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PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS VIDEO TUTORIAL PADA MATA KULIAH MULTIMEDIA I (DESIGN GRAFIS) DI POLITEKNIK GANESHA GURU Pujawan, Kadek Agus Hendra
Journal of Education Technology Vol. 2 No. 1 (2018): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v2i1.13810

Abstract

Tujuan penelitian ini adalah: (1) Untuk mendeskripsikan blueprint multimedia interaktif berbasis video tutorial pada mata kuliah Multimedia I (design grafis). (2) Mengetahui tingkat kelayakan multimedia interaktif berbasis video tutorial pada mata kuliah Multimedia I (design grafis). Jenis penelitian yang digunakan adalah Penelitian dan Pengembangan, dengan menggunakan model pengembangan Dick and Carey. Penelitian ini melibatkan mahasiswa semester I Politeknik Ganesha Guru pada Program studi Manajemen Informatika. Berdasarkan hasil analisis data yang diperoleh dari aspek kelayakan isi yang dilakukan oleh ahli isi menunjukan bahwa produk sudah sesuai dengan SAP mata kuliah Multimedia I (design grafis). Pengujian pada aspek tampilan, grafis, pengoperasian program dan tata bahasa yang dilakukan oleh ahli media memperoleh hasil kalkulasi sebesar 83% berada pada kualifikasi baik. Pengujian pada aspek pembelajaran, kurikulum dan desain interface yang dilakukan oleh ahli desain pembelajaran memperoleh hasil kalkulasi sebesar 86% berada pada kualifikasi baik. User/dosen pengajar memberikan respon baik. Uji coba perseorangan yang dilakukan mendapat respon baik. Uji coba kelompok kecil memperoleh hasil kalkulasi sebesar 90% berada pada kualifikasi sangat baik. Uji coba lapangan yang dilakukan memperoleh hasil kalkulasi sebesar 90% berada pada kualifikasi sangat baik.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS KONTEKSTUAL BUDAYA BALI PADA PEMBELAJARAN DESIGN GRAFIS DI KELAS X MULTIMEDIA SMK NEGERI 1 SAWAN Mahendra, I Gede Jaka; Pujawan, Kadek Agus Hendra
Journal of Education Technology Vol. 2 No. 2 (2018): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v2i2.16186

Abstract

Penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis kontekstual budaya bali yang berkualitas dansiap diimplementasikan pada pembelajaran desain grafis di Kelas X SMK Negeri 1 Sawan. Model pengembangan yangdigunakan adalah model Dick & Carey yang terdiri dari 8 tahapan. Multimedia yang dihasilkan divalidasi oleh pakar desaingrafis yang selanjutnya diujikan secara perorangan dan kelompok kecil untuk memperoleh respons pengguna. Hasil pengujianmenunjukkan bahwa pada aspek tampilan, grafis, pengoperasian program dan tata bahasa yang dilakukan oleh ahli mediamemperoleh hasil kalkulasi sebesar 85% berada pada kualifikasi baik. Pengujian pada aspek pembelajaran, kurikulum dandesain interface yang dilakukan oleh ahli desain pembelajaran memperoleh hasil kalkulasi sebesar 89% berada pada kualifikasibaik. User/guru pengajar memberikan respon baik. Uji coba perseorangan yang dilakukan mendapat respon baik. Uji cobakelompok kecil memperoleh hasil kalkulasi sebesar 90% berada pada kualifikasi sangat baik. Uji coba lapangan yangdilakukan memperoleh hasil kalkulasi sebesar 87% berada pada kualifikasi baik
Developing Interactive Multimedia In Animation Key To Improve The Spirit Of Student Learning Vocational High School Pujawan, Kadek Agus Hendra
Journal of Education Reseach and Evaluation Vol 1 No 1 (2017): February
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1027.114 KB) | DOI: 10.23887/jere.v1i1.10000

Abstract

This study was aimed to (1) Design and Implement Interactive Multimedia Development in Animation Key in Multimedia class XII SMK Negeri 1 Sawan; (2) Find out students' responses and Achievment of Multimedia class XI toward Interactive Multimedia Development in animation Key. The types of research and development and using Dick and Carrey model, it involves Multimedia class XII SMK Negeri 1 Sawan in the academic year of 2014/2015. The source of data content expert and media expert are interview and questionnaire. Validity of interactive multimedia and student responses gained by using questionnaire, the data was analysed descriptive qualitatively and descriptive kuantitatively. The feedback of media expert then analysed thus, that media is valid and proper to be implemented in teaching learning process in the intened school. The results of student’s responses data shows that the presentase of student who gave very positives responses was 64,2%, presentase of student who gave positive responses was 35,8 %, and none student to gave doubt responses, negative or even very negative response, the average scor was 43,69. That scor shows that student’ response toward material development was in very positive chategory.
THE DEVELOPMENT OF INTERACTIVE MULTIMEDIA WITH DRILL AND PRACTICE MODEL ON MULTIMEDIA II (TWO DIMENTION ANIMATION) COURSE IN POLITEKNIK GANESHA GURU Pujawan, Kadek Agus Hendra
Journal of Education Reseach and Evaluation Vol 2 No 1 (2018): February
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (566.583 KB) | DOI: 10.23887/jere.v2i1.13142

