cover
Contact Name
Ence Surahman
Contact Email
yerry.soepriyanto.fip@um.ac.id
Phone
-
Journal Mail Official
jktp.fip@um.ac.id
Editorial Address
Lab. Teknologi Pendidikan, Gd.E2, Lt.1 Fakultas Ilmu Pendidikan Universitas Negeri Malang Jl. Semarang 5, Kota Malang
Location
Kota malang,
Jawa timur
INDONESIA
JKTP: Jurnal Kajian Teknologi Pendidikan
ISSN : -     EISSN : 26158787     DOI : 10.17977
Core Subject : Education,
JKTP: Jurnal Kajian Teknologi Pendidikanis a journal in the field of educational technology which contains literature review, action reserach, case study research, and empirical findings in scientific disciplines of educational technology theories and practices. The covered topics are involved the foundation and philosophy of educational technology, design and implementation, assessment and evaluation, strategies and models of general and specific learning, research and development methods, research and development methods, emerging technologies, and technology integration in learning. Journal of JKTP is willing to facilitate writers to disseminate conceptual ideas, development, and research findings which are useful in the development of science, study programs, and educational technology profession.
Articles 11 Documents
Search results for , issue "Vol 2, No 4 (2019)" : 11 Documents clear
Pengembangan Screencast untuk Belajar Software Animasi 3D Arundina Fajar Andini; Sulton Sulton; Yerry Soepriyanto
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 2, No 4 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (746.268 KB) | DOI: 10.17977/um038v2i42019p297

Abstract

Abstrak Salah satu cara untuk memvisualisasikan pembelajaran dengan materi yang bersifat abstrak, yakni dengan menggunakan media pembelajaran. Penelitian pengembangan ini bertujuan untuk menghasilkan produk media pembelajaran, yaitu screencast sebagai sumber belajar yang layak digunakan untuk mempelajari software animasi 3D. Screencast merupakan media pembelajaran yang menyajikan rekaman digital aktivitas di layar komputer yang dapat menunjukkan kepada siswa mana yang harusnya dilihat, di mana harusnya klik, geser, memilih hingga mengetik. Penelitian ini menggunakan model pengembangan Lee dan Owens dengan langkah-langkah pengembangan yang terdiri dari analisis, desain, pengembangan, implementasi, dan evaluasi. Setelah dilakukan validasi kepada ahli materi dan ahli media serta diujicobakan kepada sejumlah responden, media screencast dikategorikan valid sehingga layak digunakan sebagai media untuk mempelajari software animasi 3D.Abstract One way to visualize learning with abstract material, namely by using learning media. This development research aims to produce learning media products, namely screencast as a learning resource that is feasible to use to learn 3D animation software. Screencast is a learning medium that presents digital recordings of activity on a computer screen that can show students which should be seen, where to click, slide, select and type. This study uses the Lee and Owens development model with development steps consisting of analysis, design, development, implementation, and evaluation. After validating the material experts and media experts and trying out a number of respondents, the screencast media is categorized as valid so that it is suitable to be used as a medium for learning 3D animation software.

Page 2 of 2 | Total Record : 11