Pendidikan anak usia dini merupakan salah satu bentuk pendidikan yang mengarahkan pada tumbuh kembang anak. Pada anak usia dini, anak memiliki rasa ingin tahu yang sangat tinggi.Media pembelajaran merupakan media pendukung dalam proses belajar mengajar. Seiring dengan berkembangnya teknologi, multimedia dapat digunakan sebagai media pembelajaran. Pembelajaran berbasis multimedia dapat meningkatkan kualitas belajar siswa dan dalam pembelajarannya akan lebih menarik minat siswa dalam memberikan pemahaman materi yang mudah karena penyajiannya yang interaktif. Dengan adanya multimedia interaktif ini juga dapat memperkenalkan perangkat Teknologi Informasi dan Komunikasi pada siswa dengan melalui aplikasi pembelajaran berbasis multimedia.Perancangan media pembelajaran interaktif berbasis aplikasi ini menggunakan animasi hewan.Perancangan media animasi interaktif ini menggunakan softwareAdobe Illustrator, Adobe Photoshop, dan Adobe Flash.Yang menjadi tujuan penelitian ini dilakukan melalui beberapa tahapan diantaranya konsep, pengumpulan data, perancangan, dan pengujian.Selain untuk merancang aplikasi, penelitian ini juga bertujuan untuk menguji kelayakan aplikasi sebagai media pembelajaran. Hasil media animasi interaktif berbasis aplikasi ini telah dilaksanakan pada proses belajar mengajar di RA YASIR Tangerang. Dengan adanya media animasi interaktif sebagai media pembelajaran ini siswa dapat mengenali hewan dan dapat meningkatkan minat belajar siswa. Kata kunci: Anak Usia Dini, Media Pembelajaran, Multimedia Interaktif.
With the development of computer technology , especially in the field of multimedia enabling competition in the highly competitive retail world . At the present time due to intense competition in the business world , the service and quality of goods is not enough to be able to increase revenue and attract customers who are loyal and inevitably this makes employers think hard to find a way to survive and stable in the business . One way is to use visual communication media can indirectly communicate the expected value of its effectiveness in product marketing programs . CV.Zero Store is a company located in Villa Mutiara Pluit Tangerang which sells a variety of products and a jersey type shirt screen printing . The problems that exist in the company does not have a means of supporting media promotion of effective programs , this company is already using a media campaign to promote its products as it is used today is the brochures , banners , promotions with clients directly keklien and perceived inadequate for future promotion . Therefore , it takes promosiyang other means such as the media in the desired catalog marketing targets that have been programmed . For media catalog is a masterpiece of design that is packaged in the form of a booklet which is a medium that can be made in the company’s assets that can be used to improve an image or the image of the company to establish cooperation relations with companies , institutions and other relevant agencies . Besides the new design is expected to add variants of the media campaign so as to form the image or the image of the company as desired . Therefore dituangkanlah such a design in an article entitled “Designing Catalog For Supporting Information Media and Promotions at CV Zero.Store “
The tight competition between schools in the era of globalization today, requires that the school Ivory Serpong Sower SDK to do the marketing strategy as attractive as possible, in order to enhance the new prospective learner interests as well as improve the quality of and professionalism in the management of the school. It is a promotional effort is used to market products or services to the public, so that they are more familiar with or know the product or service being marketed. Current media information and promotions that use the SDK Sower Ivory Serpong still be printed in the form of banners, brochures and more, so there are still many who have not yet learned about SDK Sower Gading Serpong. The purpose of this research is to inform and promote school SDK Sower Ivory Serpong. Based on a needs analysis is required of media promotion in the form of a video profile, to support information and promotion more attractive and effective by using the software Adobe Premier and Adobe Photoshop. Research methods used namely collecting data through observation, interviews and literature studies, Media Production and concept i.e. preproduction, production and postproduction. Through the design of Video media Profile of this SDK Sower Ivory Serpong can better known to many people and attracting parents to enroll his son in schools � SDK Sower Ivory Serpong
Tujuan penelitian untuk memberikan nilai efisiensi terhadap kinerja dalam buka tutup atap dan blower pada jemuran pakaian yang ditunjukan kepada CV.Trideko Interior dan Eksterior adalah sebuah badan usaha yang bergerak dalam bidang interior dan eksterior design. Metodelogi yang digunakan adalah dalam menentukan permasalahan dipergunakan metode perancangan, metode prototype, dan metode testing. Untuk mengumpulkan data-data primer digunakan metode observasi dan wawancara. Dan untuk mendapatkan data-data sekunder digunakan metode pustaka terkait dengan teori-teori dasar untuk memperkuat dasar teoritis yang dipergunakan. Adapun dalam menghasilkan sebuah sistem alat kontrol buka tutup atap dan blower menggunakan metode perancangan flowchart. Manfaat penelitian secara khusus ditunjukan kepada CV.Trideko Interior dan Eksterior. Secara umum dari sistem alat kontrol yang di hasilkan bermanfaat terhadap kalagan masyarakat luas. Terhadap kinerja buka tutup atap dan blower untuk jemuran pakaian. Kata kunci : kontrol, jemuran dan android
Science advancement of information technology is rapidly increasing to support technology development in education today it is as seen from technology trends of internet has evolved. The first time website only adopted information needs first step. Internet development may made web to web interaction. This interaction can share information, document, picture, video format, this bring the impact of social increased in cyberspace and then followed by world of learning but current condition of internet uses is as a self learning method, it’s not applied optimally in learning. The worst internet system only focused on the process of sending e-mail message from educators for students, not offering on independent approach and interactive learning experience. By using iLearning enable the learning process in an interactive self learning is applied in the realization and not separate from daily life. This article will explain to learn electronic learning distribution e-learning for iLearning, identify problem, encountered especially in education with an internet technology,iLearning architecture, iLearning design, weakness and excess iLearning, iLearning implementation in learning and interaction in daily activity in 4B ( learn, pray, work, play) in world of education system iLearning is adopted from e-learning education, that cannot be separated from learning activity at daily life and iLearning contribution really help independently learn need, which all knowledgement is in our hand. iLearning contained in this article may create a self-learning interactive in everyday life. iLearning organize all learners activities continually by learning, playing, working, and praying. iLearning development can create a good integrity to the system of modern learning in the future. So ilearning is the good leaders for both either educators or learners to get accurate information and which can be relavant in anywhere, anytime when we learn, play, pray, and work. 4b do with just one touch of the hand
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