Research on Adobe Flash Applications To Improve Learning Outcomes of Handball Courses for Students of Physical Education Study Program FKIP UNIB aims to improve learning outcomes in handball courses ...as well as to determine the effectiveness of Adobe applications in learning handball. The method used in this study is (Classroom Action Research), the results of this study are descriptive because in this study a description will be produced about the extent to which handball learning has been improved by using Adobe Flash in physical education students of FKIP UNIB. The sample of this research is the third semester students of Physical Education Study Program, totaling 24 people. The data analysis technique used in this study is descriptive statistics in the form of percentages presented in tables or graphs. The results of this study are students can improve learning outcomes in handball courses. This can be seen from the percentage results which show that at the time of the pre-cycle an average score of 62.50 was obtained, with 7 students getting a complete score of 29%. In the first cycle, the average score was 67.10 with 12 people completing the 50% percentage. And in the second cycle showed significant results with completeness reaching 21 students out of 24 students getting a percentage of 87.5%. From these results it shows that student learning outcomes increase after learning using Adobe Flash is applied..
This study aims to develop adobe flash learning media based on metacognitive abilities. The research method used is research and development (R&D) with the ADDIE model, which consists of 5 stages: ...Analysis, Design, Development, Implementation, and Evaluation.This research was conducted at SMA Negeri 1 Bantarkalong in the odd semester of the 2021/2022 academic year. Limited trials were carried out on five students of class XII MIPA 1, and field tests were carried out on class XII MIPA 2, which amounted to 21 people. The validation results of material and media experts stated that the adobe flash learning media based on metacognitive abilities was valid and could be used with some improvements.Based on the questionnaire responses, the limited trial students scored 191 in the "Good" category.At the same time, the results of the teacher's response questionnaire got a score of 132 in the "Very Good" class.Then the teaching activity observation sheet results obtained a teaching implementation score of 94% with the "Very Good" category. In addition, the results of the questionnaire responses from field test students scored 866 in the "Very Good" category.
This study aimed to determine the effect of adobe flash based interactive media on the PGSD students’ listening ability at FKIP Universitas Riau. This study involved 38 students consisting of 36 ...female students and 2 male students. The method in this study was pre-experimental design with one group pretest-posttest design. The instrument to collect the data was a test consisting of 50 questions both in pretest and posttest. Then, the data were analyzed by using descriptive statistical techniques. The results showed that there was adobe flash based interactive media had no effect on the students’ listening ability at FKIP Universitas Riau.
It is essential to improve students' numeracy literacy skills to apply concepts in everyday life and interpret information correctly, so interactive learning media is needed to support this. However, ...teachers need to be more optimal in using interactive learning media so that numeracy literacy skills are low. This study aimed to develop interactive media based on Adobe Flash Media CS6, the development used as ADDIE. The stages of this research model include Analysis, Design, Development, Implementation, and Evaluation. The results of this study indicate that the development of interactive learning media based on Adobe Flash CS6 can improve numeracy literacy skills. This can be seen from the average percentage of validity of 87% with very valid criteria, media expert validation of 78.3% with valid criteria, and practitioner validation of 94.2% with very valid criteria, besides that the average percentage of practicality obtained from the results of the black box testing questionnaire on five different types of android devices and types, 100% was successfully used. The percentage of effectiveness was 0.49, and the criteria were moderate. For this reason, interactive learning media based on Adobe Flash CS6 can be used as alternative learning at Madrasah Ibtidaiyah to improve numeracy literacy skills. Kemampuan literasi numerasi siswa penting untuk ditingkatkan agar siswa dapat mengaplikasikan konsep dalam kehidupan sehari-hari serta menginterpretasi informasi dengan baik, sehingga diperlukan media pembelajaran interaktif untuk mendukung hal tersebut. Namun guru belum maksimal dalam menggunakan media pembelajaran interaktif sehingga kemampuan literasi numerasi rendah. Tujuan penelitian ini adalah untuk mengembangkan media interaktif berbasis adobe media flash cs6, pengembangan yang digunakan adalah ADDIE. Adapun tahapan dari model penelitian ini meliputi: Analysis, Design, Development, Implementation, dan Evaluation. hasil dari penelitian ini menunjukkan bahwa pengembangan media pembelajaran interaktif berbasis adobe flash cs6 dapat meningkatkan kemampuan literasi numerasi. Hal ini dapat dilihat dari rata-rata persentase kevalidan sebesar 87% kriteria sangat valid, validasi ahli media sebesar 78,3% kriteria valid, dan validasi praktisi sebesar 94,2% dengan kriteria sangat valid, selain itu rata-rata persentase kepraktisan yang diperoleh dari hasil angket uji coba blackbox testing pada 5 perangkat android yang berbeda jenis dan tipe sebesar 100% berhasil digunakan dan persentase keefektivan sebesar 0,49 kriteria sedang. Untuk itu media pembelajaran interaktif berbasis adobe flash cs6 bisa digunakan alternatif pembelajaran di Madrasah Ibtidaiyah untuk meningkatkan kemampuan literasi numerasi.
