Journal articles on the topic 'Storyline learning'

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1

Sukirmiyadi, Sukirmiyadi, Roziana Febrianita, Endang Sholihatin, and Arista Pratama. "PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN INTERAKTIF DENGAN ARTIKULATE STORYLINE DI SMK PESANTREN TERPADU KABUPATEN MOJOKERTO." Jurnal Layanan Masyarakat (Journal of Public Services) 5, no. 2 (November 24, 2021): 325. http://dx.doi.org/10.20473/jlm.v5i2.2021.325-332.

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AbstractInteractive learning media with articulate storylines is one of the interactive and fun learning breakthroughs for students when studying from home during the covid-19 pandemic. Specific problems faced by partners of SMK Pesantren Terpadu Mojokerto Regency are: (a) Teachers have difficulty in making interactive learning media based on articulate storylines; (b) Teachers need tutors in transferring appropriate technology using articulate storyline software; (c) Teachers need assistants in transferring appropriate technology to the use of articulate storyline software. Solving the problem of partner needs is carried out with three strategies, namely: (a) knowledge improvement lectures to create interactive learning media based on information and communication technology; (b) training to increase the capacity of teachers in creating interactive learning media based on articulate storylines; (c) assistance to teachers in making interactive learning media based on articulate storylines. The method used in this community service program is a participatory method. In this method partners have the main role as planning managers, starting from the stage of identifying problems and needs. Transfer of knowledge and technology in the manufacture of interactive learning media with articulate storylines during the covid-19 pandemic at the Integrated Islamic Boarding School Vocational High School, Mojokerto Regency, encourages teachers to innovate to create innovative online learning media based on articulate storylines.Keywords: articulate storyline, interactive learning media AbstrakMedia pembelajaran interaktif dengan articulate storyline menjadi satu di antara terobosan pembelajaran yang interaktif dan menyenangkan bagi siswa saat belajar dari rumah saat pandemi covid-19. Permasalahan khusus yang dihadapi mitra SMK Pesantren Terpadu Kabupaten Mojokerto yaitu: (a) Guru kesulitan membuat media pembelajaran interaktif berbasis articulate storyline; (b) Guru membutuhkan tutor dalam mentransfer teknologi tepat guna penggunaan software articulate storyline; (c) Guru membutuhkan pendamping dalam mentransfer teknologi tepat guna penggunaan software articulate storyline. Penyelesaian masalah kebutuhan mitra dilakukan dengan tiga strategi yaitu: (a) ceramah peningkatan pengetahuan membuat media pembelajaran interaktif berbasis teknologi informasi dan komunikasi; (b) pelatihan meningkatkan kapasitas guru dalam membuat media pembelajaran interaktif berbasis articulate storyline; (c) pendampingan kepada guru dalam membuat media pembelajaran interaktif berbasis articulate storyline. Metode yang digunakan dalam program pengabdian masyarakat ini adalah metode partisipatif. Pada metode ini mitra mempunyai peran utama sebagai pengelola perencanaan, mulai dari tahap identifikasi masalah dan kebutuhan. Transfer pengetahuan dan teknologi dalam pembuatan media pembelajaran interaktif dengan articulate storyline pada masa pandemi covid-19 di Sekolah Menengah Kejuruan Pesantren Terpadu Kabupaten Mojokerto mendorong guru untuk berinovasi membuat media pembelajaran daring inovatif berbasis articulate storyline.Kata kunci: articulate storyline, media pembelajaran interaktif
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Si, Jiasheng, Linsen Guo, and Deyu Zhou. "Unsupervised latent event representation learning and storyline extraction from news articles based on neural networks." Intelligent Data Analysis 25, no. 3 (April 20, 2021): 589–603. http://dx.doi.org/10.3233/ida-195061.

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Storyline extraction aims to generate concise summaries of related events unfolding over time from a collection of temporally-ordered news articles. Some existing approaches to storyline extraction are typically built on probabilistic graphical models that jointly model the extraction of events and the storylines from news published in different periods. However, their parameter inference procedures are often complex and require a long time to converge, which hinders their use in practical applications. More recently, a neural network-based approach has been proposed to tackle such limitations. However, event representations of documents, which are important for the quality of the generated storylines, are not learned. In this paper, we propose a novel unsupervised neural network-based approach to extract latent events and link patterns of storylines jointly from documents over time. Specifically, event representations are learned by a stacked autoencoder and clustered for event extraction, then a fusion component is incorporated to link the related events across consecutive periods for storyline extraction. The proposed model has been evaluated on three news corpora and the experimental results show that it outperforms state-of-the-art approaches with significant improvements.
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Clements, Douglas H., Karen C. Fuson, and Julie Sarama. "Research Commentary: Critiques of the Common Core in Early Math: A Research-Based Response." Journal for Research in Mathematics Education 50, no. 1 (January 2019): 11–22. http://dx.doi.org/10.5951/jresematheduc.50.1.0011.

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We respond to a call to analyze issues of curriculum standards and to present alternative storylines by addressing criticisms of the Common Core State Standards in early childhood. We describe a storyline from multiple media and evaluate this storyline's criticisms, focusing on the criticism that the standards are developmentally inappropriate. We review research and conclude that the criticism is invalid and may reflect a historical belief in the primacy of development over learning rather than the research record. Misinterpreting or ignoring relevant research has equity consequences because it may particularly harm those children most in need of learning support in learning grade-level mathematics. Fortunately, theory and research illuminate learning trajectories that help all children meet these standards.
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Fatikhah, Farah Faridatul, and Mita Anggaryani. "Development of Articulate Storyline-based Dynamic Fluid Learning Media For Grade XI High School Students." PENDIPA Journal of Science Education 6, no. 1 (June 12, 2021): 26–34. http://dx.doi.org/10.33369/pendipa.6.1.26-34.

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Articulate Storyline (AS) is a learning media creation software that presents materials with storylines. The presence of added characters makes the learning media more interactive and more immersed in the story presented. The use of characters is expected to appeal to students learning. The topic used in the learning media developed is Dynamic Fluid. The purpose of this research is to design a physics learning medium that implements Dynamic Fluid theories into a storyline using an Articulate Storyline. According to contextual learning theory, good learning is learning that is applicable to daily life. For further media development, researchers plan to raise the life of a plumber and associate it with Dynamic Fluid materials according to the High School Curriculum. The method used in this study is Research and Development (R&D). Media can be used via web and android. This study stated that the learning media developed is worth using with a validity value of 90.71% classified as very valid. The positive response of students to the media by 99.16%, which belongs to the category, is very good. The percentage of learning activities completed through the comprehension test was 84.4%, which falls into the category of very good. Dynamic fluid learning media based on the Articulate Storyline is suitable for use as a learning resource and as a learning companion for grade 11 high school students.
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Safira, Arum Donna, Iva Sarifah, and Tunjungsari Sekaringtyas. "PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS WEB ARTICULATE STORYLINE PADA PEMBELAJARAN IPA DI KELAS V SEKOLAH DASAR." Prima Magistra: Jurnal Ilmiah Kependidikan 2, no. 2 (August 31, 2021): 237–53. http://dx.doi.org/10.37478/jpm.v2i2.1109.

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Based on the needs analysis, it is necessary to develop interactive learning media. This research and development aims to produce products in the form of articulate storyline web-based interactive learning media for natural science learning and to find out the validation of web articulated storyline-based interactive learning media for science learning in grade V Elementary School. The samples in this study were 9 grade 5 elementary school students in the neighborhood around the researcher's house. The development model used in this study is the ADDIE development model (analyze, design, development, implementation and evaluation). Data collection techniques were carried out by interviews and questionnaires. Data analysis using Miles and Huberman model analysis. The trial results of developing interactive learning media based on web articulate storylines with media experts, materials experts, and learning design experts obtained an average value of 95% with the criteria "very feasible". The results of the one to one trial get an average score of 98.8% and the results of the small group trial get an average value of 99.4%. Referring to the results of data analysis of the Miles and Huberman’s model, the articulate storyline web-based interactive learning media is very suitable for use by fifth grade students in science learning in elementary schools.
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Emo, Wendy, and Jill Wells. "Annual Conference 2013 paper: Storyline: Enhancing learning and teaching through co-constructed narrative." Psychology of Education Review 38, no. 2 (2014): 23–27. http://dx.doi.org/10.53841/bpsper.2014.38.2.23.

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In my 26 years of teaching… I have never come across a more powerful teaching and learning structure than Storyline. (Lindberg, 2007, p.164)Each time I used a Storyline topic, I was struck by its effectiveness in engaging my pupils in a way that brought the best out in them. (Adamson, 2007, p.194)Like the two teachers quoted above, we have been impressed with the effectiveness of the teaching and learning method Storyline. We have seen that Storyline is effective for learners in primary and secondary schools as well as in university and community settings. We believe that this effectiveness is in large part due to how Storyline uses principles from educational psychology which are currently seen as helpful to learners. This paper is a short examination of Storyline from the educational psychology perspective. In this paper we first introduce the Storyline approach to teaching and learning. We lead the readers through a typical class which uses Storyline, and we list a variety of learning situations which have successfully used Storyline. Finally we discuss the links to the field of educational psychology.
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Agustina, Uus, and Elan Elan. "PENGARUH MEDIA PEMBELAJARAN ARTICULATE STORYLINE PADA MATERI KERAGAMAN BUDAYA TERHADAP MINAT BELAJAR SISWA KELAS V SDN SINDANGHEULA 02." JS (JURNAL SEKOLAH) 5, no. 3 (June 20, 2021): 165. http://dx.doi.org/10.24114/js.v5i3.26827.

