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Onnie Lumintang; Salahudin Salahudin

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2022 Fakultas Teknik Universitas Cenderawasih

Training on making learning videos for teachers in Jayapura City High School aims to improve teachers' ability to teach students with visual kinesthetic learning type. The research used a qualitative approach and hands-on training method. The results show that the use of videos as learning media can increase student interest and understanding, as well as provide a more interactive learning experience. Ultimately, this training is expected to contribute to the quality of education in the Jayapura City area.

Dita Rahmaditiani Junaidi; Evi Satispi; Aldira Lindawati; Dalila Afif

Jurnal DIKMAS 2022 Biro Pengelolaan Penelitian dan Pengabdian Kepada Masyarat SETIA Ngabang

This research is motivated by the success of phenomenon educational institution based on nature that serve as one of the alternative educational institutions in Indonesia. The success of the phenomenon came from from the ability of sekolah alam to shape and transform the sought-after core values. This research aims to explain the process of forming and transforming core values based on environmental uniqueness and local wisdom at Sekolah Alam Kebun Tumbuh (SAKT) which conducted in August – December 2021, and located in the middle of an urban area. Researcher used a qualitative approach with data collection techniques, interviews, and documentation as well as analysis using interactive model qualitative techniques which included data collection, data reduction, data presentation, and drawing conclusions. The results of the research indicate that all educational and learning activities in sekolah Alam carried out with an integrative holistic approach with nature as a place, source, and learning media in the context of cognitive processes, awareness, enlightenment, empowerment, character building and children's behavior. The core values developed by Sekolah Alam Kebun Tumbuh are based on five values, includes noble character, critical thinking, leadership, entrepreneurial spirit, and toughness. These core values are the hallmark and differentiator from Sekolah Alam Kebun Tumbuh from other sekolah alam as well as the brand image of Sekolah Alam Kebun Tumbuh. In addition, it continues to embody the three dimensions of core values in general, namely curriculum, methods, environment and physics.

Ima Ismail; Wa Ode Rizka Fauziah Ali

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2022 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to develop and determine the effectiveness of the "Rainbow Learning Box" learning media in fostering scientific literacy in early childhood. This media is designed as a simple, experiment-based science learning tool using colorful colors to help children understand the concepts of color, color mixing, and simple changes through play-and-learning activities. The study employed the Research and Development (R&D) method with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The study subjects consisted of 20 children aged 5–6 years at a pre-school (PAUD) institution. Data collection techniques included observation, interviews, documentation, and child development assessment sheets. The results showed that the use of the "Rainbow Learning Box" increased children's engagement in learning, curiosity, observation skills, and simple communication skills related to experimental results. Children appeared more active and enthusiastic during learning activities because the media was engaging, interactive, and suited to the learning characteristics of early childhood. Furthermore, teachers responded positively to the media's use, citing its ease of use, safety, and affordability. Therefore, the "Rainbow Learning Box" can be an alternative, innovative science learning media to optimally support the development of scientific literacy in early childhood. 

Fictor S. Misssa; Edwer Y. Dethan; Yanto Tefa; Petrus Pareira; Angelita Meneses

Nusantara: Jurnal Pengabdian kepada Masyarakat 2021 Pusat Riset dan Inovasi Nasional

This community service project aims to enhance Sunday School teachers’ ability to use digital media as a tool for children’s faith formation in local churches. The rapid development of information technology requires churches to adapt their educational ministries, including children’s spiritual learning. The training was conducted at the Christian Evangelical Church in Timor (GMIT) Sion Noelbaki Congregation, involving 25 Sunday School teachers. The implementation methods included needs observation, interactive workshops, practical sessions on creating digital Bible content, and direct mentoring in using media such as spiritual videos, PowerPoint, and online platforms (YouTube, Canva, and WhatsApp Groups). Evaluation was carried out through pretest-posttest and participant satisfaction questionnaires. The results showed a 78% increase in teachers’ competence in using digital media after the training. Participants also demonstrated high enthusiasm and commitment to applying digital media in their children’s ministry. This activity had a positive impact on improving the quality of faith education, making Sunday School learning more engaging, contextual, and relevant to children’s lives in the digital era.

