EFEKTIVITAS FLIPBOOK NANOTEKNOLOGI BERBASIS ETNOSAINS TERINTEGRASI AUGMENTED REALITY DALAM MENDUKUNG PROGRAM SDGs UNTUK SISWA SMA
A flipbook with augmented reality based on ethnoscience, supported by Heyzine and Assembler, contains nanotechnology content for high school students. It is an interactive learning media in the form of an electronic book that contains photos, text, and animated content designed to assist students in learning the material through the visuals offered. Page flipping has a transition effect that helps students read each page and increases their learning use. Applied visual arts ethnoscience exemplifies the combination of community culture and science. Augmented reality is utilized to show objects in 3D and realistically related to the ethnoscience of applied fine arts in the Cirebon area, such as the scissor-grip home, megamendung batik, ceramics, masks, kujang, and paintings. The goal of this research is to develop digital teaching materials that can adjust to evolving technologies in order to increase educational quality. The data was collected using a quasi-experimental one-group pretest-posttest design for a total of 30 students, which was then processed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) using descriptive statistics. This study found that students had good perceptions of the presence of a flipbook media with AR based on ethnoscience. Ethnoscience-based digital learning media can be used as interactive learning media because they provide precise visualizations of the concepts and conditions encountered during the learning process.
- Research Article
- 10.37905/inverted.v1i1.9818
- Feb 3, 2021
- Inverted: Journal of Information Technology Education
The basic subjects of graphic design at SMK Negeri 4 Gorontalo are subjects that are in great demand by students. Therefore, in order to improve the learning outcomes of learners, it is necessary to make some innovations in learning. However, in reality most teachers are not used to using interactive learning media and the cost of interactive learning media that attracts quite expensive prices is one of the inhibiting factors in learning. Therefore, it is considered necessary to develop an innovative and interesting learning media to be able to help students in understanding the material learned amid the difficulty of teachers obtaining interactive learning media that supports the learning process. The research conducted aims to 1). Describes the steps to design interactive multimedia-based picture and picture model learning media, and 2). Knowing the feasibility of learning media multimedia-based interactive picture and picture models according to material experts, media experts and users (students). The method used in the research was reseach and development method with ADDIE model with the results of learning media feasibility test by material expert showed feasibility percentage of 97.5% with "very feasible" category, media feasibility result according to media expert showed feasibility percentage of 79.2%% with "very feasible" category, as well as service result in user response (student) of 94.5% and categorized as "very feasible". So that it can be concluded that Interactive Learning Media based on Multimedia by using Picture and Picture learning model is very feasible to be used in the learning process. Keywords: Interactive; Multimedia; Picture and Picture.
- Research Article
- 10.51601/ijersc.v3i4.432
- Sep 1, 2022
- International Journal of Educational Research & Social Sciences
The quality of education is very much influenced by factors, where one of the factors that affect the quality of education is the quality of learning in schools and can be seen from the increase in grades. Utilization of media in the learning process in the classroom to make the learning atmosphere fun and can increase student grades. The use of learning media to write rhymes can increase the learning motivation of 7th graders of Berastagi Private Middle School students. It can be seen from the results of simple linear regression testing that the t test significance value is 0.071 less than 0.1and the t regression coefficient is positive, meaning that the more frequent use of interactive learning media, the students' learning motivation will increase. There is a significant difference in value between before the use of interactive learning media and after the use of interactive power point learning media. It can be seen from the test results that the average paired sample difference produces a sig value of 0.000 less than 0.05. The value after using interactive learning media is higher than the value before using interactive power point learning media. Suggestions for further research to add other variables that affect students' learning motivation, because the results of this study indicate that the contribution of learning media to increasing students' learning motivation is only 3.8 percent. Suggestions for teachers to use interactive learning media as a means to deliver material to students, because it is proven that the use of interactive learning media can increase student values and motivation in learning.
