The use of technology-based media increases students’ motivation and learning effectivity in the classroom. This research aims to develop, to examine the appropriateness and the effectivity of flash-based media at Senior High School. This development research uses the ADDIE model. Based on the research result, the score of validity trials from the material expert is 72, the score from the media expert is 58 and from the practitioner expert is 75. The assessment from the material, media and practitioner expert show that flash-based media is in the appropriate category. Effectiveness test of the flash-based media development is through the testing of hypothesis, the data shows that for both experimental and controlled class in pre-test and post-test, the score is Sig. (2-tailed) 0.000 < 0.05, and the score of the students’ motivation in learning for pre-test and post-test in both experimental and controlled is Sig. (2-tailed) 0.000 < 0.05. It means that the flash-based media increases students’ motivation and achievement in the learning process. This research result supports the theories of technology learning, especially for the development of learning aids and media for English subject.
In fact of AutoCAD learning, there is still the use of conventional method. So, the students does not achieve the quality maximally. It is important to make the innovation of learning model in order to produce the competent outcomes. This study aims to determine the effectiveness of Project Based Learning and Discovery Learning with module to increase learning outcome of AutoCAD subject. Those are three main parts of this study. The first is the different influence between Project Based Learning and Discovery Learning on the learning outcome, the second is the different influence between male and female on the learning outcomes and the third is the interaction between Project Based Learning, Discovery Learning and gender on the learning outcome. This research was 2x2 factorial experiment with a quantitative approach. The data source of this study were 186 students of class XI of SMKN (Vocational School) 4 Semarang in the 2019/2020 school year. From 186 students, there were 36 students of class XI TGB1 as the experimental class and 37 students of class XI TGB2 as the control class. The results shows that Project Based Learning model and Discovery Learning with module could improve students’ learning outcomes in SMK 4 grade XI. From the gender interaction aspect of the Project Based Learning model and Discovery Learning, it shows the learning outcomes for male are higher than female. Thus, the Project Based Learning model is appropriate for AutoCAD subject because it can prepare students to face the workforce.
The lack of learning that stimulates basic movements and early childhood character. This is due to several things including the teacher's lack of understanding about the classification of basic movements and the environment that is less supportive. This study aimed to analyze the effectiveness of Zondag Mandaag game on improving basic movements and early childhood character. The experimental design that was carried out in this study was the True Experimental in the form of a Pretest-Posttest Control Group Design to analyze quantitative data on the effectiveness of the Zondag Mandaag game on improving basic movements and early childhood character. The result shows that there is an increase in basic movements and characters of early childhood after treatment with Zondag Mandaag games. It is evidenced by the average results of the first test is 58.83 in the experimental class and 58 in the control class, while the average score of the final test for the experimental class is 75.5 and 63.83 for the control class which shows an increase of 16.67 in experimental class and 5.85 in the control class. Thus, it can be concluded that the Zondag Mandaag’s game is effective in improving the basic movements and character of early childhood
Kemampuan menyimak dan berbicara menjadi dasar belajar bahasa, dapat memperlancar komunikasi lisan dan menambah pengetahuan. Penelitian ini bertujuan mengetahui pengaruh storytelling berbantu media audio terhadap kemampuan menyimak dan berbicara anak usia dini. Penelitian ini menggunakan metode eksperimen dengan desain Quasi exsperimental Design. Sampel penelitian ini sejumlah 64 siswa. Analisa data menggunakan program SPSS dengan uji statistik cronbach alpha (α). Hasil penelitian menunjukkan (1) terdapat pengaruh signifikan penggunaan media storytelling berbantu audio terhadap kemampuan menyimak anak usia dini; (2) terdapat pengaruh signifikan penggunaan media storytelling berbantu audio terhadap peningkatan kemampuan menyimak anak usia dini; (3) penggunaan media storytelling berbantu audio lebih efektif meningkatkan kemampuan menyimak dan berbicara pada anak usia dini daripada penggunaan media konvensional. Berdasarkan permasalahan, dirumuskan pertanyaan bagaimana pengaruh pembelajaran storytelling berbantu media audio terhadap kemampuan menyimak dan berbicara anak usia dini. Dampak penelitian pembelajaran storytelling berbantu media audio, kemampuan menyimak dan bebicara dapat diaplikasikan dalam kegiatan sehari-hari
Augmented reality (AR) could be a new technology to address the exhibition event become more interesting, secure and its product could be easily renewable for educational purposes. This article describes the development process of AR media and fnd out it feasibility as a learning tool for 3D animation lecture at higher education level. This research employing Research and Development (R & D) model and adapted 10 stages of R & D model from Sugiyono (2013) into four primary steps, i.e. (1) analysis, (2) design, (3) development and (4) testing the product. The feasibility of the product has been tested by media expert and showed a very good result with average score at 95%, the testing product for student also gained the same result with average score at 81%. The result of this research proved that AR was feasible as a learning media for 3D animation lecture and therefore it has a potential to be used for another context for educational purposes. Abstrak Media augmented reality (AR) dapat dipergunakan sebagai teknologi baru dalam penyelenggaraan pameran secara virtual sehingga produk yang dipamerkan akan terpelihara dan dapat diperbarui. Artikel ini menggambarkan proses pengembangan media AR dan mengetahui kelayakannya sebagai media penunjang pembelajaran mata kuliah Animasi 3D. Penelitian ini menggunakan model research and development yang mengadaptasi 10 tahap pengembangan sugiyono dan disederhanakan menjadi 4 tahap utama, yaitu (1) analysis, (2) desain, (3) pengembangan produk, dan (4) ujicoba produk. Hasil uji kelayakan yang dilakukan oleh ahli media diperoleh rata-rata persentase 95% dengan kriteria sangat baik. Selain itu hasil ujicoba kepada mahasiswa didapatkan perolehan rata-rata persentase 81% dan masuk dalam kategori sangat baik. Hasl penelitian ini menunjukkan bahwa AR memang terbukti layak digunakan sebagai media pembelajaran dalam mata kuliah Animasi 3D dan oleh karenanya potensial juga digunakan untuk mata kuliah dan pembelajaran lain. Kewords: Augmented reality; educational technology; exibhition; research & development; virtual media
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