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Ni Luh Gede Meilantari; I Nyoman Suarka; I Ketut Sudewa; Igaa Mas Triadnyani

International Journal of Education and Literature 2024 Lembaga Pengembangan Kinerja Dosen

Haiku is a type of traditional Japanese poetry that originated in the Muromachi era (13th-15th centuries) and evolved further throughout the Edo era (17th century). Haiku, along with Ninja, Manga, Samurai, and Karaoke, has become a prominent Japanese vocabulary word around the world. Haiku is a form of poetry that can be found in both Japanese and international literature. Haiku has grown in popularity as a result of technological advancements in the twenty-first century, particularly through the internet and social media. This study attempts to summarize the evolution of haiku from paper to digital media as it exists today. Digital platforms have changed the classic haiku structure by allowing for syllable count experimentation, multimedia incorporation, and worldwide cultural interaction. These innovations have enhanced the haiku tradition while preserving its core and depth.

Ririn Rahmawati; Ina Sholihah Widiati

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

As time goes by, technology is developing very rapidly, especially in education, technology can be used to support learning. For example, at SDN 04 Sukoharjo, the author found a problem or obstacle that in science learning, photosynthesis material still uses the lecture method, using LKS books, so it is still monotonous, making students bored and not interested, because photosynthesis material is a biological process that cannot be seen directly. Therefore, researchers utilized technology, especially in multimedia, to create 2D animated learning videos of the photosynthesis process. The research method uses the ADDIE method, namely (Analysis, Design, Development, Implementation, and Evaluation). The final result of this research is a 2D animation learning video of the science lesson process of photosynthesis.    

Eko Nor Cholis; Riyan Abdul Aziz

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

The multimedia development process involves character design, animation, and interactive scenarios using Adobe Animate. This multimedia is designed to be easily accessible to various user levels, taking into consideration the aspects of user experience design.Evaluation results indicate that interactive multimedia created with Adobe Animate is effective in improving the biological concepts understanding of the human body. The interactive interface provides a more engaging learning experience, motivating users to explore further information and enhancing the retention of the concepts taught.This research contributes to the utilization of Adobe Animate as an effective tool for creating educational multimedia. With this approach, it is expected that the teaching of the human body can become more interesting and accessible to various learner groups. Additionally, the findings of this research may pave the way for the development of interactive multimedia based on Adobe Animate in the context of science education.

Wulan Cahyaningrum; Sri Widiyanti; Lilik Sugiarto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Javanese language is local content for levels from elementary to high school, the aim of learning Javanese is an effort to preserve Javanese culture. Therefore, to achieve these learning objectives, interactive learning media is needed according to students' needs. The researcher developed material introducing Javanese script, using animation media which was created with the aim of achieving the expected goals in the learning process. The results of this research are audio and video based which students can use in learning media. With this media, students can easily learn about the Javanese script presented by the teacher, this speeds up understanding of the material presented by the teacher.  

Latifah Nur Fitriana; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technology is developing so quickly that it may have a significant impact on the way teaching and learning are done. Interactive multimedia-based learning materials play an important role in the teaching and learning process. The availability of educational media can make teaching easier for teachers and increase students' learning motivation. This research focuses on designing multimedia-based interactive learning media for introducing marine animals. Researchers found the problem that the learning process at TK BA Aisyiyah Grogol 2 still uses the lecture method and does not use technology. This causes students' interest in learning to decrease. The method applied in designing this learning media is the ADDIE method. The result of this research is an interactive learning media design that uses multimedia. It is hoped that this learning media can increase students' interest in learning and the learning process will become easier and more effective.

Anik Ismiwati; Bagus Maulana Syah; Refi Difa Arcelia; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The education sector must utilize the latest technology in the classroom in the era of globalization and rapid advances in information technology. Using text, graphics, audio, and video together, interactive learning materials have been proven to increase student understanding and engagement. Kindergarten (TK) is a place where children are introduced to the environment and the basic principles of learning. Introducing children to various types of transportation is believed to be very important because it is the first step in helping them broaden their horizons and become familiar with the types of transportation in their environment. Apart from that, children are very interested in and liked transportation, so it must be packaged attractively so that it can arouse their curiosity in learning.

Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.

Ananda Putri; Hadi Nasbey; Mohamad Syarif Sumantri

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

PISA results show that Indonesia's science literacy skills are low, so a solution is needed to fix the problem. This study aims to analyze the role of multimedia in improving students' science literacy skills. The method used is by collecting literature review data and then reviewing information from the data that has been collected. Based on the results of this study, it was found that multimedia can improve students' science literacy skills in both the “High” and “Medium” categories, so the use of multimedia in the learning process is considered important to improve students science literacy skills. Text, images, audio, animation, and video contained in multimedia can facilitate students in understanding the material, stimulate students' thinking skills, and create active learning.    