- Research Article
- 10.22236/ellter.v2i2.7485
- Oct 30, 2021
- ELLTER Journal
CREATING LEARNING MEDIA IN TEACHING ENGLISH AT SMP MUHAMMADIYAH 2 PAGELARAN ACADEMIC YEAR 2020/2021
- Research Article
- 10.23887/jlls.v7i2.82608
- Aug 22, 2024
- Journal for Lesson and Learning Studies
This research aims to develop interactive learning media based on a contextual approach that is tailored to student needs which can help teachers in implementing learning. The model used in developing this media is the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The subjects in this research included design experts, content experts, learning design experts, learning media experts, material content experts, and fifth grade elementary school. Based on the research that has been carried out, the results obtained are interactive learning media that is suitable and effective for use in learning. The interactive learning media based on the contextual approach that was developed was declared feasible and effectively applied in the learning process. The results of the effectiveness test calculation based on the results of the univariate t-test obtained a tcount of 13,945 which was then compared with the ttable value at a significance level of 5% with dk = 27 which was 2.05. The results show that t-count > t-table (13,945 > 2.05), so H0 is rejected and Ha is accepted. The effectiveness of using interactive learning media can also be seen from the increase in the average science knowledge competency of students as measured through pretest and posttest. The average pretest score was 58.9 and the average posttest score was 92.6. Thus, it can be concluded that interactive learning media for economic material can be applied in learning science content for fifth grade elementary school.
- Research Article
- 10.21831/didaktika.v6i2.63448
- Jan 11, 2024
- DIDAKTIKA: Jurnal Pendidikan Sekolah Dasar
Understanding the concept is the ability expected in every learning process. But not all students can master the understanding of the concept well. Researchers are trying to provide an alternative by creating interactive learning media to help understand mathematical concepts, especially integer material in grade 6 elementary schools. This research aims to develop a number-line interactive multimedia product to increase the understanding of the concept of addition of positive and negative integer operations. The purposes can be specified as follows: (1) to produce valid number-line interactive multimedia; (2) to produce number-line multimedia that is practical and effective; (3) to produce multimedia that can assist educators in the learning and teaching process. This research used the Research and Development (RD) method with the ADDIE development model. This research was conducted in grade 6 of SD Negeri 1 Matenggeng. The targeted output of this research is to find out how to increase understanding of concepts through the development of interactive multimedia on positive and negative integer operations. The results obtained in this research were based on the validation of material experts, the results obtained were 4.41 very feasible classification. While the media validation shows a score of 4.25 with an interpretation of the very feasible classification. It can be concluded that this interactive learning media is feasible to use.Ade, S. M. (2018). Development of Interactive Multimedia-Based Learning Media.Ministry of Education and Culture. (2003). National Education System 20 of 2003.Ardianti, S. D., Christijanti, W., Dewi, P. (2012). The Role of Animation Media with the Time Token Learning Method on Learning Activities and Results. Journal of Biology Education, 1(1)Ariani, N. H. 2010. Multimedia Learning in Schools Guidelines for Inspirational, Constructive, and Prospective Learning. Jakarta: PT Prestasi Pustakarya.Ministry of National Education. 