to 24 students. Data collection techniques used, namely observation, documentation, and tests. The research data obtained were analyzed by using descriptive statistic formula (percentage) to express descriptively the research result. Furthermore, to discuss and explain the results of research that is quantitative descriptive then used techniques of data reduction analysis, data presentation, and conclusion. From the research results found that in the prasiklus stage, with the average score of students' learning outcomes is 53.75 with 20% classical learning completeness. After implemented the learning by applying the Make a macth learning model, in the first cycle, the average value of science learning achievement is 63.75 with 50% classical learning completeness. Furthermore, in cycle II with the average value of increased interest in science learning is 75 with 66% complete classical learning. Thus, the improvement of science learning outcomes in class III Islamic elementary school Datok Sulaiman Palopo.


2019 ◽  
Vol 3 (1) ◽  
pp. 28-36
Author(s):  
Marvin Chandra Wijaya

This study aims to measure the increased interest of students in the Maranatha Christian University Computer Systems Study Program in Physics Subjects. The increase in interest uses interactive multimedia-based learning systems. The learning system is designed using the SMIL (Synchronized Multimedia Interactive Language) programming language. The physics course learning system designed in this study is course material about Object Motion (Regular Straight Motion / GLB, Irregularly Changed Straight Motion / GLBB, Free Falling Motion / GJB, Vertical Upward Motion / GVA, Vertical Down Motion / GVB) . Thirty students were taken as samples to see interest in Physics courses. Data retrieval is taken before and after the provision of learning materials using interactive multimedia. The average value of interest in Physics Subjects before the use of interactive multimedia learning materials was 7.12 on a scale of 10, increasing to 8.57 after the use of interactive multimedia learning materials. Hypothesis testing uses paired t test. The results of statistical processing showed a significant  increase in student interest in Physics. Keywords: Physics Learning, Interactive Multimedia, SMIL, Object Motion


2021 ◽  
Vol 3 (2) ◽  
pp. 08-13
Author(s):  
Raden Wirawan ◽  
Muhammad Awal Nur

The socialization of multimedia-based interactive learning applications is a community service for STMIK Bina Adinata lecturers at Inpres Elementary School Number 207 Linrungloe which aims to increase knowledge and understanding of educators, especially classroom teachers about multimedia-based learning applications. This activity is in the form of counseling about an interactive multimedia-based learning application using a computer. The method used in this service is socialization and training, starting with an explanation of the material about applications, interactive learning, and multimedia, after which an introduction to the use of applications to educators and finally explaining the use of applications to students. The results of this socialization increase the understanding and ability of educators in the application of multimedia-based learning and increase the learning interest of SDI 207 Linrungloe students in the learning process in the classroom using multimedia-based learning applications.


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