Network topology is a knowledge in basic network subjects that is often disregarded to be grasped by almost all vocational students whose learning activities are dominated by practicum. Whereas network topology is a basic concept that is important in order to comprehend the concept of networking further. This research was aimed to develop a concept and design of interactive multimedia of network topology to be implemented in visual, audio, and kinaesthetic (VAK) learning model. This study used the overall life cycle method to develop multimedia. The design of this media adopts the constitutive elements of situated learning in interactive multimedia. The multimedia features correspond to Gagne’s events which serve well as a framework for the successful development of educational multimedia modules. The experiment was carried out at the vocational school Binawisata Lembang, Indonesia, involving thirty tenth grade students majoring in software engineering as the research subjects. The result of the experiment was then analyzed using a quantitative method approach. It was revealed that students’ perceptions of the media were very good. Based on the results obtained during experiment, the developed media was proven to have positive impacts on improvement of students’ cognitive abilities.
Rapidly developing technology has produced many inventions that can help facilitate human life in various fields one of which is the field of education which can help teachers and students in the learning process, one of the technologies that helps is the application of a Learning Management System in e-learning, where by This e-learning learning activities can be carried out flexibly by both teachers and students. The role of motivation has an important position in achieving learning objectives, one of which is to improve cognitive, therefore various methods are used to motivate students in the learning process. In this research, an effort was made in the form of applying Gamification which is a learning approach by bringing and applying game elements into the Learning Management System with the aim of increasing students' motivation and cognitive in the learning process using the ADDIE method, towards a Smart Learning Environment. Analysis of the results of the pre-test and post-test using the N-Gain calculation was carried out in both groups, where the average N-Gain score for the gamification group was 26.6111 and for the Non-LMS group it was -19.8889. This explains that the gamification group has more cognitive improvement than the non-LMS group.
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