Ananda Putri; Hadi Nasbey; Mohamad Syarif Sumantri

Atletik Karya: Jurnal Pendidikan dan Olahraga Aktual 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

PISA results show that Indonesia's science literacy skills are low, so a solution is needed to fix the problem. This study aims to analyze the role of multimedia in improving students' science literacy skills. The method used is by collecting literature review data and then reviewing information from the data that has been collected. Based on the results of this study, it was found that multimedia can improve students' science literacy skills in both the “High” and “Medium” categories, so the use of multimedia in the learning process is considered important to improve students science literacy skills. Text, images, audio, animation, and video contained in multimedia can facilitate students in understanding the material, stimulate students' thinking skills, and create active learning.

Kusuma, Suci; Mardiana, Wiwik; Iklil Saifulloh, Ahmad

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study addresses the critical gap in utilizing YouTube as an ICT tool to enhance pronunciation skills among seventh-grade students in Mojokerto. Grounded in multimedia learning theory, the research employs a descriptive qualitative approach to examine the impact of YouTube-based pronunciation lessons. Findings reveal that the teacher's strategy of creating and implementing pronunciation videos on YouTube significantly improved students' pronunciation skills and was perceived as highly effective by the learners. These results underscore the transformative potential of digital platforms like YouTube in revolutionizing English language education, particularly in pronunciation.

Zainal Abidin; Arda Tonara; Budiman Budiman; Bambang Eko Prayetno

The research titled "Development of Physical Education Learning Media for Forward Roll Material for Third Semester Physical Education Students at UMMAH" aims to produce interactive learning media in the form of a CD for forward roll material. This research uses a qualitative approach, with the population being all third-semester Physical Education students at UMMAH, totaling 26 students as the sample. Data collection techniques include observation and questionnaires. The research results show that: (1)Validation by material and media experts declared the media feasible to use without revision after three and two stages of evaluation, respectively. (2)Students stated that this learning media facilitates understanding and increases learning motivation. The appearance aspect is rated good and simple, while the quality of the text and video is considered easy to understand. The overall average rating of multimedia quality is "very good" with a score of 4.33.

Fredik Melkias Boiliu; Sara Yemima Purba; Agustus Laia

Prosiding Seminar Nasional Ilmu Pendidikan Agama dan Filsafat 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The development of digital technology has changed the educational landscape, including Christian religious education. In the current digital era, students are required to continue to be connected to technology so that it becomes a new approach in Christian religious education. Therefore, this is important to accommodate students' spiritual transformation. This research aims to explore the challenges and opportunities in integrating Christian religious education with digital technology, as well as presenting new approaches that can be used by educators. This research uses descriptive qualitative methods with literature studies. The results of this research will examine new approach methods in learning Christian religious education which include the use of mobile applications, online learning platforms, and the use of multimedia content that is relevant to the context of students' lives. Thus, with this approach, it is hoped that students can be more involved, connected, and inspired in the Christian religious learning experience, resulting in a deeper and more sustainable spiritual transformation in this digital era.

Icha Mayrani Purwanti; Niken Purwidiani; Lucia Tri Pangesthi; Sri Handajani

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

This study aims to determine: the results of the development of Android-based learning media through Flip PDF Professional on the material of Traditional Indonesian Cake Processing in class XI; the feasibility of Android-based teaching materials through Flip PDF Professional; the feasibility of Android-based learning media through Flip PDF Professional; and user responses to Android-based learning through Flip PDF Professional on the material of Traditional Indonesian Cake Processing. The research method used is development research with the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. This research was only carried out up to the third stage, namely development, due to limited time and funds. Validation of the Android-based Flip PDF Professional involved one material expert and two media experts. Data collection was done through a questionnaire that included material validation, media, and Flip PDF user responses. The data analysis technique was quantitatively descriptive. The results showed: The results of the development of Flip PDF Professional are in the form of online links that include Traditional Indonesian Cake Processing material in the form of Flip PDF Professional; the feasibility of Traditional Indonesian Cake Processing material in the form of Flip PDF Professional is rated very feasible with an average of 81%; the feasibility of Traditional Indonesian Cake Processing media in the form of Flip PDF Professional is rated feasible with an average score of 74%; and user response, namely grade XI students of SMKN 8 Surabaya (majoring in culinary expertise) obtained an average score of 92% with very good interpretation. This shows that the development of Android-based multimedia through Flip PDF on Indonesian Traditional Cake Processing material can be used for learning traditional cake material.    

