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Development of Adobe Flash CS6 Multimedia-Based Learning Media on Science Subjects Animal Breeding Materials Zulfadewina, Zulfadewina; Sucipto, Adi; Iba, Khairil; Zulherman, Zulherman
Jurnal Basicedu Vol. 4 No. 4 (2020)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v4i4.551

Abstract

Learning during pandemic is a challenge in education; however, it is also an opportunity to create an innovation in education. This study aims to find result for developing learning media in animal breeding lesson using Adobe Flash Professional CS6, to find the feasibility of learning media on animal breeding lesson using Adobe Flash Professional CS6, to find student’s respond in class V on animal breeding lesson. Research method uses Research and Development (R&D) model by using development procedure, such as: analysis, which is conducting requirements identification. Model used by the researchers in this study is Borg and gall, which has 10 steps, they are: Research introduction/pre-survey, Planning, Developing model/initial product, Test by Expert, and initial Field test, Revising initial/limited field test result, Primary field test execution, Revising primary field test, Feasibility test/operational field test, Final revision result of feasibility test, Dissemination and Implementation of Final product. Product test is carried by media and material experts; teacher and students are also as respondents for media developed. This media is tested to 10 students as small group and 95 students from 3 different schools. Research result shows that material experts give 89% score, media expert gives 78% score, teachers give 90% score, and students give 93% score. So that, this research result means giving an innovation in education to support student learning interest.
Development of Adobe Flash CS6 Multimedia-Based Learning Media on Science Subjects Animal Breeding Materials Zulfadewina, Zulfadewina; Sucipto, Adi; Iba, Khairil; Zulherman, Zulherman
Jurnal Basicedu Vol. 4 No. 4 (2020)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v4i4.551

Abstract

Learning during pandemic is a challenge in education; however, it is also an opportunity to create an innovation in education. This study aims to find result for developing learning media in animal breeding lesson using Adobe Flash Professional CS6, to find the feasibility of learning media on animal breeding lesson using Adobe Flash Professional CS6, to find student’s respond in class V on animal breeding lesson. Research method uses Research and Development (R&D) model by using development procedure, such as: analysis, which is conducting requirements identification. Model used by the researchers in this study is Borg and gall, which has 10 steps, they are: Research introduction/pre-survey, Planning, Developing model/initial product, Test by Expert, and initial Field test, Revising initial/limited field test result, Primary field test execution, Revising primary field test, Feasibility test/operational field test, Final revision result of feasibility test, Dissemination and Implementation of Final product. Product test is carried by media and material experts; teacher and students are also as respondents for media developed. This media is tested to 10 students as small group and 95 students from 3 different schools. Research result shows that material experts give 89% score, media expert gives 78% score, teachers give 90% score, and students give 93% score. So that, this research result means giving an innovation in education to support student learning interest.
ANALISIS PERBEDAAN PENGGUNAAN MEDIA VIDEO ANIMASI DENGAN BUKU CERITA BERGAMBAR TERHADAP HASIL BELAJAR BAHASA INDONESIA MATERI DONGENG PADA SISWA KELAS IV Sari, Meidiana Puspita; Iba, Khairil
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 7 No 1 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v7i1.13868

Abstract

Tujuan penelitian ini untuk mengetahui perbedaan penggunaan Media Video Animasi dengan Buku Cerita Bergambar pada hasil belajar Bahasa Indonesia materi dongeng pada siswa kelas IV SDN Kampung Melayu 02 Petang. Penelitian ini merupakan kuantitatif eksperimen yang dilaksanakan di kelas IV SDN Kampung Melayu 02 Petang dengan jumlah siswa sebanyak 30. Metode pengumpulan data yang dilakukan yaitu tes esai, dokumentasi dan wawancara. Teknik analisis data menggunakan uji normalitas, uji homogenis dan uji hipotesis dengan uji-t. Hasil penelitian menunjukkan hasil perhitungan diperolah rata-rata hasil belajar siswa menggunakan media video animasi yaitu 87,7 sedangkan hasil belajar siswa menggunakan media buku cerita bergambar yaitu 62,3. Berdasarkan  perhitungan harga thitung = 3,1295 serta ttabel = 2,0007 pada taraf signifikan (α) = 0,05 sedangkan dengan derajat kebebasan 58. Oleh karena itu, thitung > ttabel (3,1295 > 2,0007) maka Ho ditolak karena tidak memenuhi kriteria. Artinya terdapat perbedaan yang signifikan antara media video animasi dengan media buku cerita.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN DIGITAL BERBASIS ARTIFICIAL INTELLIGENCE (AI) TEXT-TO-VIDEO GENERATOR Komara, Cahya; Martin; Wati, Dita Prihatna; Syaepurrohman, Purnama; Yatri, Ika; Iba, Khairil; Kusmajid
Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2025): Januari
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v4i2.1482