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Abstrac : The Influence of Articualte Storyline Learning Media on Cultural Diversity Materials on the Learning Interests of Class V SDN Sindangheula 02. This study aims to determine the effectiveness of Articulate Storyline learning media on Civics subjects, especially on cultural diversity material for class V SDN Sindangheula 02. This study uses quantitative research methods. using The One Group Pretest Posttest research design. The samples taken were 14 students using the Saturated Sampling technique. From the results of research analysis, it shows that there is an effect of using Articulate Storyline learning media. The average value of the experimental class has increased from 70 to 90.Keywoards: Articulate Storyline, cultural diversity, student interest in learning.Abstrak : Pengaruh Media Pembelajaran Articualte Storyline Pada Materi Keragaman Budaya Terhadap Minat Belajar Siswa Kelas V SDN Sindangheula 02. Penelitian ini bertujuan untuk mengetahui keefektifan media pembelajaran Articulate Storyline pada mata pelajaran PKn khususnya pada materi keragaman budaya kelas V SDN Sindangheula 02. Penelitian ini menggunakan metode penelitian kuantitatif menggunakan desain penelitian The One Group Pretest Posttest. Sampel yang diambil adalah 14 siswa dengan menggunakan teknik Sampling Jenuh. Dari hasil analisis penelitian, menunjukkan adanya pengaruh penggunaan media pembelajaran Articulate Storyline. Nilai rata-rata kelas eksperimen mengalami peningkatan dari 70 menjadi 90.Kata Kunci : Articulate Storyline, keragaman budaya, minat belajar siswa.
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Fadilah, Rizka, and Lutfi Syauki Faznur. "Pengaruh Metode Joyfull Learning Berbantuan Media Articulate Storyline Terhadap Kemampuan Menulis Naskah Drama." Metafora: Jurnal Pembelajaran Bahasa Dan Sastra 9, no. 2 (October 19, 2022): 93. http://dx.doi.org/10.30595/mtf.v9i2.13555.

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Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan metode Joyfull learning dan media Articulate Storyline terhadap kemampuan menulis naskah drama. Penelitian ini dilaksanakan di MA Islamiyah Ciputat pada kelas XI IIS dan kelas XI MIA semester 2 tahun ajaran 2020/2021. Sampel pada penelitian yaitu kelas XI MIA sebagai kelas eksperimen dan kelas XI IIS sebagai kelas kontrol. Metode pembelajaran yang digunakan dalam penelitian ini yaitu metode joyfull learning berbantuan media articulate storyline. Teknik yang digunakan yakni random sampling di mana diperoleh sampel penelitian meliputi 25 siswa kelas XI MIA sebagai kelas eksperimen dan 34 siswa kelas XI IIS sebagai kelas kontrol. Instrumen yang digunakan dalam pengumpulan data yaitu posttes yang diberikan pada akhir pembelajaran di kelas eksperimen dan kelas kontrol. Dalam kelas eksperimen diberi perlakukan metode joyfull learning dan media articulate storyline, sedangkan kelas kontrol articulate storyline terhadap kemampuan menulis naskah drama siswa kelas XI MA Islamiyah Ciputat.tidak menggunakan metode joyfull learing dan media articulate storyline. Hasil penelitian yang diperoleh menggunakan uji t yaitu thitung 6.394 > 0,05, sehingga dapat disimpulkan bahwa terdapat pengaruh yang signifikan penggunaan metode joyfull learning dan media articulate storyline terhadap kemampuan menulis naskah drama siswa kelas XI MA Islamiyah Ciputat.
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Karim, Abdul, Yogi Wiratomo, and Indah Mayang Purnama. "Workshop Perancangan Story Board dan Story Line dalam Pembuatan Komikstrip Matematika." Jurnal ABDINUS : Jurnal Pengabdian Nusantara 3, no. 2 (February 25, 2020): 226–34. http://dx.doi.org/10.29407/ja.v3i2.13715.

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Community service program about workshop design storyboard and storyline in making comic strips present to train MGMP mathematics teachers at Cisarua Commissariat Middle School in Bogor Regency. This program is carried out with the aim of providing services to teachers on developing comic strip learning media with ADDIE instructional designs through training that will be provided by the implementation team. The method of implementing service is preparation, implementation and evaluation. Location of community service at SMP Negeri 1 Ciawi Bogor, Jl. Veteran III Banjarwangi Ciawi Kab. Bogor. the tools needed such as seminar kits, speakers, and LCDs. The number of trainees is 50 mathematics teachers. The training activities were held on June 24, 2019. During the implementation stage, the presenters provided material on the development approach using ADDIE instructional design and how to create storyboards and storylines in the design of mathematical comic strips. The output produced in the community service program is in the form of knowledge and understanding in the development of comic-based learning media and the design of storyboard and storyline for grade VII junior high school.
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Mufidah, Eli, and Nikmatul Khori. "Pengembangan Media Pembelajaran Articulate Storyline untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar di Masa Pandemi Covid 19." IBTIDA' 2, no. 2 (November 13, 2021): 124–32. http://dx.doi.org/10.37850/ibtida.v2i2.214.

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The general objective of this research and development is to produce a product in the form of an Articulate Storyline learning media that is feasible and effective to improve the learning outcomes of elementary school students during the covid 19 pandemic. The form of research used by the researcher is descriptive with qualitative and quantitative data analysis. This type of research is Research and Development, which refers to the Borg and Gall model, with media development specifications covering 10 stages. The results of the research on the development of the Articulate Storyline learning media show that the qualification level of the Articulate Storyline learning media product meets the very valid criteria with the results of the material expert test of 90%, the learning media expert test of 84.7%, the practicality test by the learning practitioner of 88.8% and field trial by 95%. Meanwhile, the qualification level of the Articulate Storyline learning media product effectiveness level in improving student learning outcomes meets the high criteria. This shows that the product developed has a qualification level of feasibility and effectiveness according to the student's condition, so that this media is feasible and effective to use in distance learning (PJJ).
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Mardiyah, Annis Muthi'ah. "Pengembangan Multimedia Interaktif Berbasis Articulate Storyline Pada Mata Pelajaran IPA Materi Penggologan Hewan Kelas IV di Madrasah Ibtidaiyah Al-Firdaus Gubug." EduBase : Journal of Basic Education 2, no. 2 (August 22, 2021): 97. http://dx.doi.org/10.47453/edubase.v2i2.393.

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This risearch discusses the development of Articulate Storyline-based learning media in class IV at Madrasah Ibtidaiyah Al-Firdaus Gubug. The objectives of this study were (1) To determine the technique of developing Articulate Storyline teaching media into a Compact Disk (CD) in Natural Sciences subjects in grade IV. (2) To determine whether or not the use of Articulate Storyline interactive media is appropriate in Natural Sciences subjects in grade IV. (3) To find out which Articulate Storyline-based media is very effective in increasing student motivation in Natural Sciences subjects in Class IV. The development model used in this study uses the 4D model development model (Define, Design, Develov, and Disseminate). The choice of this model is based on systematic consideration and is based on the theoretical foundation of learning. This 4D model is more appropriate to be used to develop learning tools, not to develop learning systems Abstrak Penelitian ini membahas tentang Pengembangan Media pembelajaran berbasis Articulate Storyline pada kelas IV Di Madrasah Ibtidaiyah Al-Firdaus Gubug. Tujuan penelitian ini adalah (1) Untuk mengetahui teknik mengembangkan media ajar Articulate Storyline kedalam Compact Disk (CD) pada mata pelajaran Ilmu Pengetahuan Alam di kelas IV. (2) Untuk mengetahui layak ataupun tidaknya penggunaan media interaktif Articulate Storyline dalam mata pelajaran Ilmu Pengetahuan Alam di kelas IV. (3) Untuk mengetahui media berbasis Articulate Storyline ini sangat efektif untuk meningkatkan motivasi belajar siswa pada mata pelajaran Ilmu Pengetahuan Alam di Kelas IV. Model pengembangan yang digunakan dalam penelitian ini menggunakan model pengembangan model 4D (Define, Design, Develov, dan Disseminate). Pemilihan model ini didasari atas pertimbangan secara sistematis dan berpijak pada landasan teoritis suatu pembelajaran. Model 4D ini lebih tepat digunakan untuk mengembangkan perangkat pembelajaran bukan untuk mengembangkan sistem pembelajaran.
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Nugroho, Fandi, and Muhammad Iqbal Arrosyad. "THE IMPLEMENTATION BLENDED LEARNING METHOD USING ARTICULATED STORYLINE IN CLASS 4 FRACTION LEARNING, MUHAMMADIYAH PRIMARY SCHOOL, PANGKALPINANG." Berumpun: International Journal of Social, Politics, and Humanities 4, no. 1 (March 31, 2021): 40–47. http://dx.doi.org/10.33019/berumpun.v4i1.46.

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This study aims to describe the implementation of multimedia learning in blended learning in mathematics in grade 4 elementary schools on the topic of fractions. Articulated storyline is an effective medium for elementary school students that is easily developed as one of the multimedia blended learning used in the blended learning method. In our research we examined how the impact of implementation blended learning using multimedia articulated storylines, In this case, it is also discussed how the influence of multimedia articulation storylines as one of the multimedia that can be developed easily to help teachers in distance learning, especially mathematics learning in schools. Primary school related to fraction learning. In this research, students are taught how to interpret the understanding of the concept of fraction problems and proof in life related to mathematics learning problems, so that they can describe mathematical problems and can understand the concept of fractions using logical reasoning so that they are able to prove reasoning about fraction problems according to their abilities. The use of reasoning is needed to determine the concepts that have been made based on the understanding of the concept of fractions that the students have. This study was designed to see the effect of blended learning which is applied as a learning model used to teach logical reasoning in mathematics learning, especially about fraction problems, and how the effect of the application of blended learning on learning outcomes of primary school students at Muhammadiyah Elementary School Pangkalpinang
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Fitri Sukmarini, Lailatul Mauludiyah, Muhammad Ainur Roziqi, and Talqis Nurdianto. "Interactive Arabic Learning Media based on Articulate Storyline 3 to Increase Students' Motivation / Pemanfaatan Articulate Storyline 3 sebagai Media Pembelajaran Interaktif untuk meningkatkan Motivasi Belajar Bahasa Arab Siswa." al Mahāra: Jurnal Pendidikan Bahasa Arab 7, no. 1 (June 28, 2021): 106–21. http://dx.doi.org/10.14421/almahara.2021.071-06.

