Aurum, Emma Valensia
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Mobile-Based Interactive Multimedia Learning for Problem-Solving Skills in Vocational High School Aurum, Emma Valensia; Surjono, Herman Dwi
Jurnal Pendidikan Indonesia Vol 10, No 4 (2021)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpi-undiksha.v10i4.28611

Abstract

This research aims to solve some common problems faced by learners, namely difficulties in understanding materials with abstract ideas and the lack of problem-solving skills. Mobile-based interactive learning multimedia as an innovation in educational setting is a self-learning media that the learners can use both in school and at home to help them understand the materials easily, minimize learning difficulties, and increase their problem-solving skills. This is a Research and Development (R&D) with the APPED model. The subjects of this research were the 10th grade students of the Vocational Program of Computer and Network Technology at SMK Negeri 1 Tulung Klaten (State Vocational School 1 of Tulung, Klaten). The data analysis technique was done through the descriptive quantitative. The results showed that the mobile-based interactive multimedia learning was feasible with the Very Good category. The mobile-learning-based interactive multimedia learning was effectively used with a percentage of 77.85% and the difference in significance, based on the Wilcoxon Test on the pretest posttest of 0.000 it indicates that there is a difference in the increase in problem-solving skills while learning using the mobile-based interactive multimedia learning.
The Development of Mobile Base Interactive Learning Multimedia For Critical Thinking Improvement Emma Valensia Aurum; Herman Dwi Surjono
Journal of Educational Science and Technology (EST) Volume 7 Number 2 August 2021
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v0i0.15265

Abstract

This research study aimed to solve common problems often faced by learners. This is a Research and Development (R&D) with the APPED model which consistsconsisting of five stages of development. The subjects of this research were the 10th-grade students of the Vocational Program of Computer and Network Technology at SMK Negeri 1 Tulung Klaten (State Vocational School 1 of Tulung, Klaten). The data analysis were analyzed usingtechnique was done through the descriptive quantitative technique. Based on the research, the data from the validation of performed by experts and practitioners of mobile-based interactive learning multimedia, out of four validators, obtained showed an overall value of 87.92%, which was included incategorized in the very good category, and meaning that it is proper for use in learning. The N-gain of Tthe critical thinking ability improvement at the application stage obtained an N-gain ofwas 82.9%, and it waswhich was categorized as  included in the medium improvement category. The effectiveness of interactive learning multimedia used in learning as, shown by the learners’ response questionnaires, obtained showed an overall percentage of 83.52% and was included in the very good category. Based on the Wilcoxon test on critical thinking ability data, and the pretest-posttest gain values, critical thinking ability it obtained a value of 0.000 which indicated that there was a difference in the critical thinking ability improvement in after using the mobile-based interactive learning multimedia. Therefore, mobile-based interactive learning multimedia can be used as an alternative medium in learning to help improve students' critical thinking ability, as well as to support the independent learning process.
Mobile-Based Interactive Multimedia Learning for Problem-Solving Skills in Vocational High School Emma Valensia Aurum; Herman Dwi Surjono
Jurnal Pendidikan Indonesia Vol 10 No 4 (2021)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.765 KB) | DOI: 10.23887/jpi-undiksha.v10i4.28611

Abstract

This research aims to solve some common problems faced by learners, namely difficulties in understanding materials with abstract ideas and the lack of problem-solving skills. Mobile-based interactive learning multimedia as an innovation in educational setting is a self-learning media that the learners can use both in school and at home to help them understand the materials easily, minimize learning difficulties, and increase their problem-solving skills. This is a Research and Development (R&D) with the APPED model. The subjects of this research were the 10th grade students of the Vocational Program of Computer and Network Technology at SMK Negeri 1 Tulung Klaten (State Vocational School 1 of Tulung, Klaten). The data analysis technique was done through the descriptive quantitative. The results showed that the mobile-based interactive multimedia learning was feasible with the Very Good category. The mobile-learning-based interactive multimedia learning was effectively used with a percentage of 77.85% and the difference in significance, based on the Wilcoxon Test on the pretest posttest of 0.000 it indicates that there is a difference in the increase in problem-solving skills while learning using the mobile-based interactive multimedia learning.
3D Animasi Menggunakan Blender 3D Sebagai Media Promosi Pada Usaha Kafe Abdullah Ardi; Akhmad Rifki Nurrahman; Emma Valensia Aurum; Budi Styawan
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 11, No 3: Desember 2022
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v11i3.983

Abstract

Cafe is a type of industry that serves food and drinks in a relaxed or informal atmosphere. The development of visual communication media currently provides a positive value in supporting information and communication. However, visual communication media are often presented less effectively and efficiently. The existence of 3D Animation media can be considered quite effective to attract consumers' interest, because 3D Animation is quite in demand by all circles. In an effort to increase promotion at the midday coffee cafe, applying the MDLC (MDLC) method, Blender 3D and cycle techniques can produce a work of art that can keep up with technological developments in the creative industry as well as a promotional medium for consumers. Results Based on the research, data obtained from several users in the assessment of the animation were 83 respondents consisting of 90.4% were teenagers with indicators of male respondents reaching 56.6% and female respondents being at 45.4%. The final result of the questionnaire assessment obtained 73.5% stating the 3D animation is very good with 92.8% agreeing with the duration of the video. Then from the aspect of animation as a basis to be used as a promotional media, the level of eligibility reaches 97.6%.Keywords: 3D Animation; Blender 3D; Multimedia Development Life Cycle AbstrakKafe merupakan jenis industri yang menyajikan makanan dan minuman dengan suasana santai atau tidak resmi. Perkembangan media komunikasi visual saat ini memberikan nilai positif dalam menunjang informasi maupun komunikasi. Namun sering kali media komunikasi visual disajikan kurang efektif dan tepat guna. Dengan adanya media 3D Animasi dapat dianggap cukup efektif untuk menarik minat para konsumen, karena 3D Animasi cukup diminati oleh semua kalangan. Dalam upaya peningkatan promosi pada Kafe tengah hari coffee, Menerapan metode MDLC (Multimedia Development Life Cycle), Blender 3D dan teknik cycle dapat mengghasilkan suatu karya seni yang dapat mengikuti perkembangan teknologi dalam industri creative serta sebagai media promosi bagi para konsumen. Berdasarkan hasil penelitian di peroleh data dari beberapa user dalam penilaian animasi tersebut yakni 83 responden yang terdiri dari angka 90,4% merupakan kalangan remaja dengan indikator responden laki-laki mencapai 56.6% dan perempuan berada pada 45.4%. Hasil akhir dari penilaian uji kuesioner didapatkan 73.5% menyatakan 3D animasi tersebut sangat bagus dengan 92.8% setuju dengan durasi video tersebut. Kemudian dari aspek kelayakan animasi sebagai dasar untuk dijadikan media promosi yakni dengan tingkat kelayak mencapai 97.6%.