Daniel Rudjiono; Setyo Adi Nugroho; Kharolina Arifianti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Mathematics is an applicable science and very close to human life, so mathematics is very important to learn from elementary school. However, the mathematics competence of elementary school students in Indonesia is relatively low. One of them is SD IT Cahaya Ummat which is located in Karangjati, Kecamatan Bergas, Kabupaten Semarang, the grade 6 students' average mathematics score is lower than other subjects. So far, learning is still conventional in nature with learning resources in the form of printed books, thus it is necessary to have learning innovations to increase students' interest in learning mathematics.The design of interactive media as a learning aid can be a solution to attract students' attention to be more focused when the teacher explains math material in class. When students feel interested and focused on learning, learning will be more effective so that students' understanding of the material presented by the teacher will also increase.Interactive learning media made with Adobe Flash CS5.5 to combine text, images, sound, and animation will make the application more attractive, so that students are more interested in learning mathematics with statistics material. The results of the validation score obtained from media experts are 34, material experts 39, and users 35, so this learning media product is classified as a very good category, so it is valid to be used.  

Setiyo Adi Nugroho; Risti Wulandari

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

SD Mardi Rahayu 01 Ungaran is an elementary school. The learning process still uses conventional methods which make students less enthusiastic in participating in learning and tend to get bored with the material presented. The purpose of this research is to develop interactive Javanese script learning media based on multimedia. The development method in this study uses the Research and Development method. Multimedia-based interactive Javanese script learning media is an alternative in the learning process. Based on the results of the validation, the learning media got a feasibility percentage of 92.5% from internal validator, 90% from external validator, and 81% from the results of user trials, so it can be concluded that the learning media developed was categorized as very feasible to use.

Setiyo Prihatmoko; Fajar Kurniawan

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI Students of TPSB SMK Texmaco Semarang as a learning aid. so that it can be used as a modern, effective, and interactive learning medium. This application was made with the aim of completing the limitations of depicting objects in existing learning media, helping students to more easily learn the material, improving student learning outcomes, and increasing the variety of media in learning. This study uses the Research and Development (RnD) method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement and product testing. The final result of making this learning media is an application in the format android application, used on every android-based mobile phone. The validity value of the media expert obtained a value of 3.2 which was declared feasible, the results of the material expert validation test obtained a value of 3.6 which was declared very feasible, and was able to increase the average value of the artificial fiber spinning subject class XI TPSB SMK Texmaco Semarang which Initially 61.5% with 17 students who had not reached the KKM to 80.5% with 4 students who had not reached the KKM.

Nur Budi Nugraha; Soni fajar Mahmud

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Learning is a process of communication between students, teachers and teaching materials. The delivery of learning messages from teachers to students is currently still using teaching aids in the form of books. This makes students less interested and feel bored when absorbing lessons, so that it gives the effect of being lazy to learn. This study designed mobile based 2D animation as an interactive learning tool for learning materials for human organs based on mobile android. This study uses the waterfall method in conducting research which includes the stages of planning, analysis, design, implementation and testing. Based on the research results, this 2D animation learning media makes it easy for students to study material about human organs that cannot be seen directly. This animation has several elements such as text, audio, video and animated images so that it attracts students' attention to feel happy in learning compared to conventional ways

Fadhlianto, Ibnu

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The purpose of this study was to identify Vertebrate animals of the Mammal class, order artiodactyla, family Cervidae in the Jurug Surakarta taru Animal Park, develop interactive video media as a result of identification of vetebrata animals into learning media, know the quality of interactive video media based on assessment by material experts, media experts and biology teachers, and applications in learning. The research method uses an observation method by making direct observations of vertebrate species. The instrument for assessing the quality of interactive video media is based on material aspects and presentation aspects, with a qualitative descriptive analysis design. The results of this study indicate that in Taru Jurug Animal Park Surakarta there are 3 species of animals namely Cervus unicolor, Cervus timorensis, Axis-axis and all three have been identified. Research on the identification of vertebrate animals, especially the mammalian class, order artiodactyla, and the cervidae family can be used for the preparation of interactive video media with material on Biodiversity at the level of genes and species. The quality of interactive video media in terms of material aspects, presentation, and language. Assessment of material experts obtained a percentage of 90.9% so that it was categorized as very valid, media experts obtained a percentage of 88.5% so it was categorized as very valid, biology teacher Veteran 1 Sukoharjo High School obtained a percentage of 92.5% so it was categorized as very valid and biology teacher Nguter 1 Public High School obtained a percentage of 97.5% so it is categorized as very valid. Based on this, it can be concluded that this interactive video media is worthy of being used by teachers as one of the learning media about Biodiversity at the level of genes and species.