2003. Special Guidelines for the Development of a Junior High School Competency-Based Assessment System. Jakarta: Ministry of National Education.Dewi, A. P. (2021). Use of Interactive Slides in Online Learning Materials on Genetic Substances to Improve Students' Cognitive Aspects. WASIS: Scientific Journal of Education, 2(1), 55-61.Duffin, J.M. Simpson, A.P. 2000. A Search for understanding. Journal of Mathematical Behavior. 18(4): 415-427.Erfan Priyambodo, A. W. (2012). The Effect of Web-Based Interactive Learning Media on Student Learning Motivation.Educational Journal, 99 - 109.Hanim, Fitria Amiruddin. (2016). Effect of Using Remote Sensing Interactive Learning Multimedia on Geography Learning Outcomes. Journal of Education, 1(4):Istiqlal, M. (2017). Development of interactive multimedia in learning mathematics.JIPMat, 2(1).Jannah, R., Ahmad, A., Duskri, M. (2019). Understanding the Concept of Counting Integer Operations for Junior High School Students through Brain-Based Learning.Opportunity Journal, 7(2), 22-33.Kumalasani, M. P. (2018). The Practicality of Using Interactive Multimedia in Class IV SD Thematic Learning. Journal of Elementary Education, 2(1A), 1–11.Kurniawati, I.D. (2018). Interactive Multimedia-Based Learning Media to Improve Students' Understanding of Concepts.Journal of Computer and Information Technology, 68-75.Made Giri Pawana, N. S. (2014). Development of Project-Based Interactive Media with the ADDIE Model on Web Programming Material for Grade X Students of Even Semester at SMK N 3 Singaraja.e-Journal of Postgraduate Program at Ganesha University of Education, 1-10.Mayern, Richard E. 2009. Multi-Media Learning. Yogyakarta: Student Libraries.Mawaddah, S., Maryanti, R. (2016). The ability to understand mathematical concepts of junior high school students in learning using the guided discovery model (discovery learning).EDU-MAT: Journal of Mathematics Education, 4(1).Muhsetyo, et al. 2007. Elementary Mathematics Learning. Jakarta: The Open University.Mulyono, B., Hapizah, H. (2018). Understanding Concepts in Learning Mathematics.Kalamatica: Journal of Mathematics Education, 103-122.Novitasari, D. (2016). The influence of the use of interactive multimedia on the ability to understand students' mathematical concepts.FIBONACCI: Journal of Mathematics and Mathematics Education, 2(2), 8-18.Radiussman. (2020). Literacy Studies: Understanding Students' Concepts in Learning Mathematics.Journal of Mathematics and Mathematics Education, 1-8.Sanjaya, W. (2009). Classroom action research. Jakarta: Kencana Prenada Media Group. Sugiono. (2016). Quantitative Research Methods, Qualitative and RD.Bandung: Alphabet.Sugiyono, P. (2016). Management Research Methods (Quantitative Approaches, Qualitative, Mixed Methods), Action Research (Action Research, and Evaluation Research).Bandung: Alfabeta Cv.Sukardjo. (2006). Collection of learning evaluation materials. Yogyakarta: Yogyakarta State University Postgraduate Program.Sukmadinata, Nana Syaodih. (2017).Educational Research Methods. Bandung: PT. Roesdakarya youth.Unaenah, E. (2020). Analysis of Students' Understanding in Counting Operations Adding Integers Using Number Lines.Journal of Education and Social Sciences, 296-310.Wahyuni, Esa. (2017). The Usage of Multimedia Improve Physics Learning Achievement. Journal of Prospective Learning. 2(2): 85- 86.Wahyuningtyas, D. T. (2015). Use of Toy Car Media to Increase Understanding of the Concept of Integer Count Operations.Journal of Educational Inspiration, 5(1), 587-592.Wahyuningtyas, D. T. Iskandar, L. (2016) Improving Understanding of the Concept of Multiplication and Division of Integers Using Wayangmatika Media. Radiation Journal, 5(3): 51-60 Wahono, R. S. (2006). Aspects and criteria for evaluating learning media.Online)(http://romisatriawahono.net/, accessed on 15 March 2023).Widoyoko, E.P. (2012). Techniques for preparing research instruments.Yogyakarta: student library, 15(1), 1-22 Wildaniati, Y. (2016) Learning Integer Mathematics with Teaching Aids. Elementary Journal, 1(1): 33-40.
