{"title":"Multimedia Interactive Application for Introduction to Information Technology Course in STMIK STIKOM Bali","authors":"I. G. P. H. Yudana, L. Prapitasari","doi":"10.1109/ICORIS.2019.8874897","DOIUrl":null,"url":null,"abstract":"The Introduction to Information Technology course in STMIK STIKOM Bali basically uses the teacher-centered teaching method, where the teacher is the main role in the class and the students listen and focus to the teacher. Some of the classroom activities are speech, classroom discussion, demonstration, and experimentation. This type of teaching method most of the time can be boring for the students. The students need additional media that is more enjoyable for learning. A multimedia interactive application is one of the answers, while it offers not only enjoyment but also flexibility. With this application, the students can play it anywhere and anytime as they wish, with embedded educational games inside, that they also can play. This research is of type Education Research and Development (R&D), where the model is developed and adapted based on Borg&Gall, Allessi&Trollip, and Dick&Carey model. There are four important stages that are followed while developing the application: (1) preliminary study, (2) product design, (3) product development, and (4) product evaluation. The evaluation stage then resulting a conclusion that the developed application software is worth to be used as a learning media for the students in STMIK STIKOM Bali. Moreover, the difference of effect size in pre-test and post-test is 22, which means that the application software is very effective in increasing the learning outcome of the students.","PeriodicalId":118443,"journal":{"name":"2019 1st International Conference on Cybernetics and Intelligent System (ICORIS)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 1st International Conference on Cybernetics and Intelligent System (ICORIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICORIS.2019.8874897","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The Introduction to Information Technology course in STMIK STIKOM Bali basically uses the teacher-centered teaching method, where the teacher is the main role in the class and the students listen and focus to the teacher. Some of the classroom activities are speech, classroom discussion, demonstration, and experimentation. This type of teaching method most of the time can be boring for the students. The students need additional media that is more enjoyable for learning. A multimedia interactive application is one of the answers, while it offers not only enjoyment but also flexibility. With this application, the students can play it anywhere and anytime as they wish, with embedded educational games inside, that they also can play. This research is of type Education Research and Development (R&D), where the model is developed and adapted based on Borg&Gall, Allessi&Trollip, and Dick&Carey model. There are four important stages that are followed while developing the application: (1) preliminary study, (2) product design, (3) product development, and (4) product evaluation. The evaluation stage then resulting a conclusion that the developed application software is worth to be used as a learning media for the students in STMIK STIKOM Bali. Moreover, the difference of effect size in pre-test and post-test is 22, which means that the application software is very effective in increasing the learning outcome of the students.