Abstract

ICT-based learning media innovation is very relevant to support the learning process. Therefore, this study aims to develop interactive multimedia products that are suitable for use in learning activities. The method in this research is research and development (R&D) which adopts the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The data collection technique used was a non-test technique, with a variety of instruments at each stage. At the analysis stage we used an observation sheet and a needs analysis questionnaire; at the design stage we used a document study and then at the development and implementation stage we used a multimedia feasibility questionnaire for media experts, teachers and 54 students. The results showed that during the learning process the teacher was not optimal in utilising ICT-based media; students strongly supported the development of interactive multimedia, which was good, followed by several suggestions for improving product quality. Overall, the interactive multimedia is included in the appropriate category as an instructional media.
 
 Keywords: multimedia, feasibility, vocational high school, learning activities, interactive, Computer

Highlights

  • Learning in this era is very identical with the use of technology, as students at almost every level of college tend to be accustomed to the use of technology, without the exception of the use of technology in learning activities. 21st-century competencies are some of the important competencies for students to master and must get their attention so that they are able to face challenges while living in the community (Wijaya et al, 2016)

  • Curriculum implementation in Indonesia in general has accommodated the goal of achieving various competencies that must be mastered in the 21st century, one of which is entrepreneurial competence, where at the high school level there are crafts and entrepreneurship subjects

  • Through the results of this preliminary study, the researcher sets a research goal, which is to create learning innovations through the development of digital media in the form of interactive multimedia whose material has been integrated with local potential, in accordance with the direction of the national curriculum

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Summary

Introduction

Learning in this era is very identical with the use of technology, as students at almost every level of college tend to be accustomed to the use of technology, without the exception of the use of technology in learning activities. 21st-century competencies are some of the important competencies for students to master and must get their attention so that they are able to face challenges while living in the community (Wijaya et al, 2016). Curriculum implementation in Indonesia in general has accommodated the goal of achieving various competencies that must be mastered in the 21st century, one of which is entrepreneurial competence, where at the high school level there are crafts and entrepreneurship subjects. This is one of the efforts made by educational institutions in order to create young entrepreneurs who have high competence, creativity and innovation. Factors that influence the formation of attitudes are the environment, personality, goals, individual competencies and strategies in running a business (Saputro et al, 2016) From these factors, the use of the environment is important in this learning because entrepreneurial attitudes can be developed with entrepreneurial actions. The simple and easy thing that can be done is to use the environment around students to work and be an entrepreneur

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