- Research Article
1
- 10.55606/jurripen.v2i2.1547
- Jul 19, 2023
- JURNAL RISET RUMPUN ILMU PENDIDIKAN
This study aims to determine: Showing an interactive learning media of mathematics on students' mathematical communication skills as a whole, The magnitude of the influence of using Geogebra-based interactive learning media on mathematical communication abilities based on educational level, the magnitude of the effect of using interactive mathematical learning media on mathematical communication skills based on previously used interactive learning media, the large influence of the use of interactive learning media plays an important role in systematic mathematical methods, the large effect of the use of interactive learning media on mathematical communication skills is imaginative to mathematical communication based on the mathematical ability that is measured. This study uses the addie model. This sampling technique is highly influential using the Addie model and obtained 20 studies that match the criteria. This data collection technique uses freetest and posttest with the help of Geogebra Classic 6 software and the help of Microsoft powerpoint. The results of this data experiment show that: overall this interactive learning media has a major influence on students' mathematical communication abilities.
- Research Article
- 10.24260/jrtie.v5i1.2198
- Jun 30, 2022
- Journal of Research and Thought on Islamic Education (JRTIE)
Learning using interactive learning media aims to facilitate the learning process and foster teacher creativity and innovation in designing the learning process. Therefore, this research intends to develop a learning product in the form of interactive digital ebooks. The formulation of the problem in this study are: 1) What is the description of general learning media in the field of SKI in class IV? 2) How is the design of the Kibudi Book as an interactive digital learning media in the field of SKI in grade IV? 3) How are the results of the validity test regarding the Kibudi Books product as an interactive digital learning medium in the field of SKI in grade IV?. The model used is DD (design and development). The data obtained in the form of quantitative and qualitative by using two methods of data collection, namely observation and questionnaires. The results of the study show 1) Learning about SKI material in general only uses the lecture method with book media 2) The design of this digital interactive learning media includes three stages, namely; (a) needs analysis, (b) design, (c) development and implementation, 3) The results of the validity test regarding kibudi products include: (a) the results of a design and material expert review with very valid qualifications (100%). (b) the results of user reviews of teachers with very valid qualifications (85.71%), (c) results of user reviews of users with qualifications (97.05%) with very valid qualifications. So it can be used that the development of interactive digital learning media Kibudi Book is feasible in the learning process. Keywords: Learning Media, Isra Miraj, Kibudi Books.
- Research Article
- 10.23887/tscj.v7i1.77012
- Jul 10, 2024
- Thinking Skills and Creativity Journal
The low interest of students in learning science is caused by several things such as the lack of innovative learning models and methods and the use of less interactive learning media. Fun learning media is needed to improve student learning outcomes. The purpose of this research is to develop a valid, practical, and effective interactive game learning media "Getarkan" to improve the learning outcomes of grade V elementary school students on food chain materials. This development research uses the ADDIE model which consists of five stages, namely, analyze, design, development, implementation, and evaluation. In this study, the type of data used consists of two, namely qualitative data and quantitative data. This study takes the subject of the interactive game media of Vibration, while the object taken is the validity, practicality, and effectiveness of the interactive game media of Vibration. The data collection methods used are rating scales and student learning outcome tests. The results of the study show that the interactive game media of Getarkan received validity from experts with a very high category, and the practicality assessed by students and teachers received very high scores. To test the effectiveness of media on learning outcomes, interactive media was declared effective in improving student learning outcomes on food chain materials. Because there is a difference before and after learning using interactive media.
- Research Article
- 10.55351/prajaiswara.v4i1.88
- Jan 13, 2024
- Jurnal Prajaiswara
Introduction/MainObjectives: The purpose of this research is to be able to find out and improve understanding of literature studies regarding PowerPoint interactive learning media in elementary schools using quantitative methods. Background Problems: The development of the era in the millennial generation, learning media has experienced a development. With the development of learning media able to provide creativity in the world of education. Interactive learning media is needed in learning, one of which is interactive learning media using PowerPoint in elementary schools. PowerPoint media really helps students in the learning process, because it has many features so that students like it more and are easy to understand. Research Methods: This type of research uses the Systematic Analyze Review (SLR) method. Data collection was carried out by reviewing articles regarding interactive PowerPoint learning media in elementary schools. Finding/ Results: Found 5 research articles from Publish or Perish, the data collection is obtained through Google Scholar from 2018 to 2023 with a limit of 200 articles according to predetermined keywords. Through identification, screening, eligibility, included, was eventually found 5 articles according to the specified keywords and restrictions. Conclusion: PowerPoint as this interactive learning media is very influential for students in the learning process and improve learning outcomes in elementary school.