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One of the efforts to overcome the problem of Arabic language learning is to increase the motivation of learning using learning media. The learning media today is very diverse depending on how teachers make good use of it. The research is based on articulate storyline 3 application. The purpose of this study is to find out how articulate storyline 3 application is used and the effectiveness of its application. This study uses quantitative approach, a type of experimentation research with pre-experimental research design one group pre-test post-test. Data collection method with observation, interview, and questionnaire. The method of data analysis with validity test, reliability test, normality test, hypothesis test, and effectiveness test. The results of the study in class VIII Ibnul Jazari at SMP Ar-Rohmah Putri, Dau Malang district showed that Articulate Storyline 3 can increase learning motivation based on four indications of increased motivation including, 1) Students' interest in Arabic; 2) Students are active and responsive in Arabic language learning; 3) Students pay attention to the teacher's explanation; 4) Students dare to ask and answer the questions given. The indication is supported by the data from the paired sample T-Test obtained by 0.000 ≤ 0.05 which shows a difference in motivation level before and after the application of the media with the result of gain calculation obtained results of 0.71 which means high effectiveness. So it can be concluded that the use of Articulate Storyline 3 as an interactive learning medium to increase the motivation of learning Arabic students in Ar-Rohmah Putri, Dau Malang district is declared effective because it is at a high level of effectiveness. Keywords: Articulate Storyline, Interactive Learning Media, Learning Motivation Abstrak Salah satu upaya mengatasi permasalahan pembelajaran bahasa Arab yaitu dengan meningkatkan motivasi belajar menggunakan media pembelajaran. Media pembelajaran saat ini sudah sangat beragam tergantung bagaimana guru memanfaatkannya dengan baik. Penelitian ini berbasis Articulate Storyline 3. Tujuan penelitian ini adalah untuk mengetahui bagaimana penggunaan Articulate Storyline 3 dan tingkat efektivitas penerapannya. Penelitian ini menggunakan pendekatan kuantitatif, jenis penelitian ekperimen dengan desain penelitian Pre-Eksperimental One Group Pre-test Post-test. Metode pengumpulan data dengan observasi, wawancara, dan angket/kuesioner. Adapun metode analisis data dengan uji validitas, uji reliabilitas, uji normalitas, uji hipotesis, dan uji efektivitas. Hasil penelitian di kelas VIII Ibnul Jazari di SMP Ar-Rohmah Putri, Dau Kabupaten Malang menunjukan bahwa Articulate Storyline 3 dapat meningkatkan motivasi belajar didasarkan pada empat indikasi peningkatan motivasi meliputi, 1) Ketertarikan siswa terhadap bahasa Arab; 2) Siswa aktif dan responsif dalam pembelajaran bahasa Arab; 3) Siswa memperhatikan penjelasan guru; 4) Siswa berani bertanya dan menjawab soal yang diberikan. Indikasi tersebut didukung oleh hasil data dari uji T sampel berhubungan (Paired Sample T-Test) diperoleh hasil sebesar 0,000 ≤ 0,05 yang menunjukan adanya perbedaan tingkat motivasi sebelum dan sesudah penerapan media dengan hasil penghitungan Gain diperoleh hasil sebesar 0,71 yang berarti efektivitas tinggi. Maka dapat disimpulkan bahwa pemanfaatan Articulate Storyline 3 sebagai media pembelajaran interaktif untuk meningkatkan motivasi belajar bahasa Arab siswa di Ar-Rohmah Putri, Dau Kabupaten Malang dinyatakan efektif karena berada pada tingkat efektivitas tinggi. Kata Kunci: Articulate Storyline, Media Pembelajaran Interaktif, Motivasi Belajar
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Hadza, Cahyani, Afridha Sesrita, and Irman Suherman. "DEVELOPMENT OF LEARNING MEDIA BASED ON ARTICULATE STORYLINE." Indonesian Journal of Applied Research (IJAR) 1, no. 2 (September 1, 2020): 80–85. http://dx.doi.org/10.30997/ijar.v1i2.54.

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Utilization of technology in education will produce good quality learning, up to date, make critical thinking, have conceptual thinking and easy to access various learning resources. Together with technology, the teacher must realize a learning assisted learning media, so that students’ interest in learning increases. Articulate storyline application is an interactive multimedia application that can be used by teachers or students. Based on observations found that teachers use media objects for learning in class, especially in force material, then based on the results of interviews with teachers, teachers more often use learning media types of objects, visuals and silently projected. The purpose of this study is to validate the articulate storyline as a learning medium on force material. The steps of this research development include initial research and information gathering, planning, developing initial product formats, initial trials and product revisions. Data collected through observation, interviews and questionnaires. The results of the validation of the material experts stated that media is valid with an average value of 79.65%. Furthermore, the results of the validation of the media experts stated that media is valid with an average value of 86.16%. In tested valid media products with an average of 81.93%. From the results of these data the researchers concluded that the articulate storyline-based media are valid, and suitable for use as learning media.
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Novak, Elena. "A critical review of digital storyline-enhanced learning." Educational Technology Research and Development 63, no. 3 (March 12, 2015): 431–53. http://dx.doi.org/10.1007/s11423-015-9372-y.

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Ritonga, Marito, Indra Maipita, and Khairuddin E. Tambunan. "Developing of Articulate Storyline of Economic Learning Media to Improve Student Learning Outcomes at SMA Negeri 1 Deli Tua." Cakrawala: Jurnal Pendidikan 16, no. 1 (July 7, 2022): 61–76. http://dx.doi.org/10.24905/cakrawala.v16i1.307.

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This study aimed to develop and implement Articulate Storyline economic learning media to improve economic learning outcomes for class XI students of SMA Negeri 1 Deli Tua. This research is development research (R&D) with the ADDIE method. This research was conducted at SMA Negeri 1 Deli Tua, with a population of all students of class XI IPS. The results of this study are based on the assessment carried out by validation experts and user responses, the average percentage of assessment is 92% "Very Eligible" so it is concluded that the Articulate Storyline economic learning media developed meets the eligibility requirements (valid) to be used as an economics learning medium for class XI Social Sciences. The average learning outcomes of the experimental class were 88.00 and the control class 69.69. Obtaining independent t-test 9.623 > 1.9955 with sig. 0.00 < 0.05. So it can be concluded that the storyline articulation of economic learning media that was developed was effectively used to help students improve economic learning outcomes for class XI IPS SMA Negeri 1 Deli Tua.
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Solecha, Adz Dzaria Nisa, and Ari Wibowo Kurniawan. "Pengembangan Media Pembelajaran Jujitsu Newaza Berbasis Aplikasi Articulate Storyline." Sport Science and Health 3, no. 10 (October 31, 2021): 790–99. http://dx.doi.org/10.17977/um062v3i102021p790-799.

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Abstract: This research and development aims to develop learning tools for jujitsu newaza techniques based on articulate storylines in the form of an application used for learning media for newaza jujitsu for PBJI athletes and coaches in Blitar Regency and also useful as a reference and development for further research. The development method used in this research is the Research and Development (R&D) method or development research. The small group trial subjects involved 9 PBJI athletes in Blitar Regency and the large group trial subjects involved 13 PBJI athletes in Blitar Regency. The results of the analysis of the experts who have done the validity, the percentage of the evaluation of coaching experts is 91 percent which means very valid, the results of the evaluation of media experts are 96 percent which means very valid, the results of the evaluation of the jujitsu experts are 77 percent which means very valid, the results of the group trial small obtained 82 percent which means very valid, the results of large group trials obtained 90 percent which means very valid. Based on the analysis of these data, it can be concluded that the development product of learning media jujitsu newaza (fights below) based on the articulate storyline application can be said to be "suitable for use" for the newaza learning media for PBJI Blitar Regency. It is recommended that in learning jujitsu, the newaza technique based on the articulate storyline is only used in the newaza material before learning newaza in the core activities of learning newaza. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan perangkat pembelajaran Teknik jujitsu newaza yang berbasis articulate storyline yang berupa sebuah aplikasi yang digunakan untuk media pembelajaran jujitsu newaza, memberikan kemudahan belajar secara visualisasi bagi atlet dan memberikan akses yang mudah terhadap materi newaza untuk atlet dan pelatih PBJI Kabupaten Blitar dan juga bermanfaat menjadi rujukan dan pengembangan untuk penelitian selanjutnya. Metode pengembangan yang digunakan dalam penelitian ini adalah metode Research and Development (R&D) atau penelitian pengembangan. Subjek uji coba kelompok kecil melibatkan 9 atlet PBJI Kabupaten Blitar dan subjek uji coba kelompok besar melibatkan 13 atlet PBJI Kabupaten Blitar. Hasil analisis dari para ahli yang sudah melakukan validitas maka diperoleh persentase evaluasi ahli kepelatihan 91 persen yang berarti sangat valid, hasil evaluasi ahli media diperoleh 96 persen yang berarti sangat valid, hasil evaluasi ahli jujitsu diperoleh 77 persen yang berarti sangat valid, hasil uji coba kelompok kecil diperoleh 82 persen yang berarti sangat valid, hasil uji coba kelompok besar diperoleh 90 persen yang berarti sangat valid. Berdasarkan analisis data tersebut, maka dapat disimpulkan bahwa produk pengembangan media pembelajaran jujitsu newaza (perkelahian bawah) berbasis aplikasi articulate storyline dapat dikatakan “layak digunakan” untuk media pembelajaran newaza untuk PBJI Kabupaten Blitar. Disarankan dalam pembelajaran jujitsu teknik newaza berbasis articulate storyline ini hanya digunakan pada materi newaza sebelum melakukan pembelajaran newaza pada kegiatan inti pembelajaran newaza.
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Humam, Muhammad Dilan, and Dewi Kartika Ardiyani. "The Implementation of Project Based Learning Model Combined with Storyline Learning Technique for German Writing Skill." Journal DaFIna - Journal Deutsch als Fremdsprache in Indonesien 4, no. 2 (December 24, 2020): 27. http://dx.doi.org/10.17977/um079v4i22020p27-33.

