Technology is increasingly developing in all aspects of life, even in the teaching and learning process. Children at Elementary School level are more interested in learning with interactive learning media that are more interesting than conventional learning from textbooks. Learning to use textbooks makes it difficult for elementary school age children to concentrate because of the large amount of material, books that are less interesting and lack of interaction so that when learning students must be guided especially for Social Sciences subjects. With the Android-based interactive learning media application, students can learn while playing. The media is designed to contain material in the form of images, audio and video so as to attract the attention and concentration of students in the learning process independently. This media design uses the RAD (Rapid Application Development) and Unified Modeling Language (UML) methods as a tool for modeling media, android studio for its design. Based on the results of trials conducted on elementary school students feel more interested and easier to remember material with interactive media than learning to use textbooks.
Multimedia learning media is one of the learning media used in the teaching-learning process. Based on the results of observations made on simulation subjects and digital communication shows several obstacles in the learning process such as the level of student understanding of subject matter is still low, the level of student activity and the media used are still less varied because the learning process is still fixated with books and not available media multimedia learning in simulation subjects and digital communication. The method used is the RAD (Rapid Application Development) method with object oriented approach and uses UML as a tool for media development. Based on the results of the trial, the media designed can attract the attention of students when studying, and in hrapakan can increase student grades in simdig subjects.
This study was aimed at analyzing the level of practicalities and effectivenees of bilingual computer-based learning module on the topic of word processing software at State Elementary School Percobaan, Padang. The study was quantitative with an experimental method. Findings show that the products which were developed had high level of practicality with the value Kr = 1 (standard of practicality = 0.90). This was confi rmed in the test of scalability which the coeffi cient of scalability of Ks = 1 (standard of scalability = 0.60). Based on the effectiveness test in the cognitive domain, from 24 students, 20 of them were completing at the average percentage of 84.44 while 4 students were not. In the psychomotor domain, it was categorized as very good with students obtaining an average grade of 97.29 for each indicator. Therefore, this module is very good to use for learning especially in internasional schools. The research findings show give evidence to the teachers to continuously make innovation and it can also be used as a reference to develop modules on other topics.KEPRAKTISAN DAN KEEFEKTIFAN MODUL PEMBELAJARAN BILINGUALBERBASIS KOMPUTERPenelitian ini bertujuan untuk menganalisis tingkat kepraktisan dan efektivitas dari modul pembelajaran bilingual berbasis komputer pada pokok bahasan perangkat lunak pengolah kata di SD Negeri Percobaan Padang. Bentuk penelitian ini adalah kuantitatif dengan jenis eksperimen. Dari hasil penelitian didapatkan bahwa produk yang dikembangkan sudah sangat praktis dengan nilai Kr = 1 karena di atas syarat kepraktisan 0,90. Hal ini dipertegas dalam uji skalabilitas dimana koefisien skalabilitas atau Ks = 1, angka ini juga sudah memenuhi syarat yakni di atas 0,60. Dari uji efektivitas pada ranah kognitif dari 24orang siswa terdapat 20 siswa yang tuntas dengan persentase rata-rata 84,44. Untuk ranah psikomotor dikategorikan sangat baik dengan angka rata-rata yang diperoleh siswa pada setiap indikatornya yaitu 97,29. Dengan demikian, modul ini sangat baik digunakan dalam pembelajaran khususnya pada sekolah bertaraf internasional. Hasil penelitian memberikan gambaran kepada guru-guru untuk selalu melakukan inovasi dan dapat digunakan guru sebagai acuan untuk pengembangan modul pada pokok bahasan lainnya
Academic information system is designed for data processing purposes academic. With the advanced information technology academic process can be managed into useful information in the Management college and decision making for top management in the college environment. Academic information system can be presented in the form of a website. Which contains features related to academic purposes. To see the effectiveness of the use of the website needs to be held evaluation. Evaluation can be done by measuring the level of user satisfaction to the features presented. The level of satisfaction can be measured with Kano method. Kano method is a method that aims to categorize the attributes of the products or services based on how well the product or service is able to satisfy its customers. This research is motivated by the use of web-based academic information system at the FKIP of University Muhammadiyah West Sumatra that does not satisfy the user. This study aimed to a) know how to Kano method in the application of the method to measure the level of student satisfaction, b) to determine student satisfaction toward web-based information systems academic using Kano, c) evaluating the lack of information systems in accordance with the needs of students, d) provide recommendations on UMSB management if there is dissatisfaction of students to academic web-based information systems. The results showed the level of satisfaction of students on the use of web-based information system as follows. First, there are two features in the website are in use is very satisfying for students. Secondly, six feature generates satisfied at the level of the student as user. Third, two features used students generate sufficient levels of satisfaction. Fourth, the features are less satisfied at the level of usage by students.
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