Abstract

Abstrak: Tujuan dari pelatihan ini adalah untuk memberikan pengetahuan terbaru serta meningkatkan kemampuan teknologi para instruktur (Dosen, Guru, dan Tendik) Program Profesi Guru (PPG) Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Prof. DR. HAMKA, Jakarta, di bidang pembuatan media pembelajaran digital berbasis kecerdasan buatan (AI) text-to-video generator. Saat ini, proses belajar mengajar modern harus dilakukan dengan melibatkan teknologi yang mengharuskan dosen atau guru menggunakan media digital. Pesatnya perkembangan teknologi saat ini telah sampai pada titik di mana perangkat lunak atau website didukung oleh teknologi kecerdasan buatan (AI). Salah satu perangkat lunak atau laman berbasis teknologi AI yang dapat menjadi pilihan bagi para guru atau dosen untuk mengembangkan media pembelajaran dalam bentuk video adalah AI text-to-video generator. AI text-to-video generator adalah alat yang memungkinkan guru atau dosen untuk membuat video profesional dari teks dengan bantuan AI, seperti Pictory ai dan Synthesia oi. Oleh karena itu, tim dosen FKIP UHAMKA merasa perlu untuk melakukan pelatihan dengan mempromosikan AI text-to-video generator ini sebagai salah satu alternatif pembuatan media pembelajaran video yang sesuai dengan kebutuhan pembelajaran siswa. Pelatihan ini berbentuk workshop dan dilaksanakan dalam 2 kali pertemuan dengan durasi 8 jam (4 sesi) dan total waktu 16 jam. Diikuti oleh 20-30 peserta yang dikategorikan sebagai dosen, guru, dan tenaga kependidikan dari beberapa bidang studi seperti Bahasa Indonesia, Bahasa Jepang, Bahasa Inggris, Matematika, Fisika, Biologi, Pendidikan Dasar, Pendidikan Anak Usia Dini, Bimbingan dan Konseling, Ekonomi, Sejarah, dan Geografi. Di awal dan akhir pelatihan ini, tim membagikan kuesioner pra-kuesioner dan pasca-kuesioner sebagai data faktual untuk mengetahui tanggapan dan pandangan para peserta tentang pelatihan ini. Hasil pelatihan menunjukan respon positif peserta serta bertambahnya kemampuan teknologi peserta khususnya dalam membuat media pembelajaran digital berbasis kecerdasan buatan (AI) text-to-video generator menggunakan Pictory ai dan Synthesia oi.   Kata Kunci: Media Pembelajaran Digital; Artificial Intelligence (AI); Text-to-Video Generator; Pictory ai; Synthesia io; Pelatihan Dosen, Guru, Tendik; PPG   Abstract: The objective of this training is to provide new knowledge and to increase the technology proficiency of the instructors (Lecturers, Teachers, Education Staffs) of the Teachers Professional Program (PPG), Faculty of Teachers Training and Education, University of Muhammadiyah Prof. DR. HAMKA, Jakarta, in the area of creating digital learning media based on artificial intelligence (AI) text-to-video generator. Recently, the modern teaching and learning process must be conducted through technology involvement, which requires lecturers or teachers to use digital media. The rapid growth of technology today is reaching a point where software or website are supported by artificial intelligence (AI) technology. One software or website based on AI technology that can be an option for teachers or lecturers to develop learning media in the form of videos is the AI text-to-video generator. An AI text-to-video generator is a tool that allows teachers or lecturers to create professional videos from text with the help of AI, such as Pictory ai and Synthesia oi. Therefore, the UHAMKA FKIP lecturer team felt necessary to conduct training by promoting this AI text-to-video generator as an alternative to creating video learning media that is suitable for student learning needs. This training was in a workshop format, and it was conducted in 2 meetings within 8 hours (4 sessions) and a total of 16 hours. 20-30 participants were joined who were categorized as lecturers, teachers, and education staff from several fields of study such as Indonesia Language, Japan Language, English, Mathematics, Physics, Biology, Primary Education, Early Childhood, Guidance and Counselling, Economics, History, and Geography. At the beginning and the end of the training, the team distributed pre-questionnaires and post-questionnaires as factual data to know the responses and opinions of the participants about this training. The results of the training showed a positive response from the participants as well as an increase in the participants' technological skills, especially in creating digital learning media based on artificial intelligence (AI) text-to-video generator using Pictory ai and Syntehsia oi.   Keywords: Digital Learning Media; Artificial Intelligence (AI); Text-to-Video Generator; Pictory ai; Synthesia io; Lecturer, Teacher, Education Staffs’ Training; PPG
ANALISIS PERBEDAAN PENGGUNAAN MEDIA VIDEO ANIMASI DENGAN BUKU CERITA BERGAMBAR TERHADAP HASIL BELAJAR BAHASA INDONESIA MATERI DONGENG PADA SISWA KELAS IV Sari, Meidiana Puspita; Iba, Khairil
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 7 No 1 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v7i1.13868

Abstract

Tujuan penelitian ini untuk mengetahui perbedaan penggunaan Media Video Animasi dengan Buku Cerita Bergambar pada hasil belajar Bahasa Indonesia materi dongeng pada siswa kelas IV SDN Kampung Melayu 02 Petang. Penelitian ini merupakan kuantitatif eksperimen yang dilaksanakan di kelas IV SDN Kampung Melayu 02 Petang dengan jumlah siswa sebanyak 30. Metode pengumpulan data yang dilakukan yaitu tes esai, dokumentasi dan wawancara. Teknik analisis data menggunakan uji normalitas, uji homogenis dan uji hipotesis dengan uji-t. Hasil penelitian menunjukkan hasil perhitungan diperolah rata-rata hasil belajar siswa menggunakan media video animasi yaitu 87,7 sedangkan hasil belajar siswa menggunakan media buku cerita bergambar yaitu 62,3. Berdasarkan  perhitungan harga thitung = 3,1295 serta ttabel = 2,0007 pada taraf signifikan (α) = 0,05 sedangkan dengan derajat kebebasan 58. Oleh karena itu, thitung > ttabel (3,1295 > 2,0007) maka Ho ditolak karena tidak memenuhi kriteria. Artinya terdapat perbedaan yang signifikan antara media video animasi dengan media buku cerita.