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The purpose of this research is to describe the learning process using project based learning model combined with storyline learning technique and the students’ responses towards the learning model. This research was conducted online through WhatsApp in the class XI IBB SMAN 6 Malang which consists of 12 students. This is a descriptive qualitative research using observation and questionnaires as data collection techniques. The research results showed that the implementation of Project Based Learning model combined with Storyline learning technique went well and got positive responses from the students. Through this learning, students are actively involved in learning activities during the German writing class and it can help students solving the existing problems and also can help them expressing their ideas in form of written texts.
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Kristiani, Adela, Diah Wahyuni, and Sri Wahyuni. "Interactive Learning Media Development Articulate Storyline to Improve Science Literacy Capabilities of Junior High School Students." Berkala Ilmiah Pendidikan Fisika 10, no. 2 (September 30, 2022): 186. http://dx.doi.org/10.20527/bipf.v10i2.13307.

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The purpose of the research was to determine the validity, practicality and effectiveness of interactive learning media based on Articulate Storyline on Global Warming Materials to improve the science literacy skills of junior high school students. The type of research uses development research with the model ADDIE. This research was conducted on class VII B students at one of the schools in the city of Probolinggo. This study used data collection techniques and instruments, including validation sheets, observation sheets of learning outcomes, tests, interviews and documentation. The results showed that interactive learning media based on Articulate Storyline is very valid with a percentage of 94.25%, very practical with a percentage of 92%, quite effective with an N-gain of 0.52 and a percentage of student response of 85%. So, interactive learning media based on Articulate Storyline on Global Warming Materials can be very feasible to use in science learning to improve the science literacy skills of junior high school students.
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Pratama, Andriyan Nur, and Hamdan Husein Batubara. "Pengembangan Multimedia Interaktif Berbasis Articulate Storyline Materi Penerapan Nilai-nilai Pancasila." Bidayatuna Jurnal Pendidikan Guru Mandrasah Ibtidaiyah 4, no. 2 (October 24, 2021): 157. http://dx.doi.org/10.54471/bidayatuna.v4i2.1082.

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The development of interactive media based on articulate storylines for practicality and ease of use of civic education learning is a significant thing to review, especially material on the application of Pancasila in everyday life. This research is subject to elementary school teachers using the Research and Development (R&D) research method using the ADDIE development model (Analysis, Design, Development or Production, Implementation or Delivery and Evaluations). The feasibility of this media is carried out through media expert tests and material expert tests. While the practicality of this media by conducting a limited trial involving 5 teachers who were then given a questionnaire, to find out the teacher's response to the interactive media based on the articulated storyline that was developed. Articulate storyline-based interactive media is proven to be good. This is proven by the percentage results that reach 70% for the media expert test to get the Good category. The results of the Material expert test get a percentage result of 80 in good category, so that from the media expert test and material expert test the average percentage is 75%, where the media is in good category and interactive media based on articulate storylines is proven to be practical. This is proven based on the results of the questionnaire responses from elementary school teachers, with the percentage results reaching 90.3%.
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Assyifa, Assyifa, Hamsi Mansur, and Mastur Mastur. "PENGEMBANGAN MULTIMEDIA INTERAKTIF ARTICULATE STORYLINE MATERI PENCAHAYAAN DAN KOMPOSISI GAMBAR SMK KELAS X BROADCASTING." Journal of Instructional Technology 2, no. 2 (January 21, 2022): 40. http://dx.doi.org/10.20527/j-instech.v2i2.3834.

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Inovasi memperbaharui suasana pembelajaran dikelas dalam era industri 4.0 dalam pendidikan perlu disiapkan melalui pembelajaran yang berkualitas sebagai upaya memfasilitasi perkembangan individu secara optimal dengan pembelajaran yang berfokus pada siswa (student center learning). Upaya memfasilitasi pembelajaran yang berfokus pada siswa yaitu dengan pengembangan multimedia interaktif articulate storyline. Penelitian dibatasi pada pengembangan multimedia interaktif articulate storyline materi pencahayaan dan komposisi gambar. Tujuan penelitian ini (1) pengembangan multimedia interaktif articulate storyline materi pencahayaan dan komposisi gambar dan (2) kelayakan multimedia interaktif articulate storyline materi pencahayaan dan komposisi gambar. Jenis penelitian ialah Research and Development (R&D) diadaptasi dari model pengembangan Borg and Gall yang dimodifikasi menjadi 6 tahap, yaitu analisis, perencanaan, pengembangan produk, validasi ahli, revisi produk, dan produk akhir. Teknik pengembilan data menggunakan observasi dan kuesioner/angket. Hasil penelitian ini berupa (1) aplikasi multimedia (2) Hasil penilaian data validasi oleh ahli materi dan media multimedia interaktif articulate storyline dikategorikan sangat layak. Multimedia interaktif articulate storyline direkomendasi untuk diterapkan dalam proses pembelajaran pada SMK jurusan broadcasting.
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Saepuloh, Saepuloh, Rudi Priyadi, and Nani Ratnaningsih. "The Development of Interactive Learning Media to Improve Students' Motivation on Trigonometry." INOMATIKA 4, no. 2 (July 30, 2022): 171–89. http://dx.doi.org/10.35438/inomatika.v4i2.327.

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The problem found by the researchers was the lack of student motivation in learning mathematics. Teachers must try to create innovations to make learning fun, that is, through learning media. Learning media that can create motivation and student activity is interactive learning media in the form of multimedia with Articulate Storyline. This study aimed to develop and analyze the effectiveness of using interactive learning media developed using Articulate Storyline in the learning motivation view. This research includes development research with a 4D model from Thiagarajan. It consists of define, design, develop, and dissemination stages. The study was conducted at MA Assa’adah Jamanis Tasikmalaya. Data collection techniques are observation, interviews, questionnaires, and tests. Data analysis techniques are validity, practicality, and effectiveness analysis. The study results stated that the learning media was feasible based on the validation of material experts and media experts and student responses. Learning motivation increased seen from before and after using interactive media created using Articulate Storyline. There is also an increase in student learning outcomes based on the average pre-test and post-test results. The use of these learning media can increase students' learning motivation to participate in learning. Interactive media are recommended as a learning resource or learning media that can be combined with varied learning models/methods.
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Sundari, Cita, and Pasar Maulim Silitonga. "Penerapan Media Interaktif Articulate Storyline dalam Pembelajaran Ikatan Kimia di SMA." Educenter : Jurnal Ilmiah Pendidikan 1, no. 4 (April 25, 2022): 421–27. http://dx.doi.org/10.55904/educenter.v1i4.116.

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This study aims to find out whether the learning outcomes of students who are taught with the application of interactive media articulate storyline are higher than the learning outcomes of students who are taught with the application of PowerPoint media. This research was carried out in the odd semester of TA 2021/2022 in November 2021 at Al-hikmah Medan Private High School. The population in this study was the entire high school X MIPA grade consisting of 2 classes namely X MIPA 1 and X MIPA 2. The sample of the class in this study was a saturated sample and the sample of student was purposively taken about 25 students of each class who are relatively homogeneous in status. The research design used constitutes the pretest-posttest control group design. The instruments used are multiple choice shaped test instruments related chemical bonding material. Hypothesis testing is performed by using the right-part t-test one sample group and two sample group. The research results showed that the average student learning outcomes taught with Articulate Storyline interactive media were higher than the minimal stickness criterion. Furthermore, it was obtained that student learning outcomes taught with articulate storyline interactive media were higher than student learning outcomes taught with powerpoint media. In classes taught with interactive media articukate storyline a presentation of student who achieved a minimum sticknes criterion of 92%.
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Wintoro, Yofandre Putra, Lokananta Teguh Hari Wiguno, Ari Wibowo Kurniawan, and Mu’arifin Mu’arifin. "Pengembangan Perangkat Pembelajaran Gerak Dasar Lempar Berbasis Aplikasi Articulate Storyline." Sport Science and Health 3, no. 7 (July 8, 2021): 543–55. http://dx.doi.org/10.17977/um062v3i72021p543-555.

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Abstract: The purpose of research and development is to develop a basic motion learning tool of throwing in the form of an application articulate storyline for the PJOK Primary School Teacher Working Group (KKG) in Wajak District, Malang Regency so that it becomes one of the new knowledge in developing learning media. The method used is approach Research and Development with a development model that has been developed from the product development. The results obtained in small group trials 86 percent research is stated to help in learning and large group trials 84 percent research is stated to help in learning, so it is concluded that the product development of volleyball learning materials based on the application articulate storyline has very valid criteria and is suitable for use in learning activities. Abstrak: Tujuan dari penelitian dan pengembangan untuk mengembangkan perangkat pembelajaran gerak dasar lempar berbentuk aplikasi articulate storyline untuk Kelompok Kerja Guru (KKG) PJOK Sekolah Dasar di Kecamatan Wajak Kabupaten Malang sehingga menjadi salah satu pengetahuan baru dalam mengembangkan media pembelajaran. Metode yang digunakan yaitu pendekatan Research and Development dengan model pengembangan yang telah dilakukan dari pengembangan. Produk tersebut memperoleh hasil pada uji coba kelompok kecil 86 persen penelitian dinyatakan membantu dalam pembelajaran dan uji coba kelompok besar 84 persen penelitian dinyatakan membantu dalam pembelajaran, sehingga disimpulkan bahwa produk pengembangan perangkat pembelajaran materi gerak dasar lempar berbasis aplikasi articulate storyline memiliki kriteria sangat valid serta layak dipakai pada kegiatan pembelajaran.
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Wijayanti, Wijayanti, and Trio Ageng Prayitno. "Pengembangan Multimedia Interaktif Berbasis Articulate Storyline Sebagai Media Pembelajaran Siswa Kelas X SMA." Prosiding Seminar Nasional IKIP Budi Utomo 2, no. 01 (November 17, 2021): 515–22. http://dx.doi.org/10.33503/prosiding.v2i01.1475.