Abstract

This study aims (1) To create interactive multimedia design with drill and practice model at Multimedia II (animation 2 dimension) course, (2) To know the feasibility of interactive multimedia with drill and practice model at Multimedia II (animation 2 dimension) course.  The type of study used was Research and Development by using development model of Dick & Carey. This study involved the first grade students of Informatika Management program at Politeknik Ganesha Guru. Based on the result of data analysis which is derived from the content feasibility aspect performed by the content expert showed that the product was acceptable with SAP of Multimedia II (animation 2 dimension) course.  In the tests which were performed by the media expert obtained 85% calculation results are in good qualification.  In the tests which were done by the design of the learning expert obtained 88% calculation results are in good qualification. The user/lectures gave good response. Field trials that were conducted obtained a calculation of 89% are in good qualification.
DEVELOPMENT OF INTERACTIVE MULTIMEDIA BASED ON BALINESSE CULTURE CONTEXTUAL IN GRAPHIC DESIGN LEARNING AT CLASS X MULTIMEDIA IN SMK NEGERI 1 SAWAN Pujawan, Kadek Agus Hendra; Jaka Mahendr, I Gede
Journal of Education Reseach and Evaluation Vol 2 No 3 (2018): August
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (645.948 KB) | DOI: 10.23887/jere.v2i3.15768

Abstract

The objectives to be achieved in this study were (1) to describe the design of interactive multimedia development based on Balinese culture on graphic design learning at class X Multimedia in SMK Negeri 1 Sawan. (2) to describe the responses of content experts, design experts and media experts to the development of interactive multimedia based on Balinese Culture contextual on graphic design learning at Class X Multimedia in SMK Negeri 1 Sawan. (3) to describe the response of the user / teacher teaching graphic design subjects to the development of interactive multimedia based on Balinese contextual culture on graphic design learning at Class X Multimedia in SMK Negeri 1 Sawan. (4) to describe the response of students in the form of individual trials, small group trials and field trials on the development of interactive multimedia based on Balinese Culture contextual on graphic design learning in Class X Multimedia in SMK Negeri 1 Sawan. The interactive multimedia development model based on Balinese cultural contextual learning graphic design used Dick & Carey model. In the process of designing multimedia products, content experts are required to adjust the material presented in interactive multimedia with the material provided at school, in this case the teacher is appointed as content expert, so the teacher's contribution in this study is to provide a syllabus of graphic design material. In addition to content experts, media experts and design experts are also needed to test the validity of interactive multimedia developed. After being valid, it will be implemented in school by giving a questionnaire to students whether the interactive multimedia developed in this study is suitable for use or not. The following are tests on aspects of display, graphics, program operation and grammar performed by media experts obtaining 85% of the calculation results in good qualifications. Tests on aspects of learning, curriculum and interface design conducted by learning design experts obtain a calculation of 89% in good qualifications. User/teacher responded well. Individual trials carried out received good responses. Small group trials obtained calculation results of 90% are in very good qualifications. Field trials that were carried out obtained a calculation of 87% in good qualifications.
Pengembangan Multimedia Interaktif Model Games untuk Meningkatkan Respon Mahasiswa pada Mata Kuliah Organisasi dan Arsitektur Komputer Pujawan, Kadek Agus Hendra
International Journal of Natural Science and Engineering Vol. 2 No. 1 (2018): April
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1049.71 KB) | DOI: 10.23887/ijnse.v2i1.13909

Abstract

The aims of this study were (1) to create an interactive multimedia by using games which is proper used by Politeknik Ganesha Guru students in computer organization and architecture course. (2) to know the feasibility level of interactive multimedia by using games according to content expert, media expert and learning design expert in computer organization and architecture course. (3) to know the students’ response to the development of interactive multimedia by using games in computer organization and architecture course. This study used Dick and Carey as the development model which invoved first semester students of Politeknik Ganesha Guru in Informatics Management Study Program. Based on the result of the data analysis from the content feasibility aspect made by the content expert indicated that the product is in accordance with the SAP of Computer Organization and Architecture courses. Tests conducted by media experts obtained a calculation result of 87% which is being in good qualification. Tests conducted by the design of learning experts obtained a calculation result of 88% which are in good qualification. The user/lecturer gave a good response. Field trials conducted got a result of 90% calculation which are in excellent qualification