Daryono Daryono
universitas slamet riyadi surakarta

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A, Perancangan Media Pembelajaran Berbasis Multimedia Genially: Jurnal Rindawati; Hera Heru Sri Suryanti; Daryono Daryono
Widya Wacana: Jurnal Ilmiah Vol. 19 No. 1 (2024): Jurnal Widya Wacana
Publisher : UNIVERSITAS SLAMET RIYADI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/jww.v19i1.9743

Abstract

This study aimed to determine the feasibility of designing multimedia-based learning media genially on Jaringan computer dan Internet material in class 7A SMPN 18 in 2023, and to determine the effectiveness of designing multimedia-based learning media genially to attract students' interest in learning Informatics. The research method used was R&D with the research procedure using the ADD model from Dick and Carey. The ADD procedure consisted of Analysis, Design, and Development. Data collection techniques were obtained through interviews, questionnaires and documentation, as well as Blackbox Testing. Product feasibility Validation was carried out by Expert Judgement which was analyzed using a Likert Scale. This results of this study ware the eligibility validation of the informatics teacher stating that the Adventure Missions game had a feasibility level 96% with verydecent criteria. In addition, this study received positive responses from students in class 7A at SMP Negeri 18 Surakarta, where the result was 95,1% with feasible criteria. Therefore, this Adventure Missions game could be said to be effective in attracting students' interest in learning Informatics.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA MATERI PERANGKAT KERAS SEBAGAI BAHAN AJAR GURU MATA PELAJARAN INFORMATIKA PADA KELAS VII SMP MUHAMMADIYAH 8 KEBAKKRAMAT Kicky Zandov; Siti Supeni; daryono daryono
Widya Wacana: Jurnal Ilmiah Vol. 18 No. 2 (2023): Jurnal Widya Wacana
Publisher : UNIVERSITAS SLAMET RIYADI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/jww.v18i2.9795

Abstract

The purpose of this study was to produce Canva video-based learning media as teaching materials for informatics teachers in the introduction of hardware and to determine the feasibility of learning media. Researchers   use   research   and   development   procedures   with   the   Research   and Development development method or often also called R&D. In this development stage, to be able to produce Canva-based learning media products that will be developed, the researcher uses the Borg and Gall research and development procedure which has been modified by Sugiyono and is only limited to seven research and development steps, namely   potentials   and   problems,   gathering   information,   product   design,   design validation, design improvement, product response or testing and product revision. Based on the feasibility assessment of Canva video-based learning media as teaching material for teachers on the imposition of hardware in informatics subjects, informatics according to the assessment of material experts obtained a percentage of 93% in the Very Feasible category, in the Feasibility aspect of presentation it obtained a percentage of 95% in the category very suitable for use, in the feasibility aspect obtained a percentage of 100%  in  the Very  Feasible  category. Based on the  percentage score,  the assessment obtained an average of 94.54% with the category Very suitable for use. These results show that the Canva-based learning media product that has been developed is suitable for use as teacher teaching material and has been tested. media experts get a percentage of 86.6% in the category Very Appropriate to Use, in the Audio and Visual Communication Aspects get a percentage of 80% in the category Worth using. Based on the percentage score, the assessment obtained an average of 82% with the category Very suitable for use. These results show that the Canva-based learning media product that has been developed is suitable for use as teacher teaching material and has been tested.