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One of the obstacles found in biological learning is the unavailability of interesting and up-to-date technology based learning media for learning activities. The students only learn the material by presented through Powerpoint and package books provided by a particular publishing team. Therefore, the purpose of this research was conducted that aims to produce a learning media on the form of interactive multimedia based on Articulate Storyline in material virus. The type of this research is R&D (research and development), by use the ADD development which is adapted model from the ADDIE development. The research instruments used were interview transcripts and experts validation questionnaire. The result of this research is Articulate Storyline based interactive multimedia which is feasible and interesting to use. It can be seen from the percentage results of the validation by the media expert is 94% and material expert is 95%. Accordance with the results of this research above, it can be concluded that Articulate Storyline based interactive multimedia is very useful for the students learning on class X high school as a more interactively and independently learning media.
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Zainudin, Nurhamizah, and Azniah Ismail. "Designing Storylines for Children’s Mathematics Digital Interactive Storybook using Software Engineering Approach." Journal of ICT In Education 7, no. 1 (May 1, 2020): 43–51. http://dx.doi.org/10.37134/jictie.vol7.1.5.2020.

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This paper presents an early part of designing process for a math interactive storybook application prototype with 3D pop-up and augmented reality features. This application is designed using the evolutionary prototype model where we are required to have several complete 4-phases prototype model cycles. Several iterations were conducted specially to focus on getting the best storylines for a mathematics learning tool that involves 3D pop-up and augmented reality features. The process is still on-going. We will also validate with experts the storyline and the suitability of the story with the mathematic topics chosen. Once the design is validated, we will continue building the prototype andvalidate it with potential users until all features are satisfied. It is hoped that later this application will be accepted as an interesting learning tool and contribute as an educational learning resource for children.
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Yuliansyah, Achmad Rizal, Lokananta Teguh Hari Wiguno, Ari Wibowo Kurniawan, and Mu’arifin Mu’arifin. "Pengembangan Perangkat Pembelajaran Gerak Dasar Lari Berbasis Aplikasi Articulate Storyline." Sport Science and Health 3, no. 4 (April 30, 2021): 180–91. http://dx.doi.org/10.17977/um062v3i42021p180-191.

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Abstract: The purpose of this research is to develop basic motion learning tools for running based on the articulate storyline application. In the analysis technique carried out in this study using quantitative descriptive analysis using percentages. test results by learning experts get a percentage of 94%, elementary school game expert test results get a percentage of 96%, validation tests by Physical Education, Sports and Health experts get a percentage of 90%, media expert test results get a percentage of 96 %, the athletic expert test results get a percentage of 93%, the test results in the small group get a percentage of 89% and the large group test results get a percentage of 86%, and that means the overall test results by several experts as well as product tests for small groups and large groups in the product development of basic motion learning tools for running based on the articulate storyline application has very valid criteria and is suitable for use. It can be concluded that the product of developing basic motion learning tools for running based on the articulate storyline application is feasible to use and can be used as a learning support for the subject of Physical Education, Sports and Health in grade IV SD for basic motion learning material for running. Abstrak: Tujuan dari penelitian ini yaitu untuk mengembangkan perangkat pembelajaran gerak dasar lari berbasis aplikasi articulate storyline. Pada teknik analisis yang dilakukan dalam penelitian ini menggunakan analisis deskriptif kuantitatif menggunakan persentase. hasil uji oleh ahli pembelajaran mendapatkan hasil persentase sebesar 94%, hasil uji ahli permainan Sekolah Dasar mendapatkan hasil persentase sebesar 96%, uji validasi oleh ahli Pendidikan Jasmani, Olahraga dan Kesehatan diperoleh hasil persentase sebesar 90%, hasil uji ahli media mendapatkan hasil persentase 96%, hasil uji ahli atletik mendapatkan hasil persentase 93%, Hasil uji pada kelompok kecil diperoleh persentase 89% dan hasil uji kelompok besar diperoleh persentase sebesar 86%, dan artinya keseluruhan hasil uji oleh beberapa ahli serta uji produk untuk kelompok kecil dan kelompok besar pada produk pengembangan perangkat pembelajaran gerak dasar lari berbasis aplikasi articulate storyline mendapatkan kriteria sangat valid dan layak digunakan. Maka dapat disimpulkan bahwa produk pengembangan perangkat pembelajaran gerak dasar lari berbasis aplikasi articulate storyline ini layak digunakan dan dapat dijadikan sebagai penunjang pembelajaran pada mata pelajaran Pendidikan Jasmani Olahraga dan Kesehatan kelas IV SD untuk materi pembelajaran gerak dasar lari.
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Heliawati, Leny, Linda Lidiawati, and Indarini Dwi Pursitasari. "Articulate Storyline 3 multimedia based on gamification to improve critical thinking skills and self-regulated learning." International Journal of Evaluation and Research in Education (IJERE) 11, no. 3 (September 1, 2022): 1435. http://dx.doi.org/10.11591/ijere.v11i3.22168.

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<span lang="EN-US">This study measured the effectiveness of Gamification-based Articulate Storyline 3 multimedia on students' critical thinking skills and self-regulated learning. The research method used is a quasi-experimental method. The research subjects were 64 students and eight science teachers who have used the Gamification-based Articulate Storyline 3 multimedia on the nature of acidic, alkaline, and neutral solutions. Data collection techniques in this study were tests that aim to determine students' critical thinking skills and a questionnaire to measure students' learning independence. The data analysis technique was based on calculating the average score of the test items with high-order thinking skills and student learning independence. The study results obtained an average score of 81.50 for critical thinking skills on the material concept of the nature of the acid, base, and neutral solutions with an N-Gain of 72% in the high category. It was also known that the average percentage of student learning independence was 86.76% which falls into the good category. Therefore, Gamification-based Articulate Storyline 3 multimedia can improve students' critical thinking skills and independent learning on the nature of the acid, base, and neutral solutions.</span>
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Fauziah, Lilik Nisaul, and Imam Bukhori. "Pengembangan M-Learning Berbantuan Articulate Storyline untuk Meningkatkan Hasil belajar Peserta Didik." Economic and Education Journal (Ecoducation) 4, no. 2 (September 20, 2022): 133–47. http://dx.doi.org/10.33503/ecoducation.v4i2.1881.

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Kemajuan teknologi informasi dan komunikasi saat ini kian maju dan menjangkau menuju seluruh aspek kehidupan termasuk di dunia pendidikan. Guru diharuskan untuk melahirkan karya-karya atau berinovasi dalam menunjang kegiatan pembelajaran. Suatu media pembelajaran yang berkembang cepat yakni media berbasiskan teknologi, yaitu M-Learning Berbantuan Articulate Storyline. Media ini mampu mendukung pembelajaran di kelas dan membantu memberi peningkatan pemahamannya siswa kepada materi. Kegiatan meneliti ini mempunyai tujuan guna menghasilkan M-Learning Berbantuan Articulate Storyline yang merupakan media pembelajaran untuk peserta didik Kelas X MPLB SMK Muhammadiyah 3 Singosari, mengetahui kelayakan media belajar, dan mengetahui perbedaan hasil belajar siswa dengan menggunakan aplikasi EDOMO. Metode pada kegiatan penelitian ini yakni Reseach and Development dengan model Borg and Gall. Data hasil validasi dianalisis menggunakan analisis deskriptif persentase. Sedangkan hasil uji coba pemakaian dianalisis menggunakan pengujian Independent Sample t Test. Penelitian ini menghasilkan M-Learning Berbantuan Articulate Storyline efektif digunakan pada proses pembelajaran. Hal tersebut bisa dilihat didasarkan atas hasil validasi pakar media, pakar materi, uji coba pada kelompok kecil yang meraih nilai dengan kategori sangat valid. Lebih lanjut hal ini juga dibuktikan melalui data hasil belajarnya siswa di kelas eksperimen lebih unggul dibandingkan kelas kontrolnya.
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Selsabila, Viola, and Puri Pramudiani. "Pengembangan Media Pembelajaran Interaktif Articulate Storyline Berbasis Literasi Digital Pada Pembelajaran IPS bagi Siswa Madrasah Ibtidaiyah Negeri." Jurnal Paedagogy 9, no. 3 (July 21, 2022): 458. http://dx.doi.org/10.33394/jp.v9i3.5372.

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This research aims to analyze the quality, feasibility, and response of educators and students to the Storyline Articulated by interactive learning media based on digital literacy. The study was conducted in the even semester academic year of 2021/2022 at the Madrasah Ibtidaiyah Negeri 12 Cibubur. This research used the ADDIE model's research and development methods (Research and Development). Data from interviews and evaluations in the form of criticism and ideas were used in this research instrument. Meanwhile, data analysis techniques used data based on numbers such as questionnaires and validations. The validation test results by two validators, namely the media expert validator, obtained a percentage value of 72% in the interpretation into the feasible category, and the material expert validator obtained an average percentage value of 80% with a very feasible category. Educators' response to learning media obtained a score of 90% with a very decent category. Based on the research data, interactive learning media for digital Literacy-Based Articulation Storylines in class IV social studies learning at Madrasah Ibtidaiyah Negeri 12 Cibubur is suitable for learning activities.
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Pugliese, Joseph. "Pedagogies of Quasi-Transcendental Perjury." Somatechnics 4, no. 2 (September 2014): 288–309. http://dx.doi.org/10.3366/soma.2014.0133.

