media design
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2022 ◽  
Vol 6 (1) ◽  
Author(s):  
Novelia Pertiwi

Penelitian ini bertujuan untuk mengembangkan media pembelajaran pada tema 9 untuk siswa kelas iv sd dengan konteks Pop-Up Book yang valid dan praktis. Penggunaan media Pop-Up Book di lakukan karena di lapangan guru belum mengembangkan media pembelajaran ini. Media pembelajaran yang digunakan hanya buku pegangan guru dan buku penunjang untuk siswa, buku ini kurang menarik bagi siswa dan isinya sulit dipahami. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model ADDIE dengan tahapan analisis, perancangan, pengembangan, implementasi, dan evaluasi. Subjek penelitian ini adalah ahli media, ahli materi, ahli bahasa, guru, dan siswa. Instrument yang digunakan adalah lembar validasi dan angket. Data yang diperoleh di analisis menggunakan teknik analisis statistic. Nilai rata-rata hasil uji validitas adalah 89,5% dengan kategori sangat valid. Dan hasil uji kepraktisan guru kelas IV SDN 02 Koto Tangah Batu Hampa yaitu 91.42% kategori sangat valid, dan angket kepraktisan respon siswa yaitu 95,71% kategori sangat valid. Sementara itu berdasarkan respon guru Kelas IV SDN 04 Koto Tangah Batu Hampa di peroleh persentase 94,28%, dan angket respon kepraktisan siswa 92,42% kategori sangat valid. Hasil penelitian ini diharapkan dapat membuat siswa lebih memahami materi yang di sampaikan guru. Penelitian ini menghasilkan media pembelajaran Pop-Up Book yang belum ada dalam pembelajaran.


2021 ◽  
Vol 8 (2) ◽  
pp. 154
Author(s):  
Indaria Anggita ◽  
Abdul Hamid K ◽  
Dina Ampera

Abstrak: Penelitian ini bertujuan untuk menghasilkan produk video tutorial tari tradisional terinternalisasi pendidikan karakter yang layak bagi siswa kelas X SMA Swasta Medan, serta mengetahui efektifitas produk video tutorial tari tradisional terinternalisasi pendidikan karakter terhadap hasil belajar siswa. Penelitian ini menggunakan model penelitian penelitian dan pengembangan (R & D) dengan 50 subjek uji serta 10 orang sebagai pakar validator desain media, materi dan pembelajaran. Hasil dari penelitian ini menghasilkan produk video tutorial tari tradisional terinternalisasi pendidikan karakter yang "sangat layak" digunakan.  Produk yang dikembangkan menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil belajar sebelum dan sesudah menggunakan produk, dimana hasil belajar setelah menggunakan multimedia lebih tinggi dari sebelum menggunakan multimedia. Selain mampu mengembangkan karakter siswa, yaitu kerjasama, toleransi dan santun. Kata Kunci:  Video Tutorials, Traditional Dance, Character Education Abstract : This study aims to produce traditional dance video tutorial products internalized with proper character education for students of class X in Medan Private High School, and to know the effectiveness of traditional dance video product products internalized character education on student learning outcomes. This study uses a research and development (R & D) model with 50 test subjects and 10 people as experts in media design, material and learning validators. The results of this study produce traditional dance video products internalized character education that is "very feasible" to use. Products developed show that there are significant differences between learning outcomes before and after using the product, where learning outcomes after using multimedia are higher than before using multimedia. Besides being able to develop students' character, namely cooperation, tolerance and courtesy. Keyword: Video Tutorial, Tari Tradisional, Pendidikan karakter


2021 ◽  
Vol 7 (2) ◽  
pp. 107-114
Author(s):  
Raffa Fitra Ramadannisa ◽  
Mellyana Mega Hartina

The limited variety of learning media will create various learning problems. One of the problems that arise is the lack of motivation to learn and low learning outcomes. These problems can be overcome by developing learning media integrated with technology such as web-based learning. This study aims to produce web-based learning using Google Sites on Heat and Temperature topics for high school students. The media development used the 4D model with the following stages: 1) Define, 2) Design, 3) Develop. The design and development stages of the media involve experts who assess two aspects, namely material and media design. The average result of media expert's validation is "very feasible". The average effect of material expert validation is "feasible." Based on the validation results by experts, this media is feasible to be used as a learning medium that helps students learn Heat and Temperature topics. The weakness in this research was that the learning design on the developed media was not very relevant to the learning objectives and basic competencies. Researchers hope to develop a learning media with learning designs that are more relevant to learning objectives and basic competencies in the future.


Author(s):  
Mohammad Lutfiyadi ◽  

This study aims to develop a physics practicum module based on Science Process Skills, which improves students' reporting skills. The type of research used is called R&D or research and development methods that refer to the 4-D model with the following stages: Define, Design, Develop and Disseminate. The data collection technique used a questionnaire. The data was delivered descriptively to analyze the feasibility of the developed practicum module and an assessment rubric for student practicum reports to determine the improvement in students' reporting skills. Validation questionnaires were given to Content experts and media design experts, while field trial questionnaires were given to physics teacher colleagues and students. The validation results of content experts and media design experts are classified in the "feasible" criteria by obtaining a score of 3.85 for Content expert validation and 3.56 for media design expert validation. Moreover, the results of the development trial received a score of 3.81 from peer validation which was classified in the "feasible" criteria. The student responses obtained a score of 3.82, which was classified in the "interesting" criteria. The results of the n-gain test have received a value of 0.63, which was classified in the "fair" criteria. Based on these data, the researcher concluded that the developed KPS-based physics practicum module is feasible and can improve students' reporting skills.


