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Hajar Nuris Sofa

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

Rapid technological advances have a strong influence on various fields of life, one of which is the field of education. In the field of computer education is a familiar tool for use in the learning process. An educational institution such as a school certainly needs a learning medium as one of the methods in the teaching and learning process. SDN 4 Krajan Kulon is one of the educational institutions that always strives to improve quality both in terms of achievement and service. SDN 4 Krajan Kulon needs a learning media that can support the learning process to improve student performance that is still lacking, especially in science subjects. The solution offered in this study is a learning media with self direct learning method that makes it easy for users to understand the material being studied. This research uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potential and problems, data collection, product design, design validation, design improvement and product trials. The results of this study are to produce learning media with the method of self-direct learning. As for the validity value of the media expert at 2.7 which is declared feasible, while the validity value of the material expert is 3.4 which is declared feasible, and increases the average grade of the class of students 4 SD is 12% from the initial average score of 71 to 83.56.

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.

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.

Adi Riyadi

JURNAL ILMIAH KOMPUTER GRAFIS 2017 UNIVERSITAS STEKOM

In order to increase student interest in learning, increase grades and facilitate the understanding of biology subjects on the material of the human excretion system class XI Science. From a number of smarphone users in Indonesia, it turns out that most of the people are only intended for telephone, short message service (SMS), playing songs / videos, accessing social networks (facebook, twiter, BBM, Line, WhatsApp) and many playing games including students in high school. Negeri 2 Mranggen. The author uses data collection research methods including observation, interviews, questionnaires, R&D product development methods, prototype methods and object-oriented approaches. The equipment used in designing this system uses UML modeling. Use Case Diagrams include, Activity Diagrams, Class Diagrams, and Sequence Diagrams and the software used by the author is Android Development Tools (ADT) and MySQL as a database. Mobile learning media application is expected to help facilitate the needs of students to learn the material of the human excretion system online at any time without any place and time restrictions.

Saidatul Mar’ah

JURNAL ILMIAH KOMPUTER GRAFIS 2017 UNIVERSITAS STEKOM

After doing research in KB and TK Anak Pintar, it can be seen that there are obstacles that are owned by TK B teaching teachers in delivering the material. The obstacle faced is where children are easily bored with conventional learning methods used by teachers plus there is no learning media at the school. To anticipate these obstacles, learning media are needed that can increase children's interest in learning and can eliminate the boredom of conventional learning. The purpose of this study is to find out how and the benefits of Macromedia Director MX 2004 in the world of education. The method used in the Research and Development (research and development) method, starts from (1) potential and problems, (2) data collection, (3) learning media design, (4) learning media validation, (5) revision of learning media, ( 6) trial of learning media, and (7) application. The results showed that the developed media had fulfilled the requirements and fulfilled the requirements to be used, this was seen from the results of the validation carried out by media experts namely 90% and material experts 92.5% and Kindergarten B teachers 92.5%. By displaying 6 learning materials that are accompanied by 5 questions in each material, it is also equipped with instructions for use, profiles of teachers and KB staff and Kindergarten Smart Children and also vision and mission.