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In this essay, I examine the relation between ethics and epistemology in the pedagogical context of the neoliberal academy. Specifically, I proceed critically to examine this relation in the context of my university's learning and teaching policy and two of its audit technologies: electronic Unit Guides and the Curriculum Mapping Summary. By deploying a Levinasian philosophy of ethics, I interrogate the manner in which these audit technologies fundamentally compel me, as teacher, to betray the very thing that I am required to deliver as a promised ‘output’: ‘ethical skills.’ Drawing on Sue Saltmarsh's (2012: 79) call for an articulation of the storylines that, in the context of the neoliberal academy, would otherwise be ‘Rendered inconsequential apart from our functions in adhering to and implementing technocratic accountability regimes,’ I attempt to delineate a storyline of my complicity and dissent in relation to the neoliberal academy's audit cultures and its technocratic accountability regime. I situate my storyline along two divergent axes of accountability that, in effect, stand in contradistinction to each other and that, in turn, produce radically different effects. I conclude my essay with an embodied narrative that critically gestures to the lines of escape that cannot be managed or controlled by the imposition of technocratic regimes of accountability and governance. The storyline that I offer is of a student who effectively enacts the instantiation of ethics – not as programmatic outcome, not as quantifiable output and, crucially, not as an intended effect of the reading that I had set for a particular class which she attended.
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Zhilmagambetova, R., A. Mubarakov, and A. Alimagambetova. "ANALYSIS OF THE EFFECTIVENESS OF THE USE OF ADAPTIVE TRAINING PLATFORMS IN SECONDARY VOCATIONAL EDUCATION." Scientific Journal of Astana IT University, no. 9 (March 30, 2022): 4–13. http://dx.doi.org/10.37943/aitu.2022.33.90.001.

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The article considers the tasks and features of mathematics training for studentsof secondary vocational education. Special attention is paid to the need to solve the problemof adaptation of students to the conditions of study in college and the organization ofindependent work. In this regard, the authors propose to make wider use of the practiceof adaptive learning as innovative pedagogical tools. The article considers the concept ofthe effectiveness of adaptive personalized learning and suggests the directions by which itcan be evaluated. As an example, the experience of implementing an adaptive educationalcourse “Mathematics”, designed in the Articulate Storyline platform, is analyzed. The moduleis designed to organize and support adaptive learning of students of the Department ofInformation Systems by means of adaptive educational technologies. The results of thetraining are analyzed, and the possibilities of the Articulate Storyline platform in ensuringthe independent work of students are presented. The main part of the article is devotedto evaluating the effectiveness of e-learning using an adaptive educational platform. Withthe help of questionnaires and tools of the Articulate Storyline platform, an assessment ofthe educational result achieved was made, the degree of motivation of students to masterthe discipline of mathematics was analyzed, and the attitude of students to the process ofe-learning using an adaptive educational platform was investigated.
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Zainuddin, Zainuddin, Mastuang Mastuang, Misbah Misbah, Sulastri Wulan Dari, Aulia Agustina, Amirul Azis Anshari Mudha, Nana Sophia Lazuardi, and Syahwarunna Dwipa Andiantosa. "Pelatihan Pembuatan Media Articulate Storyline di Lingkungan Lahan Basah Bagi Guru MGMP IPA Kabupaten Barito Kuala." Bubungan Tinggi: Jurnal Pengabdian Masyarakat 3, no. 4 (December 12, 2021): 425. http://dx.doi.org/10.20527/btjpm.v3i4.4331.

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Kegiatan pengabdian ini bertujuan untuk meningkatkan kompetensi pedagogik guru MGMP IPA Kabupaten Batola dalam hal pembuatan media pembelajaran melalui Articulate Storyline di lingkungan lahan basah. Pelatihan dilaksanakan secara daring yang diikuti 24 orang peserta, yakni guru-guru anggota MGMP IPA Kabupaten Batola. Metode kegiatan pengabdian ini meliputi: perencanaan, tindakan, observasi, evaluasi, dan refleksi. Pelaksanaan pelatihan secara luring dilaksanakan sebanyak dua pertemuan, yang terdiri dari konseptual dan praktik pembuatan media menggunakan Articulate Storyline. Angket digunakan untuk mengukur respon peserta terhadap pelaksanaan kegiatan. Adapun hasil kegiatan pengabdian ini adalah: 1) dihasilkannya media pembelajaran melalui Articulate Storyline di lingkungan lahan basah, dan 2) kegiatan ini mendapatkan respon yang sangat baik pada bagian keahlian dan kesiapan 94,00%, pada kegunaan materi yang disampaikan mendapatkan respon sangat baik 91,33%, dan kesesuaian pelaksanaan pelatihan mendapatkan respon baik 89,50%,materi yang disampaikan 90,00%, dan fasilitas yang diberikan 92,00%mendapatkan respon yang sangat baik.This service activity aims to improve the pedagogic competence of the IPA MGMP teachers in Batola Regency to make learning media through Articulate Storyline in a wetland environment. The training was conducted online by 24 participants, namely teachers from the IPA MGMP in Batola Regency. The method of this service activity includes planning, action, observation, evaluation, and reflection. The offline training was carried out in two meetings, consisting of conceptual and practical media creation using Articulate Storyline. Questionnaires are used to measure participants' responses to the implementation of activities.The results of this service activity are: 1) the production of learning media through Articulate Storyline in a wetland environment, and 2) this activity gets a very good response in the expertise and readiness section of 94.00%, on the usefulness of the material presented gets a very good response 91 .33%, and the suitability of the training implementation got a good response 89.50%, the material delivered 90.00%, and the facilities provided 92.00% got a very good response.
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Dani, Ali Umar, and Nur Fajriati. "Application of Flipped Classroom Learning Model Based on Task Exo Olo Using Story Articulate Media." AL-ISHLAH: Jurnal Pendidikan 14, no. 2 (June 18, 2022): 2507–12. http://dx.doi.org/10.35445/alishlah.v14i2.1139.

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This study aims to determine the learning outcomes of students who are taught using the Flipped Classroom model based on Exo Olo Task with Articulate Storyline media. The design of this research is the Noneequivalent Control Group Design. sampling using a simple random sampling of 30 samples. The test instrument used is multiple choice questions. Conclusions were drawn based on the results of data processing and analysis using t-test and two-way ANOVA with SPSS 24.0. Based on the results of the analysis and discussion, in this study it was concluded that the Flipped Classroom learning model based on Exo Olo Task assisted by Articulate Storyline was effective compared to the Direct Instruction learning model.
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Hafidha, Indi Zahrotul, Nur Fauziyah, and Sri Suryanti. "Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline Untuk Meningkatkan Self-Regulated Learning." UNION: Jurnal Ilmiah Pendidikan Matematika 10, no. 2 (July 12, 2022): 205–16. http://dx.doi.org/10.30738/union.v10i2.12529.

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Penelitian ini bertujuan untuk: (1) menghasilkan sebuah produk berupa media pembelajaran interaktif yang layak dan efektif, (2) meningkatkan self-regulated learning peserta didik. Subyek penelitian ini adalah 30 peserta didik kelas VII D UPT SMP Negeri 15 Gresik. Jenis penelitian ini adalah RnD dan menggunakan model pengembangan 4D yang mencakup tahap define, design, development, and disseminate. Hasil penelitian menunjukkan: (1) hasil validasi yang diperoleh dari penilaian oleh ahli media dan ahli materi masuk dalam kategori sangat layak, dan keefektifan media masuk dalam kategori sangat positif, (2) tingkat self-regulated learning peserta didik meningkat sebesar setelah belajar menggunakan media pembelajaran interaktif berbasis articulate storyline yang telah dikembangkan. Dengan demikian, media pembelajaran interaktif berbasis articulate storyline untuk meningkatkan self-regulated learning dapat dimanfaatkan untuk mendukung proses pembelajaran.
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Rozak, Dinar Akbarul, Lokananta Teguh Hari Wiguno, Ari Wibowo Kurniawan, and Mu’arifin Mu’arifin. "Pengembangan Perangkat Pembelajaran Bola Basket Berbasis Aplikasi Articulate Storyline." Sport Science and Health 3, no. 4 (April 30, 2021): 142–53. http://dx.doi.org/10.17977/um062v3i42021p142-153.

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Abstract: The purpose of the research and development is to develop the learning of a basketball-based applications articulate storyline. Methods in research and development using the research model Lee and Owen. The results of the research and product development learning tools basketball on the trials of a small group 84% while for the test a large group of 86%. There is a conclusion in a research and development namely product development is fit for use in learning activities. Abstrak: Tujuan dalam penelitian dan pengembangan ini yaitu untuk mengembangkan perangkat pembelajaran bola basket berbasis aplikasi articulate storyline. Metode dalam penelitian dan pengembangan ini menggunakan model penelitian Lee and Owen. Hasil dari penelitian dan pengembangan produk perangkat pembelajaran bola basket pada uji coba kelompok kecil 84% sedangkan untuk uji coba kelompok besar 86%. Terdapat kesimpulan dalam penelitian dan pengembangan ini yaitu produk pengembangan layak digunakan pada kegiatan pembelajaran.
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Gunawan, Dimas Chandra, Lokananta Teguh Hari Wiguno, Ari Wibowo Kurniawan, and Mu’arifin Mu’arifin. "Pengembangan Perangkat Pembelajaran Sepakbola Berbasis Aplikasi Articulate Storyline." Sport Science and Health 3, no. 4 (April 30, 2021): 167–79. http://dx.doi.org/10.17977/um062v3i42021p167-179.

