Learning media used in IT Project Management course, sub subject Project Management Methodology at Sekolah Tinggi Manajemen dan Ilmu Komputer (STMIK) PalComTech Palembang still uses modules obtained from worksheets and lecturers use lecture methods in explaining the related subject. The lecture method still has weaknesses so that the development of instructional media is needed. This research uses six stages of Multimedia Development Life Cycle (MDLC) method, which is Concept, Design, Material Collecting, Assembly, Testing and Distribution. The purpose of this research is to create interactive learning media of project management course, sub subject about project management methodology consisting of initiation, planning, implementation, supervision and closing stages and also documents required in IT project management development. The benefit expected is that this learning media can be a tool in the lecturing process of IT Project Management in STMIK Palcomtech. Applications have been tested through blackbox testing, with the results all indicator of testing declared valid. Keywords-blackbox testing, interactive learning media, multimedia Abstrak-Media Pembelajaran memiliki peranan yang sangat penting pada proses perkuliahan. Media Pembelajaran yang digunakan pada mata kuliah Manajemen Proyek IT sub materi Metodologi Manajemen Proyek pada Sekolah Tinggi Manajemen Informatika dan Komputer (STMIK) PalComTech Palembang masih menggunakan modul yang didapat dari worksheet, dosen menggunakan metode ceramah dalam menjelaskan materi metodologi manajemen proyek. Metode ceramah masih memiliki kelemahan sehingga diperlukan pengembangan media pembelajaran. Penelitian ini mengunakan metode Multimedia Development Life Cycle (MDLC) dengan enam tahapan yaitu: konsep (Concept), perancangan (Desain), pengumpulan bahan(Material Collecting), pembuatan (Assembly), pengujian(Testing), dan distribusi (Distribution). Tujuan penelitian yaitu membuat media pembelajaran interaktif mata kuliah manajemen proyek, sub materi metodologi Manajemen Proyek yang berisikan tentang tahapan inisiasi, perencanaan, pelaksanaan, pengawasan dan penutupan, serta dokumen-dokumen yang diperlukan dalam pembangunan proyek IT. Manfaat yang diharapkan adalah media pembelajaran ini dapat menjadi alat bantu dalam proses perkuliahan manajemen proyek yang ada di STMIK Palcomtech. Aplikasi sudah diuji melalui blackbox testing, dengan hasil pengujian semua indikator dinyatakan baik. Kata kunci-blackbox testing, media pembelajaran interaktif, multimedia
Philosophy History is one of the subjects studied by students in the Philosophy Major. The formal learning process takes place in the lecture hall. Learning that takes place in the lecture hall tends to be passive, centered in lecturers and has limited time. The book media used during the limited learning process displays information on images and text only. The book also has a thick size so it is less practical to carry. Using instructional applications is one solution that can overcome the nature of learning to take place more active, centralized to students and can be learned anytime and anywhere. Applications can display information in the form of animation, video and sound making it more interesting. Applications can replace the use of books because it is more practical to carry. This study aims to develop applications as a medium of learning in the course of Philosophy History. Applications were developed using Agile development methods. The process model used is Rational Unified Process. The results of this study is a Android-based learning application of Philosophy History
Augmented Reality (AR) application has been widely used for educational purposes. This study introduced AR in computer hardware (ARCH) learning media. ARCH is an application prototype which helps student identify computer hardware devices. It was important to measure student acceptance to evaluate attitude toward using and intention to use the application. Student acceptance would be measured using Technology Acceptance Model (TAM) approach. The constructs involved were perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using and intention to use. The purpose of this study was to investigate the most significant factors that affect attitude toward using and intention to use ARCH system. The methods consisted of collecting data in the questionnaire form, converted the data result into 5-point range Likert scale, reliability, and correlation test and delivered regression analysis test. The results showed that perceived ease of use was the most significant factor in regards to attitude toward using, and perceived enjoyment was the most affecting factor in regards to intention to use the ARCH system
Palembang Grand Mosque is one of the oldest mosques in Palembang. The shape of this historic building has a lot of architectural rich heritage which holds noble values and information important for the development of cultural and scientific understanding, so it needs to be protected, preserved and told its history in order to foster awareness of national identity and national interests, especially for young people. One form of disseminating information is to utilize animated video media. The use of video in the form of 3-dimensional animation can bring up visual images that look more real to stimulate the imagination of the audience so that it can be carried into the atmosphere of a more lively storyline. This research uses the stages of Pre-production which includes research information, determines visual concepts, letter concepts, color concepts and manuscript, the Production stage which includes sketching, modeling, texturing, animating and rendering and then Post-production which includes by providing transitions , video effects, sound effects, dubbing, music, giving text, color grading and ending with the final rendering. The results of this study are a video animation as information media about the history of the construction of the Great Mosque.
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