The practicality of smart apps creator-based instructional media on 2D animation subject
DOI:
https://doi.org/10.58712/jcim.v1i1.8Keywords:
Learning Media, Development, Smart Apps Creator, 2D AnimationAbstract
Based on the results of observations at Vocational High School Pasundan 1 of Serang City (SMK 1 Pasundan Serang City), some of them do not meet the requirements for mastery learning outcomes, students find it difficult to digest animation lessons, and the teacher's limited ability to make media. Anticipating these obstacles requires an interesting new learning media that can generate students' imagination and creativity, one of which is learning media based on smart app creators. This study aims to find out how the process of developing learning media for Smart Apps Creator, to find out from the development of learning media in 2D Animation subjects that will be used in the learning process and to find out interactive learning media based on Smart Apps Creator in 2D Animation subjects at SMK 1 Pasundan which will be used for the teaching and learning process. This method used Research and Development (R&D). Research through the use of identification of potential and problems, data collection, product design, design validation, revision, product testing, revision, trial, revision and mass production to produce a final product. The trial was conducted on 24 students of class XI SMK Pasundan 1 Serang City. The assessment of the 4 validators of the Interactive Learning Media, which is 90%, shows that the Interactive Learning Media is very valid to be used as a learning resource. The results of the assessment of 24 students that Interactive Learning Media has a practicality value of 89.30%, it can be said that the level of practicality of Interactive Learning Media is very practical and very well stated.
Downloads
References
Alias, N., & Hasim, S. (2012). Instructional Technology Research, Design and Development. Aminudin Baki Institute.
DeLuca, C., A., A. E., Chapman-Chin, LaPointe-McEwan, D., & Klinger, D. A. (n.d.). Student perspectives on assessment for learning, The Curriculum Journal,.
Folkourng, F., & Sakti, R. H. (2022). The design of expert system to determine the university majoring based on multiple intelligence using forward chaining method. Journal of Engineering Researcher and Lecturer, 1(1), 17–24. https://doi.org/10.58712/jerel.v1i1.6
Fuller, A. (2015). Vocational Education. International Encyclopedia of the Social & Behavioral Sciences: Second Edition, 232–238. https://doi.org/10.1016/B978-0-08-097086-8.92091-9
Hartanto, S., Arifin, Z., Ratnasari, S. L., Wulansari, R. E., & Huda, A. (2020). Developing Lean Manufacturing Based Learning Model to Improve Work Skills of Vocational Students. Universal Journal of Educational Research, 8(3A), 60–64. https://doi.org/10.13189/ujer.2020.081408
Hernawati, D., Nandiyanto, A. B. D., & Muhammad, N. (2021). The Use of Learning Videos in Order to Increase Student Motivation and Learning Outcomes During The COVID-19 Pandemic. ASEAN Journal of Science and Engineering Education, 1(2), 77–80. https://doi.org/10.17509/ajsee.v1i2.33370
Huda, A., Azhar, N., Almasri, & Fadli. (2019). Design of Learning Media Graphic Design through Android-Technology Based. International Journal of Recent Technology and Engineering (IJRTE), 8(5), 254–258.
Huda, A., Azhar, N., Almasri, S., Hartanto., & Anshari, K. (2020). Practicality and Effectiveness Test of Graphic Design Learning Media Based on Android. International Journal of Interactive Mobile Technologies, 14(4), 192–203.
Huda, A., Azhar, N., Almasri, WUlansari, R. E., & Hartanto, S. (2021). Augmented Reality Technology as a Complement on Graphic Design to Face Revolution Industry 4.0 Learning and Competence: The Development and Validity. IJIM, 15(05), 117.
Huda, & Hartanto. (2020). Practicality and Effectiveness Test of Graphic Design Learning Media Based on Android. International Journal Of Interactive Mobile Technologies. https://doi.org/https://doi.org/10.3991/ijim.v14i04.12737
Le, S. K., Hlaing, S. N., & Ya, K. Z. (2022). 21st-century competences and learning that Technical and vocational training. Journal of Engineering Researcher and Lecturer, 1(1), 1–6. https://doi.org/10.58712/jerel.v1i1.4
Lv, Z., Yu, Z., Xie, S., & Alamri, A. (2022). Deep Learning-based Smart Predictive Evaluation for Interactive Multimedia-enabled Smart Healthcare. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 18(1s). https://doi.org/10.1145/3468506
Sakti, R. H., & Sukardi. (2020). THE ADVENTURE WITH CBI (COMPUTER BASED INSTRUCTION)- FLIPPED CLASSSROOM IN COMPUTER NETWORKING MATERIAL. Journal of Information Technology and Computer Science (INTECOMS), 3(2), 95–101. https://doi.org/https://doi.org/10.31539/intecoms.v3i2.1523
Sarrab, M. (2012). Mobile Learning (M-Learning) and Educational Environments. International Journal of Distributed and Parallel Systems, 3(4), 31–38. https://doi.org/10.5121/ijdps.2012.3404
Sugiyono. (2012a). Metode Penelitian Kuantitatif, Kualitatif Dan R & D. Alfabeta.
Sugiyono. (2012b). Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Türkmen, H., & Sertkahya, M. (2019). Creative Thinking Skills Analyzes of Vocational High School. Journal of Educational and Instructional Studies, 5(1), 74–84.
Ya, K. Z., Sakti, R. H., Ambiyar, A., Giatman, M., Syah, N., Muskhir, M., & Effendi, H. (2021). The Mobile Media Development in Learning. Proceedings of the 8th International Conference on Technical and Vocational Education and Training (ICTVET 2021), 608(Ictvet), 6–10. https://doi.org/10.2991/ASSEHR.K.211208.002
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Jumaroh Jumaroh, Doni Pernanda, Miftahul Ulum, Chau Trung Tin
This work is licensed under a Creative Commons Attribution 4.0 International License.