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Abstract: Research product development is aimed at developing a soccer learning device based on the application articulate storyline for the physical education working group elementary school in Sumbermanjing Wetan District, Malang Regency. This study uses the Research and Development method or development research. Subjects for small group trials involved 10 primary school PJOK teachers and subjects for large groups involved 41 primary school PJOKs, namely the Teacher Working Group (KKG) in Sumbermanjing Wetan District. Obtained from data analysis, namely with a percentage of 94% of learning experts, 97% of elementary game experts, 89% of physical education, sports and health experts, 99% of media experts, 95% of soccer experts, 88% the results of trial I, the percentage of 86% of the results of trial II. The conclusion in this development research is that the application development product articulate storyline is suitable to be used as a support in learning football. Abstrak: Penelitian produk pengembangan yaitu bertujuan mengembangkan perangkat pembelajaran sepakbola berbasis aplikasi articulate storyline untuk KKG PJOK SD di Kecamatan Sumbermanjing Wetan, Kabupaten Malang. Penelitian ini menggunakan metode Research and Development atau penelitian pengembangan. Subjek untuk uji coba kelompok kecil melibatkan 10 guru PJOK SD dan subjek untuk kelompok besar melibatkan 41 PJOK SD yaitu Kelompok Kerja Guru (KKG) di Kecamatan Sumbermanjing Wetan. Didapat dari analisis data yaitu dengan persentase 94% dari ahli pembelajaran, persentase 97% ahli permainan SD, persentase 89% dari ahli pendidikan jasmani, olahraga dam kesehatan dengan, persentase 99% dari ahli media, persentase 95% dari ahli sepakbola, persentase 88% hasil uji coba I, persentase 86% hasil uji coba II. Kesimpulan dalam penelitian pengembangan ini yaitu produk pengembangan aplikasi articulate storyline ini layak dipergunakan sebagai penunjang dalam pembelajaran sepakbola.
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Wardani, Kamelia Kusuma, and Durinta Puspasari. "Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline pada Materi Komunikasi Telepon dalam Bahasa Inggris di SMK IPIEMS Surabaya." Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran 7, no. 1 (April 14, 2022): 1. http://dx.doi.org/10.33394/jtp.v7i1.5005.

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This study aims to analyze the development process as well as the response of students to interactive media in the field of education based on Articulate Storyline on the material of Telephone Communication in English. This research method uses research and development with the ADDIE model. The subject of the research trial was a group of 20 students. X OTKP 1 SMK IPIEMS Surabaya. The data collection instrument used expert validation sheets and student response questionnaires. The data analysis technique of this research used descriptive analysis. The results of this study indicate that: 1) the process of developing interactive media for teaching and learning based on Articulate Storyline is ongoing with Telephone Communication in English class X OTKP 1 SMK IPIEMS Surabaya carried out through four steps, namely Analysis, Design, Development, and Implementation; 2) learning media is categorized as feasible based on the average validation value obtained from the three validators, which is 97%; 3) the results of student responses that obtained an average value of 92%. Therefore, it can be concluded that the interactive learning media based on Articulate Storyline on Telephone Communication in English is very feasible to be used for learning media facilities at the learning and teaching stages at SMK IPIEMS Surabaya and getting a positive response in the "very good" category by SMK IPIEMS students. Surabaya.
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Ardilla, Mia Wirda, Lokananta Teguh Hari Wiguno, Ari Wibowo Kurniawan, and Mu’arifin Mu’arifin. "Pengembangan Perangkat Pembelajaran Kebugaran Jasmani Berbasis Aplikasi Articulate Storyline." Sport Science and Health 3, no. 4 (April 30, 2021): 192–205. http://dx.doi.org/10.17977/um062v3i42021p192-205.

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Abstract: Research product development aims to develop physical fitness learning tools based on the articulate storyline application for the KKG PJOK SD in Purwosari District, Pasuruan Regency. This study uses the Research and Development (R&D) method or development research. The subjects for the small group trial involved 8 primary school Physical Education and Health teachers, and the large group trial subjects involved 26 Physical Education, Health and Sports teachers in Purwosari District. The results obtained are the percentage of learning experts 90%, elementary game experts 96%, PJOK experts 77%, media experts 96%, Physical fitness experts 78%, then 91% for trial I and 89% for trial II. The conclusion in this development research is that the articulate storyline application development product is feasible to be used as a support in learning physical fitness. Abstrak: Penelitian produk pengembangan yaitu bertujuan untuk mengembangkan perangkat pembelajaran kebugaran jasmani berbasis aplikasi articulate storyline untuk KKG PJOK SD di Kecamatan Purwosari, Kabupaten Pasuruan. Penelitian ini menggunakan metode Research and Development (R&D) atau penelitian pengembangan. Subjek untuk uji coba kelompok kecil melibatkan 8 guru Pendidikan Jasmani Olahraga dan Kesehatan sekolah dasar, dan subjek uji coba kelompok besar melibatkan 26 guru Pendidikan Jasmani, Kesehatan dan Olahraga di Kecamatan Purwosari. Didapatkan hasil data yaitu dengan persentase ahli pembelajaran 90%, Ahli permainan SD 96%, Ahli PJOK 77%, Ahli Media 96%, Ahli Kebugaran Jasmani 78%, kemudian 91% untuk uji coba I dan 89% untuk uji coba II. Kesimpulan dalam penelitian pengembangan ini yaitu produk pengembangan aplikasi articulate storyline ini layak untuk dipergunakan sebagai penunjang dalam pembelajaran kebugaran jasmani.
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Irfani, Muhammad Aditya, and Ari Wibowo Kurniawan. "Pengembangan Media Pembelajaran Permainan Sepakbola Berbasis Aplikasi Articulate Storyline." Sport Science and Health 4, no. 3 (March 31, 2022): 207–18. http://dx.doi.org/10.17977/um062v4i32022p207-218.

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Abstract: Online learning during a pandemic in elementary schools requires learning media to make it easier for someone to convey data or messages. The purpose of this research is to develop learning media for soccer matches for grade 4 teachers at SD KKG PJOK in Plemahan Village, Kediri Regency. The technique used in this research uses the Lee and Owen improvement model. The results of the learning expert assessment are 75 percent, the media expert assessment results are 95 percent the game expert assessment results are 94 percent the PJOK expert assessment results are 75 percent the soccer expert assessment results are 86 percent and the small group test results are 80.42 percent while the large group is 87 percent. Given these results, it tends to be assumed that the product has high accuracy, attractiveness, suitability, convenience, clarity and effectiveness in its use. Abstrak: Pembelajaran online selama pandemi di sekolah dasar membutuhkan media pembelajaran untuk membuatnya lebih mudah bagi seseorang untuk menyampaikan data atau pesan. Tujuan dari riset ini yaitu untuk mengembangkan media pembelajaran pertandingan sepak bola bagi pengajar kelas 4 SD KKG PJOK di Kelurahan Plemahan, Kabupaten Kediri. Teknik yang digunakan dalam riset ini menggunakan model perbaikan Lee dan Owen. Hasil penilaian ahli pembelajaran 75 persen, hasil penilaian ahli media 95 persen, hasil penilaian ahli game 94 persen, hasil penilaian ahli PJOK 75 persen, hasil penilaian ahli sepak bola 86 persen, dan hasil tes kelompok kecil 80,42 persen sedangkan kelompok besar 87 persen. Mengingat hasil ini, cenderung dianggap bahwa produk tersebut memiliki akurasi yang tinggi, daya pikat, kesesuaian, kemudahan, kejelasan dan efektif dalam penggunaannya.
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Wahyudin, Sigit, Lokananta Teguh Hari Wiguno, and Ari Wibowo Kurniawan. "Development Of Floor Gymnastic Learning Device Based On Articulate Storyline Application." Journal Coaching Education Sports 3, no. 2 (November 30, 2022): 201–19. http://dx.doi.org/10.31599/jces.v3i2.1611.

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In conducting research, it certainly has a specific goal, namely to develop a teaching and learning tool for floor gymnastics material based on the articulate storyline application. The method used when conducting research is the Research and Development (R&D) approach with the development model that has been carried out. Assessments from several experts including learning experts obtained good results, and for the media expert's assessment obtained a good value, the SD game expert's assessment obtained a good value, the PJOK expert's assessment obtained a good value, the floor gymnastics expert's assessment obtained a good value, and when conducting small group trials and large group trials get very good ratings and can be used by educators to teach floor exercise material. So it can be concluded that the product development of floor exercise learning tools based on the articulate storyline application can be used for teaching & can be used as a reference for learning success for PJOK material for class IV Elementary School when learning floor gymnastics.
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Novak, Elena, and Tristan E. Johnson. "Design and Development of a Simulation for Testing the Effects of Instructional Gaming Characteristics on Learning of Basic Statistical Skills." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (January 2015): 38–57. http://dx.doi.org/10.4018/ijgcms.2015010103.

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Considerable resources have been invested in examining the game design principles that best foster learning. One way to understand what constitutes a well-designed instructional game is to examine the relationship between gaming characteristics and actual learning. This report discusses the lessons learned from the design and development process of instructional simulations that are enhanced by competition and storyline gaming characteristics and developed as instructional interventions for a study on the effects of gaming characteristics on learning effectiveness and engagement. The goal of the instructional simulations was to engage college students in learning the statistics concepts of standard deviation and the empirical rule. A pilot study followed by a small-scale experimental study were conducted to improve the value and effectiveness of these designed simulations. Based on these findings, specific practical implications are offered for designing actual learning environments that are enhanced by competition and storyline gaming elements.
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Bellassai, Jenna, Andrew Gordon, Melissa Roemmele, Margaret Cychosz, Obiageli Odimegwu, and Olivia Connolly. "Unsupervised Text Classification for Natural Language Interactive Narratives." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 2 (June 25, 2021): 162–68. http://dx.doi.org/10.1609/aiide.v13i2.12997.

