Pengembangan Media Pembelajaran Video Animasi 2 Dimensi Berbasis Computing dan Slideshow Materi Cerita Rakyat Semarangan
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Awalia Sholahunnisa, Nur Hanifah Insani

Pengembangan Media Pembelajaran Video Animasi 2 Dimensi Berbasis Computing dan Slideshow Materi Cerita Rakyat Semarangan

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Introduction

Pengembangan media pembelajaran video animasi 2 dimensi berbasis computing dan slideshow materi cerita rakyat semarangan. Kembangkan media video animasi 2D berbasis computing & slideshow untuk materi cerita rakyat Semarangan. Tingkatkan apresiasi budaya lokal dengan media pembelajaran interaktif yang terbukti sangat layak untuk siswa SMP.

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Abstract

The impact of globalization has reduced students' appreciation of local culture, including folklores. Students' knowledge of folklore that developed in Semarang is still minimal so teachers need to apply suitable learning methods and media. The solution to the problem is to develop learning media in the form of animated videos of Semarangan folklore material. This research uses the method of Research and Development or development research. The data from this study were obtained from the needs analysis, namely teachers and students of SMP Negeri 12 Semarang using an instrument in the form of a questionnaire, and the results of validation tests from material experts and , media experts. The result of this research is that students and teachers need learning media in the form of animated audiovisual media.  The prototype of animated media was designed based on the needs analysis of students and teachers. The selection of fonts, colors is adjusted to the interests of teachers and students, namely the selection of fonts, and a combination of bright colors.  Based on the validation test results from material and media experts, the media that has been designed is included in the category that is very feasible as a learning media.


Review

This paper, titled "Pengembangan Media Pembelajaran Video Animasi 2 Dimensi Berbasis Computing dan Slideshow Materi Cerita Rakyat Semarangan," addresses a critical issue concerning the diminished appreciation for local culture, specifically Semarangan folklore, among students in the era of globalization. The authors accurately identify the gap in students' knowledge of this heritage and propose an innovative solution: the development of a 2-dimensional animated video learning medium. This approach is highly relevant, as it seeks to bridge the generational and cultural divide by leveraging contemporary digital media to preserve and transmit traditional narratives. The research adopts a Research and Development (R&D) methodology, which is well-suited for the creation and validation of educational tools. A key strength of the study lies in its user-centered design process, where a needs analysis was conducted among teachers and students at SMP Negeri 12 Semarang using questionnaires. This ensured that the media's design elements, such as font selection and the use of bright color combinations, were tailored to the preferences and interests of the target audience. The prototype's efficacy was further substantiated through validation tests conducted by both material and media experts, who unanimously deemed the developed media "very feasible" for learning purposes. Overall, this study makes a valuable contribution by successfully developing and validating an animated video learning medium designed to enhance students' knowledge and appreciation of Semarangan folklore. The rigorous validation by experts provides confidence in the media's potential for effective use in educational settings. While the abstract focuses on the development and validation, the implications of such a tool extend to fostering cultural literacy and providing a scalable, engaging resource for educators. This work serves as an excellent foundational step, offering a practical solution for integrating digital technology into cultural education and potentially inspiring similar initiatives for other local traditions.


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