
Optimising the utilisation of computer-based technology through interactive multimedia for entrepreneurship learning
Author(s) -
Roemintoyo Roemintoyo,
Noor Miyono,
Ngurah Ayu Nyoman Murniati,
Mochamad Kamil Budiarto
Publication year - 2022
Publication title -
cypriot journal of educational sciences
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.22
H-Index - 5
eISSN - 1305-905X
pISSN - 1305-9076
DOI - 10.18844/cjes.v17i1.6686
Subject(s) - addie model , computer science , interactive media , multimedia , variety (cybernetics) , process (computing) , quality (philosophy) , information and communications technology , data collection , vocational education , needs analysis , test (biology) , product (mathematics) , human–computer interaction , world wide web , psychology , pedagogy , paleontology , philosophy , statistics , geometry , mathematics , epistemology , artificial intelligence , biology , operating system
ICT-based learning media innovation is very relevant to support the learning process. Therefore, this study aims to develop interactive multimedia products that are suitable for use in learning activities. The method in this research is research and development (R&D) which adopts the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The data collection technique used was a non-test technique, with a variety of instruments at each stage. At the analysis stage we used an observation sheet and a needs analysis questionnaire; at the design stage we used a document study and then at the development and implementation stage we used a multimedia feasibility questionnaire for media experts, teachers and 54 students. The results showed that during the learning process the teacher was not optimal in utilising ICT-based media; students strongly supported the development of interactive multimedia, which was good, followed by several suggestions for improving product quality. Overall, the interactive multimedia is included in the appropriate category as an instructional media.
Keywords: multimedia, feasibility, vocational high school, learning activities, interactive, Computer