Pengembangan Media Pembelajaran Interaktif dengan Menggunakan Software Swishmax pada Materi Segiempat Kelas VII SMP

Hutomo Atman Maulana
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Abstract

This study wa research and development. This study aimed to develop an interactive learning media for rectangular in 7 th grade by using Swishmax and to know the effect of the media on the student learning outcomes. This study adapted ADDIE development model that consist of five steps: analysis, design, development, implementation, and evaluation. The instruments used in the form of media evaluation that were given to a lecturer as material expert, an IT practioner as media expert, and questionnaire sheet for knowing student’s feedback. The implementation stage was conducted for 35 students of class VII.1 SMP Negeri 10 Jambi. As a result in evaluation stage obtained 93.93% students passed the 65 minimum passing grade which based on analysis of the final test and 78.78% students gave positive feedback to the application of the development product.
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与使用瑞士软件与七年级材料的交互式学习媒体发展
这项研究是研究和开发。本研究旨在利用Swishmax开发一种七年级矩形互动学习媒体,并了解媒体对学生学习成果的影响。本研究采用ADDIE开发模型,该模型包括五个步骤:分析、设计、开发、实现和评估。以媒体评估的形式使用的工具是讲师作为材料专家,IT从业者作为媒体专家,以及了解学生反馈的问卷表。实施阶段对7 .1 SMP Negeri 10 Jambi班的35名学生进行。结果在评估阶段,93.93%的学生通过了最终测试分析的65分最低及格分数,78.78%的学生对开发产品的应用给予了积极的反馈。
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