Perancangan Aplikasi E-Modul Berbasis Android untuk Pelajaran Animasi 2D dan 3D

Rahmad Surya, Hendri Ahmadian, Ridwan Ridwan, Khairan AR, Sri Wahyuni, Bustami Bustami
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Abstract

This study has the aim of designing an Android-based 2D and 3D animation e-module application which will later become a source of learning for students and also determining the feasibility level of the 2D and 3D animation e-module application to improve student learning outcomes. This study uses research and development (R & D) research methods and uses the Luther development model in developing software engineering applications using MIT App Inventor. This type of research is in the form of quantitative research in which all data is obtained through questionnaires from media experts, material experts, and students, as well as the results of pre-test and post-test students. The respondents in this study were 11 students in Class XI multimedia animation lessons in 2D and 3D. The hypothesis was tested using a paired t-test. The study's findings revealed that the use of 2D and 3D animation e-module applications had significant an impact on improving student learning outcomes.
为二维和三维动画课程设计基于 Android 的电子模块应用程序
本研究旨在设计一个基于android的2D和3D动画电子模块应用程序,该应用程序将成为学生的学习资源,并确定2D和3D动画电子模块应用程序的可行性水平,以提高学生的学习效果。本研究采用研发(R &D)研究方法,并在使用MIT App Inventor开发软件工程应用程序时使用Luther开发模型。这种类型的研究是定量研究的形式,所有的数据都是通过媒体专家、材料专家和学生的问卷调查以及测试前和测试后学生的结果来获得的。采用配对t检验对假设进行检验。研究结果显示,使用2D和3D动画电子模块应用程序对提高学生的学习成果有重大影响。
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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