The objectives of this study are 1) Producing interactive learning media for volleyball games based on the adobe flash professional application to improve student learning outcomes, 2) Knowing and ...analyzing the level of effectiveness of using interactive learning media adobe flash professional application-based volleyball games to improve student learning outcomes 3) Producing a product that can be helpful to accepted by teachers and students as a means of facilitating the learning process volleyball game. This research uses research and development (R and D) methods with experimental design (before-after). The population in this study was junior high schools at SMPN 1 Tegal, SMPN 5 Tegal, SMPN 6 Tegal, SMPN 7 Tegal, SMPN 8 Tegal, SMPN 14 Tegal, SMPN 15 Tegal, SMPN 17 Tegal, SMPN 18 Tegal and SMPN 19 Tegal. The sampling technique used a saturated sampling of 58 students. The results of this study: 1) Volleyball interactive learning media products based on the adobe flash professional application, which is an application that can be accessed via smartphones and computers. 2) Volleyball interactive learning media products based on the adobe flash professional application are effectively used in learning volleyball forms volleyball theory and practice i. Then the product v itas effect test research showed that volleyball learning media based on adobe flash professional applications have "Excellent" quality with an average percentage of 81.8% in the volleyball learning process. Based on the results of the study, it can be concluded that an adobe flash professional-based interactive learning media product has been produced, and the results of the product assessment show that teachers and students have a high interest because they have a good level of product effectiveness .
This study aimed to analyze: (1) The needs of multimedia Adobe Flash-based towards geographic learning, (2) Geography multimedia learning of Adobe Flash-based to increase students' curiosity, and (3) ...The feasibility of utilizing geography multimedia based on Adobe Flash-based learning using ADDIE method. The needs of multimedia learning assessment data were collected through questionnaires towards respondents (2 teachers and 32 students). Meanwhile, regarding the feasibility of multimedia geography learning to increase students' curiosity, data were gathered both by tests and questionnaires. The feasibility assessment was performed with expert validation instruments and student assessments. The data analysis tool utilized was one-way ANOVA. The study results as follows: (1) Students needs of geography multimedia learning based on Adobe Flash, (2) For effectiveness rate of multimedia and treatment, Fcount = 20,875> Ftable = 3.99, indicates that geography learning based on Adobe Flash is can escalate students’ curiosity, (3) Based on experts judgments and the students’ assessments, it could be concluded that the geography multimedia learning based on Adobe Flash is 91.4%, hence it is very suitable to be implemented. Multimedia learning based on Adobe Flash geography has increased students' curiosity and feasible to implement.
Keywords: Adobe Flash; Geography; Multimedia; Curiosity.
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This development aims to develop teaching materials for writing short stories with adobe flash SMP Class IX. The scope of this development is limited only to planning, material and evaluation in the ...learning process. The method used in this research is Research and Development (R&D), using a development research design using the Brog & Gall model. Teaching material development results obtained material expert test results 82% were declared feasible, media expert test 86% were declared feasible, small group field test 80% declared good, a large group field test 82.3% was declared good. So overall the data obtained from the development of instructional materials with adobe flash media is declared feasible, teaching materials with adobe flash media are effective in increasing motivation, focus and responsiveness while the evaluation results provide increased student ability in writing short stories.
Deaf people have difficulty in remembering things that are abstract so it is absolutely necessary learning media that can help the subject matter more concrete. The purpose of this study is to prove ...the effectiveness of Bhilar learning media in improving the ability to remember hijaiyah letters in deaf people. The research uses a quantitative approach to the Single Subject Research (SSR) method of A-B-A design. The subjects of this study were DN (12 years old) and OC (11 years). Based on the results of data processing, the baseline phase level mean 1 (A1) was obtained in the DN subject by 18.43 percent and OC by 15.62 percent. Mean intervention phase level (B) in DN subjects was 67.22 percent and OC was 58.89 percent. Mean baseline phase level 2 (A2) in DN subjects by 95 percent and OC by 86.87 percent. Then it can be concluded that Bhilar learning media proved effective in improving the ability to remember hijaiyah letters because Bhilar learning media uses visual imagery that forms mental images of information.