Interactive Learning Media Using Articulate Storyline 3 in Minang Kabau Culture Cours in Informastic And Computer Engineering Education IAIN Bukit Tinggi

Ahmad Baqi
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Abstract

This research is motivated by learning Minangkabau Culture which in general the material is only in the form of delivering papers with the lecture method. In its delivery, lecturers use minimal learning media in class and the use of adequate technological facilities is still underutilized by lecturers so that boring learning methods have an impact on student interest in learning to be low. This study uses the Research And Development (R&D) method using the 4D version approach, namely Define, Design, Develop, and Disseminate. using Luther Sutopo's multimedia development model which consists of 6 stages, namely concept, design, collecting material, assembly, testing and distribution. The product test used in this study is the validity test using the Aiken's "v" formula, the practicality test using the Moment Kappa formula, and the effectiveness test using the Gain Score formula. Based on the three tests, it was found that the product was valid with a value of 0.88, practical with a value of 0.94 and effective with a value of 0.87. This product can make it easier for students to understand and repeat the material that has been conveyed by the lecturer and make it easier for the lecturer to deliver learning material so that the lecture process becomes valid, practical and effective.
使用清晰故事线的互动学习媒体在闽南卡保文化课程中的资讯与电脑工程教育(武吉亭吉
这项研究的动机是学习米南卡堡文化,一般来说,材料只是以讲座方法发表论文的形式。在授课过程中,讲师在课堂上使用的学习媒介很少,讲师对适当的技术设施的使用仍未充分利用,使得枯燥的学习方法对学生学习兴趣的影响较低。本研究采用研发(R&D)方法,采用4D版方法,即定义、设计、开发、传播。采用Luther Sutopo的多媒体开发模型,该模型包括6个阶段,即概念、设计、收集材料、组装、测试和分发。本研究使用的产品检验是使用Aiken's“v”公式进行效度检验,使用Moment Kappa公式进行实用性检验,使用Gain Score公式进行有效性检验。通过三次测试,发现该产品的有效值为0.88,实用值为0.94,有效值为0.87。该产品可以使学生更容易理解和重复讲师所传达的材料,使讲师更容易传递学习材料,使讲座过程变得有效,实用和有效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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