2021 ◽  
Vol 7 (SpecialIssue) ◽  
pp. 320-325
Author(s):  
Sri Yamtinah ◽  
Sri Retno Dwi Ariani ◽  
Martha Andriyanti ◽  
Sulistyo Saputro ◽  
Endang Susilowati ◽  
...  

21st-century learning presents chemistry teachers with new challenges in teaching abstract chemistry concepts with various technologies that continue to develop. One of the media that can visualize abstract chemical concepts is Augmented Reality (AR). AR media developed in chemistry learning needs to be valid so that it can be used properly. Therefore, this study aims to examine the validity of the Android-based AR media developed. Four education practitioners carried out the validation as experts, and 13 students participated as respondents. The instrument used is a questionnaire with a Likert scale. The data obtained were analyzed quantitatively with the Rasch model using the facet software. The results of the analysis show that the Exact Agreements are 41.10%, and the Expected Agreements are 42.20%. The most challenging aspect to achieve is media design, while profit is the most easily agreed-upon aspect. Based on this assessment, in the development of augmented reality media, it is necessary to pay attention to display aspects and 3D objects suitable for viewing a material so that it is easier for users to understand the material.


2021 ◽  
Vol 3 (2) ◽  
pp. 266-281
Author(s):  
Ade Mayasanto ◽  
Y Johny Natu Prihanto ◽  
Kristianus Ade Sudiyono

Online-based media in Indonesia continues to grow. Much online press makes traffic an advertising business. The more reader traffic, the greater the revenue earned. The study aimed to look at how reader loyalty in online media. The central premise is to answer the factors that affect reader loyalty in online media. The research methodology uses the survey method. The survey took place in TribunKaltim with a total sample of 201 respondents. The research data was processed using Smart Pls tools. Results showed a positive correlation and significant influence of e-trust and e-satisfaction on e-loyalty readers in online media. The positive correlation and considerable impact of e-trust and e-satisfaction are inseparable from Fulfillment or reliability and online web media design. The practical implication of this research, management considerations to improve e-trust, e-satisfaction dan e-loyalty customers of online media.


2021 ◽  
pp. 298-312
Author(s):  
Jeromy Hopgood
Keyword(s):  

2021 ◽  
Vol 3 (2) ◽  
pp. 35-40
Author(s):  
Vernanda Em Afdhal ◽  
Hadrila Putri Aswara

This study, entitled Designing a Pop Up Book about the Struggle of the Women's Warrior Siti Manggopoh, discusses the history of a woman's heroism in leading the struggle against Dutch colonialism, which at that time implemented a money tax policy (belasting). The uprising occurred on June 15, 1908. The Manggopoh People's Struggle Movement led by Siti Manggopoh was able to influence other people so that they joined forces against the Dutch and the Manggopoh War broke out which the Dutch East Indies government could not forget. The history of the nation will be lost if it is not preserved. It takes various forms of effort and media design to introduce the history of the female warrior Siti Manggopoh to the people of West Sumatra in particular and Indonesia in general. The author wants to design an effective media in the form of a Pop Up Book, so that the younger generation is now interested in history which at this time is only focused on text books. The data used in this design are verbal data, visual data and data obtained through interviews, observations, and documentation which were analyzed by SWOT analysis.


2021 ◽  
Author(s):  
◽  
Meredith Crowe

<p>The theory of dwelling is a valuable topic for media designers to explore in order to further our understanding of the connection individuals make with designs. This research suggests that to promote dwelling successfully, digital design must prompt people to understand it in essence and balance, must encourage private or communal reflection and development, and must encourage people to connect meaningfully with the design; this manifests by people caring for it and being conscious of it. dwelling + design explores the theory of dwelling as research through design and research for design; through the interactive installation dark; and the light. Dwelling is discussed with reference to three main philosophers; Martin Heidegger, Christian Norberg-Schulz, and Pavlos Lefas. As a wider investigation of how dwelling can inform design practice, the theory is also investigated both as an informative theory for creative practice and an attitude that can be embraced by people when receiving or encountering creativity. dwelling + design finds that dwelling is valuable to designers as an attitude towards the design process, but has limited success as an informer of aesthetics or as an intended experience for participants.</p>


2021 ◽  
Author(s):  
◽  
Meredith Crowe

<p>The theory of dwelling is a valuable topic for media designers to explore in order to further our understanding of the connection individuals make with designs. This research suggests that to promote dwelling successfully, digital design must prompt people to understand it in essence and balance, must encourage private or communal reflection and development, and must encourage people to connect meaningfully with the design; this manifests by people caring for it and being conscious of it. dwelling + design explores the theory of dwelling as research through design and research for design; through the interactive installation dark; and the light. Dwelling is discussed with reference to three main philosophers; Martin Heidegger, Christian Norberg-Schulz, and Pavlos Lefas. As a wider investigation of how dwelling can inform design practice, the theory is also investigated both as an informative theory for creative practice and an attitude that can be embraced by people when receiving or encountering creativity. dwelling + design finds that dwelling is valuable to designers as an attitude towards the design process, but has limited success as an informer of aesthetics or as an intended experience for participants.</p>


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