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Development of Learning Media Autoplay Studio 8 Favorite Animal Material for Class III SD/MI Fajarisman, Fajarisman; Prystiananta, Nostalgianti Citra; Hamidah, Fitria Nur; Ariama, Ana
Linguistic, English Education and Art (LEEA) Journal Vol 7 No 2 (2024): Linguistic, English Education and Art (LEEA)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/leea.v7i2.9208

Abstract

Media is a teaching aid to convey messages to students during the learning process. The aim of the research is to develop Autoplay Studio 8 Media to find out the validity, practicality and effectiveness of Autoplay Studio 8 based learning media to overcome boredom in learning. This research adopted the Borg and Gall model with 10 stages which were made into 7 stages to develop English language learning media for class III with a total of 20 students at SD Negeri 3 Kandang Kapongan Situbondo. The material content is 98% and the presentation is 85% so that a total of 91% is in the very decent category. For media experts, there are several aspects that are assessed, including appearance (83%), menu (80%), coloring (73%), font (83%), implementation (83%), and a total of 81%. which is included in the very feasible category. Validation by educators who assessed several aspects of the curriculum was 93%, content was 85%, and media was 88%. If added up, the overall result is 88% in the very suitable category, while the results tested on media students are 90%, the material aspect is 90%, and the benefits aspect is 86%, so it is collected. The total is 90% so that the learning media using Autoplay Studio 8 with animal love material is suitable for use in learning activities, especially in class III elementary school, which is very helpful for explaining more in depth and can be developed in the form of smartphone software to be more effective and efficient. Keywords: Autoplay Studio 8, Love Animal, SD/MI
The Use Of Autoplay Studio 4 Learning Media To Improve Student Learning Outcomes In Productive Computer Graphics Subjects At SMK NEGERI 7 JEMBER Pratiwi, Nur Hesti; Muarif, Syamsul; Fajarisman, Fajarisman; Widiatsih, Asri Widiatsih
Journal of Education Technology and Inovation Vol. 6 No. 2 (2023): Desember
Publisher : Program Pasca Sarjana, Universias PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/jeti.v6i2.1573

Abstract

Productive learning majoring in DKV (Visual Communication Design) Computer Graphics at SMKN 7 Jember which provides a learning experience by using and developing skills in learning activities and being scientific. Therefore, what is needed is that the results of student learning can also influence the presentation of material or context in classroom learning process activities supported by learning media.Autoplay Studio 4 to facilitate the process of learning activities. The subjects in this research at SMKN 7 Jember were 28 male students, 16 male students and 12 female students. The aim of this research is to find out the results of students learning in Productive subjects, especially computer graphics, by utilizing learning mediaautoplay studio 4. This research uses a classroom action research research model which consists of two cycles with several stages of planning, implementation, observation and reflection. The data collection techniques used are observation, tests and documentation. And the results of this research in cycle I were 46% of student learning outcomes, while in cycle II it was 82%, so the value was 36% so it concluded that learning mediaautoplay studio 4 can improve student learning outcomes
Kreativitas Guru untuk Memanfaatkan Media Pembelajaran pada Bahasa Inggris What Delicious Bakso ! Fajarisman, Fajarisman; Citra P, Nostalgianti; Wijaya, Pipit Rika; Ariama, Ana
JOEAI (Journal of Education and Instruction) Vol. 6 No. 1 (2023): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v6i1.5441

Abstract

This study aims to determine; 1) How does a teacher use learning media in carrying out learning activities in class, especially English 2). How do teachers develop learning media in English learning activities 3) problems faced by teachers in ongoing learning. This study used a qualitative case study approach in which the research subjects were fifth grade students at SD Negeri 3 Kandang Situbondo. Data collection techniques using observation, interviews, documentaries and questionnaires. The results of the research involving school principals, English teachers and fifth grade students, namely; 1) Teachers use learning media that are creative and appropriate to learning to support learning activities; 2) the teacher's way of developing creativity for learning English by considering indicators, the level of student development and the psychological conditions of students; 3) Problems experienced by teachers in utilizing learning media, especially English, such as the condition of busy students, the lack of facilities and infrastructure owned by schools. In conclusion, the use of English learning media is very important in attracting students' interest, curiosity and willingness to learn. Keywords: English, Learning Media, What Delicious Meatballs!