- Research Article
- 10.17509/didaktika.v4i1.49061
- Mar 15, 2024
- Didaktika
This study aims to develop an interactive digital learning media based on the traditional Engklek game in the material of 2D shapes for fourth-grade students at SDN Leuwiranji 03 to increase students' interest in learning in the material. This study was conducted based on the results of interviews with fourth-grade teachers that there are still many students who do not understand the characteristics of 2D shapes to the concept of how to find the perimeter and area of 2D shapes. The subjects were fourth-grade students learning using media based on the traditional Engklek game. Moreover, this study used qualitative research with ethnography and qualitative descriptive methods. In addition, researchers used the ADDIE model in the development of interactive digital learning media during its integration with traditional Engklek game. The model has 5 steps that are analysis, design, development, implementation and evaluation. Data collection techniques used participant observation methods, in-depth interviews and document analysis. In the development step of learning media, researchers used the Macromedia Flash CS6 application to be able to create the desired media products. The data analysis technique is conducted by five steps that were identifying data, classifying, describing, interpreting and concluding on data. This interactive digital learning media is effective for use in the learning process. Because of its application, this digital interactive learning media can create a comfortable, interactive learning atmosphere and is able to increase students' interest in learning. The results of this study indicate that the media developed are feasible and suitable for use in learning flat building materials in elementary school. This media should be used and developed by educators and other researchers.
- Research Article
- 10.24036/14116171074
- Mar 31, 2023
- PILLAR OF PHYSICS EDUCATION
The learning process in the digital era cannot be separated from information technology. Various kinds of applications are offered, ranging from paid to free. This study aims to describe the design of interactive learning media by utilizing a free application, namely Lectora Inspire. This application serves to make it easier for users to create interactive learning media designs. In addition, the Lectora Inspire application can assist teachers in the learning process with attractive and interactive media designs. Appropriate interactive learning media design can produce effectiveness in the learning process. In this case, this research is motivated by the use of learning media used in schools that are not fully interactive and are not in accordance with making good learning designs. For this reason, this study aims to design good interactive learning media by following the proper learning media design rules. The research method used in this research is research and development (R&D) with the ADDIE model namely analysis, design, development, implementation, and evaluation. Research on the development of the ADDIE model is limited to the early stages, namely Analysis and Design. From the results of the design of interactive learning media using the lectora inspire application developed by researchers, it is hoped that it will be useful for students and teachers at school so that students can master learning independently and have fun.
- Research Article
2
- 10.24036/jep/vol7-iss1/714
- May 29, 2023
- JURNAL EKSAKTA PENDIDIKAN (JEP)
Science and technology, which continue to experience development in education at the school level, raise demands and improvements in the learning process. In the 21st century, critical and creative thinking skills are needed for students. Therefore, interactive learning media are developed to make students more active and can make improvements to students' critical and creative thinking skills. The development of interactive learning media aims to create interactive learning media based on critical and creative thinking skills on valid and practical circular motion material. This study used the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The validation test resulted in the developed interactive learning media obtained a result of 0.78 with a reasonably valid category. The validation results showed that the interactive learning media was not yet valid, so it needed to be revised based on the validator's suggestions to make the product more valid. After revision, the product was declared usable. The results of the practicality test conducted on high school physics teachers in Padang obtained 91% results, indicating that interactive learning media is practical to use. Based on the results of the validation test and practicality test, interactive learning media based on critical and creative thinking skills in circular motion material is declared valid and practical.
