Multimedia Interactive Application for Introduction to Information Technology Course in STMIK STIKOM Bali

I. G. P. H. Yudana, L. Prapitasari
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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.
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巴厘岛STMIK STIKOM资讯科技导论课程之多媒体互动应用
STMIK STIKOM Bali的信息技术导论课程基本采用以教师为中心的教学方法,教师在课堂上扮演主要角色,学生倾听并关注教师。课堂活动包括演讲、课堂讨论、演示和实验。这种教学方法大多数时候会让学生感到无聊。学生们需要额外的更有乐趣的学习媒介。多媒体交互应用程序是答案之一,它不仅提供了乐趣,而且还提供了灵活性。有了这个应用程序,学生可以随时随地随心所欲地玩它,里面嵌入了教育游戏,他们也可以玩。本研究属于教育研究与发展(R&D)类型,模型是在Borg&Gall、Allessi&Trollip和Dick&Carey模型的基础上开发和调整的。在开发应用程序时,有四个重要阶段:(1)初步研究,(2)产品设计,(3)产品开发和(4)产品评估。评估阶段得出的结论是,开发的应用软件值得作为STMIK STIKOM Bali学生的学习媒体。而且,前测和后测的效应量之差为22,说明该应用软件对提高学生的学习成果非常有效。
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