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Pengembangan Multimedia Interaktif Menggunakan Aplikasi Articulate Storyline pada Mata Pelajaran Informatika Kelas X SMA Rahmi, Azizu; Yeni J, Fetri; Rahmi, Ulfia; Amilia, Winanda
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1862

Abstract

Learning in the classroom, teachers have not optimized the use of media other than LKS, so students tend to be bored because they do not understand the material because the images are not clear in the LKS. This research aims to produce interactive multimedia that is valid and practical so that it can be used by teachers, especially in informatics subjects. This type of research is Research and Development (R&D) research, the development model used is the 4-D (Define, Design, Development, & Disseminate) development model. The subject of the study is class X students of SMA Pertiwi 1 Padang with a total of 20 students. In the research process, data collection by observation and using questionnaires. Data processing obtained from media validation, material validation and student practicality tests with assessment using a Likert scale questionnaire with a score range of 1 to 5. Validity Test, validation from material experts with an average score of 4.87 in the very valid category, validation results from media experts obtained an overall average of 4.85 in the very valid category. The results of the practicality test on students obtained an average score of 4.62 with the category of very practical. Based on these results, interactive multimedia using the Articulate Storyline application in the informatics subject class X of high school is very valid and practical to be used as a learning medium
Metaverse : Media Pembelajaran di Era Society 5.0 untuk Meningkatkan Kualitas Pendidikan Indonesia Pangestu, Dwi Maulan; Rahmi, Azizu
Journal of Pedagogy and Online Learning Vol. 1 No. 2 (2022): JPOL Volume 1 Nomor 2 September 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (314.67 KB) | DOI: 10.24036/jpol.v1i2.17

Abstract

Metaverse is a three-dimensional virtual technology renewal or innovation that can be used as a learning medium in the era of society 5.0 and can improve the quality of education in Indonesia. This research study discusses the metaverse that can be used as a learning medium in the era of society 5.0 to improve the quality of Indonesian education in the future. The research method used is a literature study by collecting library data from various scientific journal sources relevant to the use of the metaverse from 2020-2022. The results show that the metaverse has developed rapidly from 2020 to 2002, considering that the metaverse is an interconnected social network, an immersive network environment within a platform with many persistent users. The forms of metaverse that have been implemented such as augmented reality and virtual reality, which are present to answer the problems during the pandemic and also the needs of the era of society 5.0, in an effort to improve the quality of education in Indonesia by utilizing augmented reality and virtual reality in skills learning processes. very helpful at full term and in order to realize the quality of education in the era of society 5.0. The use of metaverse in Indonesia is generally widely used at the high school and university level in their learning. The use of metaverse with management that is in accordance with current needs, can be one of the factors supporting the success of applying metaverse to improve the quality of education in Indonesia in the next 10 to 15 years.
Pengembangan Multimedia Interaktif Menggunakan Aplikasi Articulate Storyline pada Mata Pelajaran Informatika Kelas X SMA Rahmi, Azizu; Yeni J, Fetri; Rahmi, Ulfia; Amilia, Winanda
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1862

Abstract

Learning in the classroom, teachers have not optimized the use of media other than LKS, so students tend to be bored because they do not understand the material because the images are not clear in the LKS. This research aims to produce interactive multimedia that is valid and practical so that it can be used by teachers, especially in informatics subjects. This type of research is Research and Development (R&D) research, the development model used is the 4-D (Define, Design, Development, & Disseminate) development model. The subject of the study is class X students of SMA Pertiwi 1 Padang with a total of 20 students. In the research process, data collection by observation and using questionnaires. Data processing obtained from media validation, material validation and student practicality tests with assessment using a Likert scale questionnaire with a score range of 1 to 5. Validity Test, validation from material experts with an average score of 4.87 in the very valid category, validation results from media experts obtained an overall average of 4.85 in the very valid category. The results of the practicality test on students obtained an average score of 4.62 with the category of very practical. Based on these results, interactive multimedia using the Articulate Storyline application in the informatics subject class X of high school is very valid and practical to be used as a learning medium