- Research Article
- 10.51454/jet.v4i3.284
- Jul 5, 2023
- Journal of Education and Teaching (JET)
This study aims to describe the process of developing interactive power point learning media for asking questions and giving opinions to class X students of SMK Hidayatul Mubtadi'in Kanigoro and to describe the results of developing interactive powerpoint learning media for learning materials asking questions and giving opinions to class X students Hidayatul Mubtadi'in Kanigoro Vocational School. In this research and development method refers to ADDIE model. The reason researchers use the ADDIE model in this study is because the ADDIE model has the right steps for the development of the media being developed (Branch, R.M 2009). After the powerpoint interactive learning media was finished, the researcher brought the interactive power point learning media to media material specialists for evaluation. Considering the percentage of experts' validation, namely (87.5%) media experts and (75.0%) material sheets validation. Furthermore, in the product category included in the "Valid" category as a complement to the media, the results of student answers were (62.10%). This means that interactive PowerPoint learning media is feasible to use.
- Research Article
- 10.30595/pssh.v4i.298
- May 30, 2022
- Proceedings Series on Social Sciences & Humanities
Date learning materials are generally in the form of text, so an innovation in interactive multimedia-based learning media is needed for date subjects. The purpose of this study was to develop interactive learning media, to find out the evaluation and feasibility of media according to material experts, media experts and educators for interactive multimedia-based learning media on the subject of the main material date (the development of Islam in Indonesia during the Dutch colonial period) at Muhammadiyah Somagede Vocational School and the feasibility of the learning media. This research is a type of Research and Development (RND) research with qualitative and quantitative collection techniques. Qualitative data obtained from the results of the questionnaire in the form of explanations, suggestions from material experts, media experts, and educators. Quantitative data was obtained from the results of the questionnaire test in the form of values 5, 4, 3, 2, and 1 which were converted into qualitative data. The instrument used for data collection in the product development process is a questionnaire. Questionnaires were made for 3 respondents, namely material experts, media experts and educators. The development procedure used uses the ADDIE development procedure (analysis, design, development, implementation, evaluation). The results of research and development use the ADDIE development procedure (analysis, design, development, implementation, evaluation). The analysis phase includes field studies. The design stage includes making flowcharts and storyboards. The development phase of interactive learning media product development, validation and revision. The implementation stage is carried out once in a trial, which is tested on educators. The results of the evaluation of the material experts for stage 1 obtained an average of 4.3 and stage 2 obtained an average of 4.5 in the aspects of learning and content and the total overall score was 4.5 with a very good category. Media experts on programming and display aspects at stage 1 got an average score of 4.9 and at stage 2 got an average score of 5 so that the overall score got an average score of 5 in the very good category. The feasibility of learning media based on trials on date subject educators got an average of 4.9 with a very good category. Thus, interactive learning media on the subject of the subject matter date (the development of Islam in Indonesia during the Dutch colonial period) at SMK Muhammadiyah Somagede is feasible to use.
- Research Article
- 10.52783/jisem.v10i42s.7885
- May 3, 2025
- Journal of Information Systems Engineering and Management
Introduction: The purpose of this study was to create interactive learning media for Sports and Health Physical Education material for high school football games. Interactive learning media focuses on student activities so that they can access media according to the needs of Core Competencies and Basic Competencies. Interactive learning media can be useful to help create learning that is not monotonous. Objectives: This study aims to develop a product in the form of interactive learning media based on the Articulate Storylane 3 application in football learning.Methods: This type of research is research and development with the procedural steps being a) Analysis b) Planning c). Development d) Implementation e) Evaluation. Quantitative data analysis techniques in this study used descriptive statistical analysis obtained through questionnaires given to media experts, material experts, teachers and students. Results: The results achieved from this research are the creation of interactive learning media for football games which have been assessed and analyzed by material experts, learning experts, and media experts. Based on the test results and assessments from experts, the interactive learning media for football games is included in the very good category and is suitable for use in learning Physical Education. This interactive learning media is equipped with a guidebook to make it easier for students and teachers to access this media. Conclusions: Based on the results of the research that has been done, it can be concluded that the Articulate Storylane 3 based interactive football game learning media product is feasible and can be used in high school physical education learning.
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