Claim Missing Document
Check
Articles

Found 3 Documents
Search

Interactive Learning Media for Mastering Lampung Language Vocabulary in 4th-5th Grade Elementary School Using the ADDIE Model Haryuning Tias; Usep Saprudin
International Journal Software Engineering and Computer Science (IJSECS) Vol. 5 No. 1 (2025): APRIL 2025
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v5i1.3854

Abstract

The teaching of the Lampung language at the elementary school level continues to encounter significant obstacles, particularly the limited ability of students to master vocabulary due to teaching methods that lack dynamism and interactivity. This research aims to develop an interactive learning media application to enhance the daily vocabulary proficiency in the Lampung language among fourth and fifth-grade students at SD Negeri 1 Surabaya Udik. The application was developed using the ADDIE model, which encompasses five key stages—analysis, design, development, implementation, and evaluation—as a framework for instructional system design. It incorporates interactive features such as learning materials, educational videos, quizzes, and digital exercises, accessible across various devices. Findings reveal that the use of this interactive learning application significantly boosts students’ engagement and enthusiasm for learning the Lampung language, while also facilitating a more effective grasp of vocabulary. The application’s impact was assessed through a pre-test and post-test method applied to fourth and fifth-grade students, demonstrating a marked improvement in vocabulary mastery compared to traditional teaching approaches. This study adopts a quasi-experimental approach with a pre-test and post-test design without a comparison group, testing students before and after using the application. The application is anticipated to serve as a novel solution in supporting the preservation of regional languages through a technology-driven learning strategy.
APLIKASI MEDIA PEMBELAJARAN INTERAKTIF MATERI ASTEROID, KOMET, DAN METEOR BERBASIS MULTIMEDIA Dela Marsya Pitri; Ada Udi Firmansyah; Usep Saprudin
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 2 (2026): April 2026
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i2.6149

Abstract

Abstract: This study aims to develop an interactive multimedia-based learning media application on asteroid, comet, and meteor materials for sixth grade students of SD Negeri 3 Metro and to determine the feasibility level of the media based on expert assessment. This study employed a development research method using the Multimedia Development Life Cycle (MDLC) model, which consists of concept, design, material collecting, assembly, testing, and distribution stages. Data were collected through observation, literature study, and validation questionnaires administered to material experts and media experts. Data analysis used descriptive quantitative analysis with a Likert scale to determine the feasibility of the media. The results showed that the interactive learning media application was successfully developed based on the MDLC stages and was considered feasible as a supporting learning medium. Material expert validation obtained an average score of 3.95 in the feasible category, while media expert validation obtained an average score of 4.15 in the feasible category. The developed application has advantages in visual aspects, interactivity, and ease of navigation, which help students understand abstract materials more effectively. Therefore, this interactive multimedia-based learning media application is feasible for use in science learning for elementary school students. Keywords: Interactive Learning Media, Multimedia, MDLC, Asteroids, Comets, Meteors. Abstrak: Penelitian ini bertujuan untuk mengembangkan aplikasi media pembelajaran interaktif berbasis multimedia pada materi asteroid, komet, dan meteor untuk siswa kelas VI SD Negeri 3 Metro serta mengetahui tingkat kelayakan media berdasarkan penilaian ahli. Penelitian ini merupakan penelitian pengembangan yang menggunakan model  Multimedia Development Life Cycle (MDLC) yang meliputi tahapan concept, design, material collecting, assembly, testing, dan distribution. Teknik pengumpulan data dilakukan melalui observasi, studi literatur, dan angket validasi yang diberikan kepada ahli materi dan ahli media. Analisis data menggunakan deskriptif kuantitatif dengan skala Likert untuk menentukan tingkat kelayakan media. Hasil penelitian menunjukkan bahwa aplikasi media pembelajaran interaktif berhasil dikembangkan sesuai tahapan MDLC dan dinyatakan layak digunakan sebagai media pembelajaran pendukung. Hasil validasi ahli materi memperoleh nilai rata-rata 3,95 dengan kategori layak, sedangkan validasi ahli media memperoleh nilai rata-rata 4,15 dengan kategori layak. Aplikasi yang dikembangkan memiliki keunggulan pada aspek visual, interaktivitas, dan kemudahan navigasi sehingga mampu membantu siswa memahami materi yang bersifat abstrak. Dengan demikian, aplikasi media pembelajaran interaktif berbasis multimedia ini layak digunakan dalam pembelajaran IPA kelas VI sekolah dasar. Kata Kunci: Media Pembelajaran Interaktif, Multimedia, MDLC, Asteroid, Komet, Meteor  
PERANCANGAN VIDEO MOTION GRAPHIC PENCEGAHAN KEBOCORAN DATA PRIBADI DI MEDIA SOSIAL Usep Saprudin; Eka Gustinasari; Tri Aristi Saputri; Seiji Lian Wibowo; Ristiana Dewi
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 4 (2026): August 2026 (1)
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i4.7075

Abstract

The rapid advancement of information and communication technology has significantly increased social media engagement among the public. However, high social media activity is accompanied by growing cyber risks, particularly personal data leaks caused by a lack of user awareness regarding sensitive information disclosure. This study aims to design a motion graphic video as an engaging visual educational medium to enhance public awareness regarding personal data protection and prevention strategies on social media. The Multimedia Development Life Cycle (MDLC) framework was adopted, comprising six phases: concept, design, material collecting, assembly, testing, and distribution. Visual animation was crafted using Alight Motion for 2D flat-design elements, combined with CapCut for audio integration and final rendering. The output is an 84-second motion graphic video (12 scenes) covering basic personal data definitions, cyber threats (phishing, malware, social engineering), risk impacts, and practical security measures such as strong passwords and Two-Factor Authentication (2FA). Testing results demonstrate that the motion graphic serves as an effective, highly accessible, and visually appealing educational tool for improving digital literacy and cyber safety practices among social media users.