Interactive learning media based on RPP ICT

Wahyu Pujiyono, Yana Hendriana, I. Susanti
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引用次数: 5

Abstract

The students meet constrains in process of teaching and learning activities in the classroom in handicraft materials with the videos of handicraft making process taken from YouTube as these videos are incompatible with the subject and have low quality. The research subjects were the application of interactive learning media for handicraft made-of-soft materials and multimedia-based entrepreneurship. The data collection in this research employed literature study; observation methods done by directly observing the learning methods in class; and interviewing the teacher of handicraft and entrepreneurship subject of the eleventh grade. At the needs analysis, the stages system conducted were user need analysis and data analysis. Subsequently, it was followed by system design, including the design concept (learning scenario in classroom, ICT learning scenarios, evaluation scenario), content design, script design and graphic design. The system testing used two test stages, namely Black box test and Alpha test. The Black box testing tried by the teacher is aimed to determine learning materials validity and the feasibility of multimedia application. Based on these data RPP ICT, it can be concluded that the application of interactive learning media based on RPP ICT field entrepreneurship is feasible to be used in the learning process.
基于RPP ICT的交互式学习媒体
学生在课堂上的手工艺材料教学活动过程中遇到了限制,手工制作过程的视频来自YouTube,这些视频与主题不兼容,质量不高。研究课题为软材料手工艺互动学习媒体的应用与多媒体创业。本研究资料收集采用文献法;观察方法:在课堂上直接观察学习方法;并采访了高一手工艺与创业学科的老师。在需求分析中,系统进行了用户需求分析和数据分析两个阶段。随后进行系统设计,包括设计理念(课堂学习场景、ICT学习场景、评价场景)、内容设计、脚本设计、平面设计。系统测试采用了两个测试阶段,即黑盒测试和Alpha测试。教师尝试的黑盒测试是为了确定学习材料的有效性和多媒体应用的可行性。基于这些RPP ICT数据,可以得出基于RPP ICT领域创业的交互式学习媒体应用在学习过程中是可行的。
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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