Syallomita Pompayo; Melky Pangemanan; Augustinus Robin Butarbutar

Jurnal Praba : Jurnal Rumpun Kesehatan Umum 2024 STIKES Columbia Asia Medan

Learning about computer components in schools often relies on textbooks or practical exercises, which can sometimes result in student boredom. Therefore, learning requires innovation to optimize the student learning experience and provide a fresh perspective on the material. One such innovative approach is the use of augmented reality (AR) technology. AR is a breakthrough and innovation in the fields of multimedia and image processing that is rapidly evolving. This technology can transform a previously flat or two-dimensional object into something that appears real and integrated with the surrounding environment. Consequently, it can be applied in education to provide an engaging and enjoyable visual experience. This research aims to develop an educational application for introducing computer components using augmented reality technology, which is expected to assist teachers in delivering the material effectively to students. The research employs a Research and Development methodology, with application testing conducted using Alpha testing. The result of this study is an educational media application for learning about computer components using augmented reality technology, which is engaging and adds a new dimension to the teaching and learning process.    

Rini Rahma Safitri; Dara Avira; M Yasir Ardiansyah; Tengku Darmansah

JURNAL RISET MANAJEMEN (JURMA) 2024 Institut Teknologi dan Bisnis (ITB) Semarang

This study discusses the effect of using visual media in improving the engagement and understanding of meeting participants at the YBM BRILiaN Medan office. With a focus on improving participants' attention and focus, understanding of meeting materials, and participants' engagement and participation, this study reveals the positive impact of using visual media in the context of business meetings. The use of visual media, such as multimedia presentations, graphics, and images, proved to be able to increase participants' attention, clarify complex concepts, and motivate participants' active involvement in discussions. The results show that visual media has great potential to strengthen internal communication in YBM BRILiaN Medan offices, by ensuring meeting participants are actively engaged and understand the information presented. As such, this study highlights the importance of judicious use of visual media in designing effective and meaningful meeting sessions. The findings provide valuable insights for the YBM BRILiaN Medan office in developing more effective communication strategies and improving the overall meeting attendee experience.

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

Vijen Vigel Koroh; Rolles Nixon Palilingan; Jeferson Polii; Jimmy Lolowang

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to create or design an interactive physics learning media application using MIT App Inventor on GLB and GLBB topics. This research applies the MDLC (Multimedia Development Life Circle) method by Luther-Sutopo in the application creation process. The following stages in MDLC are concept, design, material collecting, assembly, testing, and distribution. The Android application created was tested using two stages in MDLC, namely the alpha validator and beta validator, where the alpha validator consisted of material experts and media experts. In contrast, the beta validator comprised 14 students majoring in first-semester physics education. The analytical approach used is a qualitative method and a quantitative method to assess how appropriate the learning media created is. The research shows the results, namely a) Creation of interactive physics learning media based on Android applications using MIT App Inventor on GLB and GLBB topics, b) The level of feasibility of interactive physics learning applications based on Android applications based on media experts, namely 91% or very feasible, and based on material experts. Namely 90.6% or very feasible, and c) Based on the implementation and results of trials with students, the level of feasibility of the Android-based physics interactive learning application is 84.46% or worthy of being an alternative reference source for physics learning on GLB and GLBB topics.    

Martina Fariza; Wire Bagye

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2024 FKIP, Universitas Palangka Raya

Rapid advances in technology, especially through online and offline media, have changed the way people connect, access information and share views. YouTube has become the main platform for users to interact and distribute multimedia content, one of the contents of which is persuasive videos. Persuasive videos influence and convey messages to the public, such as raising awareness about the obligation to pay motor vehicle tax. The method used is the Multimedia Development Life Cycle (MDLC) method in making persuasive videos. MDLC stages include concept, design, material collection, assembly, testing, and distribution. The video was produced with a focus on motor vehicle tax payment guidelines, with a duration of 2 minutes 12 seconds. Evaluation carried out through a survey of STMIK Lombok students and verification by SAMSAT employees, shows that this video is effective in conveying information and increasing public understanding about the importance of paying motor vehicle tax. Respondents prefer presenting content via video rather than photos or writing.

Ryan Gabriel Siringoringo; Muhamad Yanuar Alfaridzi

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The digital era has significantly transformed the face of education. The integration of technology in learning through digital devices, online platforms, and multimedia resources has created a dynamic learning environment and enriched the learning experience for students. However, its implementation faces challenges such as technology access gaps, lack of technology skills among educators, data privacy issues, curriculum alignment, and negative internet content. Collaboration among stakeholders is needed to address these challenges. Technology-based education offers opportunities for improving accessibility, flexibility, personalized learning, and innovative teaching methods. Interpreting the results of technology use in education is important to optimize its benefits and formulate effective implementation strategies according to diverse educational contexts.