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Natural language interactive narratives are a variant of traditional branching storylines where player actions are expressed in natural language rather than by selecting among choices. Previous efforts have handled the richness of natural language input using machine learning technologies for text classification, bootstrapping supervised machine learning approaches with human-in-the-loop data acquisition or by using expected player input as fake training data. This paper explores a third alternative, where unsupervised text classifiers are used to automatically route player input to the most appropriate storyline branch. We describe the Data-driven Interactive Narrative Engine (DINE), a web-based tool for authoring and deploying natural language interactive narratives. To compare the performance of different algorithms for unsupervised text classification, we collected thousands of user inputs from hundreds of crowdsourced participants playing 25 different scenarios, and hand-annotated them to create a gold-standard test set. Through comparative evaluations, we identified an unsupervised algorithm for narrative text classification that approaches the performance of supervised text classification algorithms. We discuss how this technology supports authors in the rapid creation and deployment of interactive narrative experiences, with authorial burdens similar to that of traditional branching storylines.
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Rahayuningsih, Rahayuningsih. "Upaya Meningkatkan Kompetensi Menulis Kembali Dongeng melalui Puzzle Alur Cerita Berbasis Film Dongeng." TRANSFORMATIKA: JURNAL BAHASA, SASTRA, DAN PENGAJARANNYA 2, no. 2 (December 14, 2018): 186. http://dx.doi.org/10.31002/transformatika.v2i2.933.

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This study aimed to describe the learning implementation process of folklore rewriting competency through storyline puzzles. The puzzles were based on two folklore movies for improving the skill in revising folklore and also for behavioral enhancement of first Semester students in this case the VIIE class student in the academic year of 2015/2016, through this hopefully there will be a significant behavioral change in the student's personality. This research was conducted using the action research method by Kemmis and Taggart designing for two cycles. The steps in each cycle consist of (1) planning, (2) action, (3) observation, and (4) reflection. The subjects of this study were students of class VIIE of SMP Negeri 3 Ambarawa first semester in the academic year of 2015/2016. The technique used was the folklore-based storyline puzzle. Data collection tools used in this study were the performance instruments for folklore rewriting, student behavior observation sheets, student notes, observer notes, teacher and observer’s reflection sheets, and digital cameras to document the learning process. The Validated data consisted of learning outcome data (results of rewriting the folklore and daily quiz) and learning process data (teaching activities and the changes in students' behavior). Based on the results of the study and discussion, it can be concluded that learning activity through folklore-based storyline puzzles can improve the learning outcome of writing folklore, improving the students’ personality, and improving the process of implementing better learning, especially students of class VIIE SMP Negeri 3 Ambarawa first semester in the academic year of 2015/2016.
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Sindu, I. G. P., G. S. Santyadiputra, and A. A. J. Permana. "Designing learning object using articulate storyline 3 for supporting indonesia online learning system (spada)." Journal of Physics: Conference Series 1810, no. 1 (March 1, 2021): 012058. http://dx.doi.org/10.1088/1742-6596/1810/1/012058.

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Istyadji, Maya, Ratna Yulinda, Dina Amalina, and Fahmi. "Validity and Practicality of Articulate Storyline Learning Media on Environmental Pollution Materials for Junior High School Students." Jurnal Penelitian Pendidikan IPA 8, no. 6 (December 28, 2022): 2599–604. http://dx.doi.org/10.29303/jppipa.v8i6.1639.

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Research has been carried out on the development of Articulate storyline on environmental pollution material. This study aims to test the validity and practicality of the Articulate storyline on environmental pollution material. The development model used in this research is the ADDIE development model up to the implementation stage. The instruments used in this study were validation sheets and student response questionnaires. The results of this study obtained high validity criteria with a value of 0.90. The results of the practicality of this study get very practical results with an average value of 95.5%. The product resulting from this research can be continued to the effectiveness stage.
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Wahyuningtyas, Desy, and Ari Wibowo Kurniawan. "Pengembangan Media Pembelajaran Video Animasi Teknik Cekikan Judo (Shime Waza) Berbasis Aplikasi Articulate Storyline." Sport Science and Health 4, no. 4 (April 28, 2022): 338–46. http://dx.doi.org/10.17977/um062v4i42022p338-346.

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Abstract: This study aims to spread a learning media in the form of an application-based animation video of the judo choking technique (shime waza), namely the articulate storyline. The research method is carried out using the Research and Development, development model research method. Analysis of data obtained from judo experts with percentage results as much as seventy-five percent, coaching experts with percentage results as much as fifty-eight percent, media experts with percentage results as much as ninety-six percent, small group trials using percentage results as much as eighty-seven percent. and large group trials using percentage results as much as ninety percent. It can be concluded that the development of an animated video learning media of the technique of choking judo (shime waza) based on the PJSI articulate storyline application in Pasuruan Regency is feasible to be used as a learning media. Abstrak: Penelitian ini bertujuan untuk nenyebarkan sebuah media pembelajaran berupa video animasi teknik cekikan judo (shime waza) yang berbasis aplikasi yaitu articulate storyline. Metode penelitian yang dilaksanakan memakai metode penelitian model pengembangan Research and Development. Analisis data yang diperoleh dari pakar judo dengan hasil persentase sebanyak tujuh puluh lima persen, pakar kepelatihan dengan hasil persentase sebanyak lima puluh delapan persen, pakar media dengan hasil persentase sebanyak sembilan puluh enam persen, uji coba kelompok kecil menggunakan hasil persentase sebanyak delapan puluh tujuh persen dan uji coba kelompok besar menggunakan hasil persentase sebanyak sembilan puluh persen. Dapat disimpulkan bahwa pengembangan berupa media pembelajaran video animasi teknik cekikan judo (shime waza) berbasis aplikasi articulate storyline PJSI di Kabupaten Pasuruan layak untuk dipakai menjadi media pembelajaran.
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Amiruddin, Muhammad Fahmi, and Ari Wibowo Kurniawan. "Pengembangan Media Pembelajaran Terapi Masase Berbasis Aplikasi Articulate Storyline." Sport Science and Health 3, no. 7 (July 8, 2021): 533–42. http://dx.doi.org/10.17977/um062v3i72021p533-542.

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Abstract: This research and development aims to develop massage therapy learning media based on the articulate storyline application which can later be used in learning in the PJKR FIK UM department and can make it easier for students to understand massage therapy material. The method used is the Research and Development approach with a development research model with the steps (1) needs analysis, (2) doing product design (design), (3) product development (development), (4) implementation or (implementation), and (5) product evaluation (evaluation). The test results of the whole product involved 60 students of PJKR FIK UM. Based on the results of data analysis obtained from trials with aspects of ease, clarity, attractiveness, suitability, and usefulness, the average result is 95 percent in small group trials with 10 students as subjects and 90 percent in large group trials with 50 students as subjects. Based on the results of data analysis, it can be concluded that the product of developing massage therapy learning media based on the articulate storyline application can be said to be suitable for use as massage therapy learning media for students majoring in PJKR FIK UM. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran terapi masase berbasis aplikasi articulate storyline yang nantinya dapat digunakan dalam pembelajaran di jurusan PJKR FIK UM dan dapat mempermudah mahasiswa dalam memahami materi terapi masase. Metode yang digunakan yaitu pendekatan Research and Development dengan model penelitian pengembangan dengan langkah-langkah (1) Analisis kebutuhan (analysis), (2) melakukan desain produk (design), (3) pengembangan produk (development), (4) pelaksanaan atau (implementation), dan (5) evaluasi produk (evaluation). Hasil uji coba keseluruhan produk melibatkan 60 mahasiswa PJKR FIK UM. Berdasarkan hasil analisis data yang diperoleh dari uji coba dengan aspek kemudahan, kejelasan, kemenarikan, kesesuaian, dan kegunaan mendapatkan hasil rata-rata sebesar 95 persen pada uji coba kelompok kecil dengan jumlah subjek 10 mahasiswa dan 90 persen pada uji coba kelompok besar dengan jumlah subjek 50 mahasiswa. Berdasarkan hasil analisis data dapat disimpulkan bahwa produk pengembangan media pembelajaran terapi masase berbasis aplikasi articulate storyline dapat dikatakan layak digunakan sebagai media pembelajaran terapi masase untuk mahasiswa jurusan PJKR FIK UM.
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Septiani, Anggit, Meiliana Nurfitriani, and Yopa Taupik Saleh. "THE DEVELOPMENT OF TAMAN PENJUMLAHAN LEARNING MEDIA ASSESTED ARTICULATE STORYLINE 3 ON ADDITIONAL CONCEPT IN FIRST GRADE OF ELEMENTARY SCHOOL." Cendekiawan 3, no. 1 (June 30, 2021): 34–44. http://dx.doi.org/10.35438/cendekiawan.v3i1.211.

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This study aims to develop and test the effectiveness of the additional media with the aid of articulate storyline 3 on the concept of summation in the first grade of SDN II Linggasirna. The method used is the method of developing R&D (Research and Development) Sugiyono. The product trial in this study includes three stages, namely one-on-one trials conducted on 3 students, small group trials conducted on 7 students, and large group trials conducted on 20 students. The data analysis technique used in this research is qualitative and quantitative data analysis. Data collection techniques using a questionnaire and pretest-posttest. The results of the study show that the development of the addition garden media with the help of articulate storyline 3 on the concept of addition is already valid. The results of the pretest and posttest were calculated using the paired sample T-Test analysis technique, the results obtained were count > table or 12,665 > 2,093, which means Ho is rejected and Ha is accepted, meaning that there is a significant difference between before and after being given treatment using the media garden summation assisted by articulate storyline 3 on the concept of summation in the first grade of SDN II Linggasirna. Based on the average results, the posttest value of 87.30 is greater than the pretest of 66.05. Then the addition garden learning media assisted by articulate storyline 3 can be said to be feasible and effective to use in the concept of addition.
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Penuel, William R., Anna-Ruth Allen, Kate Henson, Melissa Campanella, Rachel Patton, Kristin Rademaker, Will Reed, et al. "Learning Practical Design Knowledge through Co-Designing Storyline Science Curriculum Units." Cognition and Instruction 40, no. 1 (January 2, 2022): 148–70. http://dx.doi.org/10.1080/07370008.2021.2010207.

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