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Journal : Indo-MathEdu Intellectuals Journal

Designing Interactive Multimedia Computer Graphics Using The 4D Method as Self-Directed Learning for Students Rusyada, Gozin Najah; Switrayana, I Nyoman; Mahfuzi Ardiyati, Syafira
Indo-MathEdu Intellectuals Journal Vol. 4 No. 3 (2023): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v4i3.514

Abstract

The process of Self-directed learning of students using modules or consulting by asking for online explana-tions to lecturers is still not effective, especially for Computer Graphics courses that prioritize psychomotor aspects, namely skills. This research aims to develop learning media in the form of interactive multimedia to support Self-directed learning of Computer Graphics course students. This research uses the type of develop-ment research or Research and Development. The development procedure used adopted Thiagarajan's 4D model. This research produces multimedia products consisting of an initial page, the main menu page includes introduction, material, developer profile and quiz or evaluation. The multimedia developed effectively improves student learning outcomes through Self-directed learning in terms of an increase in the average score of pre-test and post-test results from 67.22 to 82.41, which means that there is an increase in student learning out-comes by 15.19%.
Model Role Playing Berorientasi Kearifan Lokal Cupak Gerantang Berbantuan AI Sebagai Upaya Revitalisasi Nilai Karakter di Sekolah Dasar Rusyada, Gozin Najah; Dewi, Nurul Kemala; Tahir, Muhammad; Hidayat, Irfan
Indo-MathEdu Intellectuals Journal Vol. 6 No. 7 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i7.4491

Abstract

This study aims to develop a Cupak Gerantang-based learning model utilizing Role Playing and Artificial Intelligence (AI) as a medium to strengthen character education based on Sasak local wisdom. This development is expected to become a pedagogical innovation that integrates cultural values, technology, and active learning methods. This study uses a Research and Development (R&D) approach with three main stages: (1) preliminary stage, (2) prototyping stage, and (3) assessment. The research subjects consist of two experts, one classroom teacher, and 20 students from SD Negeri 1 Jenggala, North Lombok Regency. Data were collected through observation, interviews, expert validation, and student response questionnaires, which were analyzed descriptively both qualitatively and quantitatively. The results of the study indicate that the learning model has a very high validity level, with an average score of 3.65 from media experts and 3.66 from learning experts. Limited trials showed practical categorization, with an average score of 3.45, covering aspects of ease of implementation, clarity of learning steps, and the attractiveness of AI-based animated media. Teachers and students gave a positive response to the integration of Cupak Gerantang digital animation equipped with AI voice-over features, as it was considered to enhance interactivity and understanding of moral values.