Claim Missing Document
Check
Articles

Found 2 Documents
Search

PENGEMBANGAN E-BOOK DENGAN SOFTWARE FLIPBOOKMAKER UNTUK PEMBELAJARAN MATA KULIAH AKUNTANSI KEUANGAN DI STEKOM SEMARANG Siti Kholifah
MAKSIMUM Vol 8, No 1 (2018): Articles
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/mki.v8i1.5162

Abstract

Tujuan  penelitian  ini  adalah    untuk    mengembangkan   produk    e-book    untuk    pembelajaran   matakuliah akuntansi keuangan yang valid. Penelitian ini  merupakan penelitian Research and Development.Penelitian pengembangan ini menggunakan modifikasi model 4D menjadi 3D dengan tahap define(pendefinisian), design (perencanaan), dan development (pengembangan). E-book dengan softwareflopbookmaker terlebih  dahulu  dilakukan  uji  validasi  oleh  ahli  media,  ahli  materi  dan    juga    angkettanggapan mahasiswa. Diperoleh rata-rata penilaian validasi   ahli   materi   85,2%,   validasi   ahli   media89,2%, penilaian tanggapan mahasiswa 85,2%, Jadi media E-book layak digunakan dengan kategori sangatbaik.
Pengembangan Multimedia Interaktif Dengan Pendekatan Kontruktivis Pada Mata Kuliah Teknik Digital siti kholifah; Zaenal Mustofa; Paulus Hartanto
Jurnal Informatika Upgris Vol 5, No 2: Desember (2019)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v5i2.5055

Abstract

Abstract— This study aims to study the development process, the level of practicality, the level of validity, and the effectiveness of interactive multimedia with constructivist learning models to improve students' problem abilities. The research method used is R&D research using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation. The research subjects are STEKOM Semarang students. The results of the validation of media experts, material, media design, student responses and teacher responses are good criteria, namely for media experts 93.33%, 80.88% learning media design experts, 87.3% material experts, 87.5% used, and 87.5% lecturer responses, and 87.05% student responses.This media is practical to use. From the calculation of the N-Gain Test for the experimental and control class which has a different average NGain score of 0.419 and 0.132. One-party t-test was obtained and where, then Ho was rejected interactively with a constructivist learning model better than the problem solving abilities of students who using conventional learning.