Utilization of Interactive Multimedia in Improving The Quality of Learning During The Covid-19 Pandemic

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Advances in Social Science, Education and Humanities Research, volume 563

Proceedings of the 2nd Progress in Social Science, Humanities and


Education Research Symposium (PSSHERS 2020)

Utilization of Interactive Multimedia in Improving the


Quality of Learning During the Covid-19 Pandemic
AB Sarca Putera1* and Nurlizawati2
1
Dep. of Sociology Education, Faculty of Social Sciences, Universitas Negeri Padang, Indonesia
2
Dep. of Sociology Education, Faculty of Social Sciences, Universitas Negeri Padang, Indonesia
*
Corresponding author. Email: [email protected]

ABSTRACT
The study examines the interactive multimedia development by using Android systems. The interactive multimedia
development is an important thing that supports online learning, as is happening now. Media in process of teaching
and learning is an important element to deliver information to be more interesting and meaningful for students.
Research and Development (R&D) with the 4 D development model is used as a method in this study. They are: (1)
Define (defining); (2) Design (design); (3) Develop (development); (4) Disseminate (spread). The study indicates that
the use of android-based interactive multimedia can improve communication skills in learning. This paper can be a
choice of literature in understanding the use of android-based interactive multimedia in sociology learning.

Keywords: Interactive Multimedia, Android, Communication

1. INTRODUCTION Daring di Masa Pandemi COVID-19, Discussion Note),


The spread of the Covid-19 virus has not been Juli, 18, 2020).
resolved until now. Meanwhile, the pandemic The fundamental problem in the online
conditions have brought urgent changes to various learning process is that the interaction pattern has
sectors, especially in education. Responding to these changed, from face-to-face to virtual-face interactions.
conditions, several circulars issued by the Ministry of This condition significantly affects the activeness of
Education and Culture. Such as the circulars Number 3 students in learning, so that in the end, it will affect the
of 2020 regarding the Corona Virus Disease (COVID- learning assessment process. The problem of student
19) Precaution in Education Unit and the Circulars activeness in learning requires the role of the teacher to
Number 36962/MPK.A/HK/2020 concerning Online be able to overcome this problem. One way to increase
Learning and Work from Home to Prevent the Corona student activity in online learning is to use interactive
Virus Disease (COVID-19) spreads. Based on that, to multimedia.
stave off the virus spreads, teaching and learning Learning media is anything that can convey or
activities switched to online. Learning that is carried out distribute information effectively and efficiently in
from home is known as Belajar dari Rumah (BDR) or learning activities. Also, learning media can provide the
Learning from Home, but people often refer to it as same stimulation, provide the same experience, and
online learning. cause the same perception (Munadi, 2008). The
Changing learning patterns certainly really selection of the right learning media affects realizing the
need the role of teachers in overcoming learning achievement of learning objectives.
difficulties through the Covid-19 pandemic. According Interactive learning media is potentially high to
to discussions results through webinars conducted by encourage students to deliver a positive respond from
the Department of Sociology UNP, which is attended by the learning material. One of the learning media is
Sociology teachers, it is obtained data that teachers computers (Istiqlal, 2017). Arsyad (2011) classifies the
experience difficulties in designing effective learning meaning of media into two things, namely physical and
for students during online learning. First, students do non-physical definitions. The physical includes the
not have adequate access to online learning, secondly object which can be heard, seen, or touched with the
learning is mostly based on assignments, it feels less five senses. Meanwhile, the non-physical definition is
interactive with students, third is the difficulty of the content on the hardware which conveyed to students.
evaluating online learning, fourth is not achieving The proper learning media must have some of
learning goals (Berbagi Pengalaman Pembelajaran requirements. Such as increasing learner motivation,
aims to motivate learners, and stimulate learners to

Copyright © 2021 The Authors. Published by Atlantis Press SARL.


This is an open access article distributed under the CC BY-NC 4.0 license -http://creativecommons.org/licenses/by-nc/4.0/. 318
Advances in Social Science, Education and Humanities Research, volume 563