Fadhillah, Dhesti Nurul

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The purpose of this study is To determine the types of Birds (Aves) which can be used for the preparation of the learning media in the form of Interactive Multimedia Area of the National Park of Merbabu Mountain, Selo district, Boyolali Regency, The form of this research is RnD interactive multimedia, research Methods using point count method by applying random sampling in the taking of the shooting point. Data collection with the point count through the 4 replications. Large population is the entire Aves in the Area of Merbabu Mountain National Park.Results and conclusion the types of Aves found in the Area of Merbabu Mountain National Park as many as 12 Family 17 species and 156 individuals.Assessment of the third expert stated that the learning media in the form of interactive multimedia is Very Feasible to used as media of learning are valid. The application of learning media in the classroom by utilizing interactive multimedia as a teaching material at the time of learning according to the material or KD that have been written on the syllabus.          Keywords: identification aves, interactive multimedia, merbabu mountain national park.

Erria Dilasetiara

JURNAL ILMIAH KOMPUTER GRAFIS 2019 UNIVERSITAS STEKOM

Based on observations, the learning method used at SD N JatisariSemarang in the form of lectures, discussions, questions and answers with the book media. Learning methodswhich so far has not been implemented enough to have an impact on the level of student understanding ofmaterial taught. The method used was less successful so students felt boredand saturated. Efforts to overcome the problems of the learning process need a solutionwith new methods that can be developed. This research uses the concept of mediainteractive Talking Stick method by adding interaction and bringing interesting featuresas well as a system for better and more varied enjoyment through prominent figureshas a good character and at the same time has a history of using puppet media.From the results of the analysis, the concept of the media chosen as interactive media is character recognitionPandawa puppets in the form of a cartoon Manga (Japanese style cartoon) so it becomesmore attractive without reducing the value of local kerifan contained therein. The strength of the mediathis is modifying wayang recognition products through digital services on a system-based basiscomputers that respond to user actions, besides that the product has other advantages, namely the teachercan change or replace evaluation questions. The results are from student questionnaire data beforeusing learning media that is in the average category 41% - 60% includedin a fairly low category, while from the data the value of students after using the mediain the category 81% - 100% included in the very high category.

Firdaus Aditya; Daniel Rudjiono; Bambang Suhartono

JURNAL ILMIAH KOMPUTER GRAFIS 2019 UNIVERSITAS STEKOM

The goal to be achieved in research is to make it interactive 2nd semester learning material for Wahyu Hidayah Kindergarten, Pagersari Village. This matter against the background by the medium of learning masish using paper that lacking evision. The purpose of this making use Adobe Flash CS 5 media is to be able to provide convenience in the delivery of learning Interactive multimedia is a media that consists of manyncomponents or media that are connected to one another and are able to interact. Teaching media in the form of interactive multimedia has the ability to save audio visual data, make multimedia especially interactive learning as a supporter of the learning method that was once conveyed through books and direct explanations that are not easily digested by children, so expect the use of interactive CD media that aims to improve learning outcomes can explain that learning media interactive able to provide more interesting and interesting information a lot of fun In collecting data, the method used by the author is by using observation and survey methods. For the making using the Adobe Auditions CS5, Adobe Photoshop CS5, Adobe programs Flash CS5, CorelDraw X5, Format Factory, is expected in the presence of media interactive learning can increase children's interest in learning.