memorize the material learning, also provide a stimulus were obtained from the validation results of expert
to learn. validator’s suggestions and practitioners, as well as
Sociology learning still tends to be less in comments or suggestions for revised materials in
utilizing computer media for the development of student response. The quantitative data from this study
learning materials. To overcome media limitations, the were obtained from: The results of validation by expert
role of the teacher is needed to make interactive validators and practitioners, in the form of media
multimedia. Therefore, computers rely on teacher as a validation questionnaire scores on a scale of 1 to 5, for
facilitator to devise the sociology learning media. each criterion. The scale includes; 1 = Not Good, 2 =
Several studies show that the traditional Not Good, 3 = Fair, 4 = Good, and 5 = Very Good.
methods in teaching such as books or films, is not as Data about students' responses to the media are
better as computers (Alessi & Trollip, 2001). described in student response questionnaire scores on 1
Consequently, learning media development can be done to 4 scales for each criterion. The scale includes; 1 =
by computers and all the media which resulting from it Strongly Disagree (STS), 2 = Disagree (TS), 3 = Agree
will be more effective to deliver the subject and also (S), and 4 = Strongly Agree (SS).
efficient to allocate time and energy. Data about students' communication skills in
Therefore, researchers are interested in communication skills questionnaire scores on a scale of
researching the development of interactive multimedia 1 to 4 for each criterion. The scale includes; 1 =
in increasing sociology learning activities in schools. Strongly Disagree (STS), 2 = Disagree (TS), 3 = Agree
The importance of developing interactive multimedia is (S), and 4 = Strongly Agree (SS).
to create an interactive learning atmosphere, which can Validation Questionnaire and Student
improve students' ability to communicate. Therefore, Communication Skills Questionnaire are the instruments
researchers are interested in conducting flash-based which used in collecting the data in this study.
interactive multimedia development research for Descriptive qualitative used as data analysis techniques
Android in Sociology subjects. by collecting qualitative data consisting of validation by
expert validators, practitioners, and comments or
2. RESEARCH METHOD suggestions from student responses. The results of
Research and Development (R&D) with the 4 analysis data is used as a material for the revision of the
D development model is used as a method in this study. media being developed. Product validation
According to Thiagarajan, Semmel, and Semmel (1974: questionnaire data is obtained from expert validators
5), the 4 D development model (4D Models) are: (1) and practitioners assessments in the form of a
Define (defining); (2) Design (design); (3) Develop questionnaire score in each criteria for the validation of
(development); (4) Disseminate (spread). The study is flash interactive multimedia on Android in a scale of 1
intended to develop interactive multimedia on Android to 5.
system as tools in sociology learning.
Defining the learning requirements is the aim 3. RESEARCH RESULTS
of define stage. It includes: Front end analysis aims to This research has succeeded in developing
raise and determine the problems in learning so that the interactive multimedia in sociology learning based on
teaching materials development is needed. Through the Android. Inside interactive multimedia, there is
analysis, the facts descriptions, expectations, and the Sociology learning material about Social Groups. Also,
alternative of solutions to fundamental problems will be in interactive multimedia, there are evaluation and
obtained, making it easier to determine or select the practice questions.
teaching materials developed. Before being assessed by interactive
Map out and compile learning tools and data multimedia by material and learning experts, media
collection instruments are the design stage aims. The experts and students (large and small classes), was
Develop stage consists of validation by expert and previously consulted with media experts and sociology
practitioner validators, product development tests, and teachers to get input. Then, the input results used as
revisions. The Disseminate stage was carried out by revision material.
providing a limited soft file for the final results of Flash It was followed by an interactive multimedia
Interactive Multimedia for Android to high school assessment by material and learning experts, media
sociology teachers in Padang. Given the limitations in experts, and students (small classes and extensive
research, the disseminated stage will be carried out in classes). This android-based interactive multimedia
future research. product underwent revisions after being validated by
Students at SMA Negeri 5 Padang in a limited material and learning experts, media experts, students
test became the subject in this study. Qualitative data (small classes, and large classes).

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Advances in Social Science, Education and Humanities Research, volume 563

Interactive multimedia was then revised based 4. CONCLUSION


on input from material and learning experts (Sociology The output media produced in this research is
teachers), media experts, and students. Android-based interactive multimedia based on Android flash system
interactive multimedia that has been assessed and given for Sociology subject in Class X Semester 1. This
suggestions and input by the assessor is then revised. interactive multimedia was developed with a 4D
After being revised and multimedia was declared development model. According to Thiagarajan, Semmel
feasible, Android-based interactive multimedia for and Semmel (1974: 5), the 4 D developments are (1)
sociology learning was produced. Define (definition); (2) Design (design); (3) Develop
Constraints faced by researchers in developing (development); (4) Disseminate (dissemination). This
multimedia tools interactively by using an Android is study conducted a trial phase for media and material
the ability to create it, which is very limited because experts, learning, and involved students at small
they are not experts in this matter, and difficult to find classes.
finding media references. Suitability of learning media based on the
This learning multimedia is made by results of large-scale trials, the overall percentage
fundamental and basic competencies in Sociology average of the test questionnaire was 82%, with a useful
subject Class X. 2% with a useful predicate, (b) the predicate. So this flash-based interactive multimedia for
result of the design expert trial, the overall percentage Android is appropriate to use as a medium or learning
average of the test questionnaire is 80.9% with a useful sociology tools in high school students.
predicate, (c) according to the material proficient trial This research is a development research. the
results, an overall average percentages from the testing researcher suggests that interactive multimedia based on
questionnaire is 85.7% with a useful predicate, (d) the flash for Android that has been developed needs to be
results of the small-scale trial, the overall percentage of tested on an ongoing basis in Sociology learning
the test questionnaire was obtained an average The activities for students in a high school. This is to
overall percentage average of the test questionnaire was determine the students understanding’s level in
82% with a useful predicate. Based on the experimental advantages and disadvantages of interactive multimedia
data obtained, the development of multimedia learning so it worth of being used as a learning resource.
in the X class sociology subject can be said to be
feasible to be applied in schools. REFERENCES
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