Rifky Hadi Ihsan; Efendi Efendi

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

Multimedia-based learning media is a method of learning that can interact with its users besides having animated explanations of material. The problem at SMK Wisudha Karya Kudus about learning mechanical engineering drawings using AutoCAD is the difficulty of understanding the tools in the AutoCAD application, it becomes unattractive and difficult to understand the material in the teaching and learning process. The purpose of this research is to create an interactive learning media for machine engineering drawings using AutoCAD semesters I and II as media to assist student learning processes, providing alternative learning media to help teachers choose the right learning model for students. This type of research method uses the R&D method, the methods used include descriptive, evaluative and experimental methods. Descriptive method is used to collect data about existing conditions, evaluative methods are used to evaluate the trial process of developing a product and the experimental method is used to test the efficacy of the product produced. The results of this study are application programs, applications that have been designed can be used as an alternative to solving problems in SMK Wisudha Karya Kudus. By using electronic media in learning media, the benefits of creating alternative solutions from existing problems, namely in the form of Machine Engineering Image Learning Application, are able to provide complete video tutorials according to the basic competencies that the authors take from the source of mechanical engineering drawing books.

Eka Maleka Hayati

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

This study aims to design learning media that can increase enthusiasm, motivation and understanding of students towards Javanese script material, as well as media that can be used by teachers in learning Javanese language learning activities by reading Javanese characters and their partners. The method used by researchers is the R&D (Research and Development) method while the method used in the development of instructional media is the waterfall method. The material presented in the Javanese script learning media are (1) Introduction of Javanese script, (2) Sandhangan, (3) Couples, (4) Swara script, (5) Wilangan. In making learning media researchers used Adobe Flash CS6 software, CorelDraw X5, Adobe Photoshop CS6 and Adobe audition CS6, with the final product being an interactive CD (Compact Disk). Validation test from material experts and media experts got the criteria of "good" - "very good", while the results of the final product trial evaluation with 52 students stated "agreeing" - "strongly agreeing" with the use of Javanese script learning media. thus the Javanese alphabet learning media on elementary students of Muhammadiyah Weleri was declared feasible to be used in learning activities to read and understand Javanese script.

Suwadi Suwadi; Mars Caroline Wibowo

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

The author designed the application "Electronic component recognition game" as a learning media or educational game for class X students majoring in Audio Video Engineering SMK N 2 Pati. The author chooses Grade X Audio Video Engineering students as the target user because it considers theoretically the initial difficulty of the students of Audio Video Engineering about the understanding of electronic components specifically and the learning methods that are still practically conventional. With educational games, it is expected to create an interactive and fun learning process that is expected to overcome existing problems.This application will provide an understanding of the initial introduction of electronic component materials simply and easily. Through the introduction of electronic component games can be the beginning to create interactive educational games for students to give and build positive imagination to students and teachers. This application is designed by considering graphic concepts, education game criteria and user requirements. This research was implemented using the Action script programming language and Adobe Flash CS3 software. This application is very interactive and can be used as a teaching aid in learning electronic component materials at school or independently by the user. This application can also be improved to improve the quality of the application in the future.

Ary Setiaji

JURNAL ILMIAH KOMPUTER GRAFIS 2017 UNIVERSITAS STEKOM

This study aims to design learning media that can increase enthusiasm, motivation, and understanding of students, and can facilitate teachers in learning Javanese subjects with material listening to the Werkudara puppet story. The method used in research is R&D (Research and Development) while the method used in the development of instructional media is the waterfall method. The story developed is a story with the title (1) Butcher Bilawa, (2) Bima Bungkus, and (3) Bima Suci. To produce a learning media researchers use a design processing program including; Adobe Photoshop CC, Adobe After Effects CS6, Adobe Audition CS6, Pinnacle Studio 16, Adobe Flash CS6 with the final product in the form of an interactive CD. The results of the assessment by media experts and material experts, get the criteria value "quite good" - "very good" and tend to approach the criteria of "very good", while the results of the final product trial evaluation by students shows that all students totaling 23 children "agree" - "strongly agree" and approach the "strongly agree" category with the use of developed learning media. Thus the learning media for puppet story animation was declared feasible to facilitate learning activities in Javanese subjects to listen to the Werkudara puppet story in fifth grade students of Kutosari 02 State Elementary School.