Multimedia Feasibility of Kondan Dance Interactive ...Petarukan" explained that the method can...

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Multimedia Feasibility of Kondan Dance Interactive Learning for Junior High School Students Putri Rahmawati Yogyakarta State University Yogyakarta, Indonesia [email protected] Rumi Wiharsih. Yogyakarta State University Yogyakarta, Indonesia [email protected] AbstractThe study aimed to determine the feasibility of interactive learning ofKondan dance for junior high schools andwas validated by media experts, material experts, teachers and students. In the process of product development, conducted through several stages: alpha test, revise, beta test and final revision. Data collection techniqueswere observation, interviews, and questionnaires. The findings of this study were: (1) the feasibility of Kondan Dance multimedialearning based on the assessment by media experts is 3.67 with criteria of "Very Good"; (2) the feasibility of Kondandance multimedia learning based on the assessment by material experts is 3.6 with criteria of "Very Good"; (3) the feasibility of Kondandance learning multimedia based on the assessment by teacher is 3.5 with criteria of "Very Good"; (4) the feasibility ofKondan dance multimedia learning based on the assessment by media experts is 3.75 with criteria of "Very Good"; (5) the result of beta test to 27 students is 3.56 with criteria of "Very Good". Based on the findings, the Kondan dance learning multimedia product was "feasible" to be used in the learning process for junior high school. Keywordlearning multimedia, kondan dance, feasibility, junior high school. I. INTRODUCTION Learning media is a tool to assist teaching and learning process and it is used to stimulate students' thoughts, feelings, attention and abilities [1, 2]. With the developments of technology, the education sector has developed a lot of multimedia learning. The multimedia learning is one type of media that is complex and integrates medias into one unit. The previous research results have shown that the use of learning multimedia can improve the students’ learning outcomes, interests, and motivation. The research on the development of dance multimedia learning is important to make an interesting learning and can stimulate the students' creativity in mastering the learning competencies [3]. Dance learning materials in Sanggau regency are still minimal toward the local/indigineous dance. The factors that influence the phenomenom are lack of students’ interest, limited of teacher, lack of facilities and infrastructure, and limited of subject materials. Lack of student interest can also influence by the expository learning models learning method of face to face between teachers and students, then it does not stimulate yet the students' interest. Therefore, based on these problems, the effort to inform Kondan dance is through creating a multimedia product of dancing. Based on the previous background, this article tried to find out the feasibility of Kondan dance multimedia interactive learning for junior high school. The study aimed to determine the feasibility of multimedia interactive learning of Kondan dance for junior high schools. The rest of this paper is organized as follow: Section II presents literature review. Section III describes material & methodology. Section IV presents the obtained results and following by discussion. Finally, Section V concludes this work. II. LITERATURE REVIEW This section presents literature review. Budiono and Fairuzabani [4] on a study entitled "Spatial Information System of Indonesian Traditional Dance based on Multimedia Web". The research produced spatial information system of Indonesian traditional dance based on multimedia web, where this system has tested and able to run well. This research can be developed by adding information about cultural diversity, especially traditional / customary dances. The research has similarities or relevance, which is multimedia-based research. A research conducted by Kennedy, et al. in [5], entitled "Using Multimedia tools to support Teacher Candidates learning", showed that using Mayer’s cognitive theory through instructional technology learning will save the teachers’ time in teaching and learning process. The research has similarities or relevance, which is multimedia-based research. A research conducted by Kline and Catrambone in [6] entitled "The Influence of Spatial Ability on Multimedia Learning". In this study, subjects received unimodal lessons on three physical systems; pictorial and textual format. The multimedia effect is higher for subjects on pictorial tasks. The finding of this study showed that the ability of students is better on using the pictorial than textual. The research has similarities or relevance, which is multimedia-based research. Barzegar, et al. in [7] in a study entitled "The Effect of Teaching Models Based on Multimedia and Network on the Student Learning". In this study, the use of multimedia and computer in learning process has very positive effect, by combining the latest learning model and traditional learning model. The result showed that the score of students who are taught using multimedia has higher score than traditional methods. The research has similarities or relevance, which is multimedia-based research. Saputra and Purnama in [8] on a research entitled "Developing of Interactive Multimedia 2nd International Conference on Art and Arts Education (ICAAE 2018) Copyright © 2019, the Authors. Published by Atlantis Press. This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/). Advances in Social Science, Education and Humanities Research, volume 327 183

Transcript of Multimedia Feasibility of Kondan Dance Interactive ...Petarukan" explained that the method can...

  • Multimedia Feasibility of Kondan Dance Interactive

    Learning for Junior High School Students

    Putri Rahmawati

    Yogyakarta State University Yogyakarta, Indonesia

    [email protected]

    Rumi Wiharsih.

    Yogyakarta State University Yogyakarta, Indonesia

    [email protected]

    Abstract—The study aimed to determine the feasibility of

    interactive learning ofKondan dance for junior high schools

    andwas validated by media experts, material experts, teachers

    and students. In the process of product development, conducted

    through several stages: alpha test, revise, beta test and final

    revision. Data collection techniqueswere observation,

    interviews, and questionnaires. The findings of this study were:

    (1) the feasibility of Kondan Dance multimedialearning based

    on the assessment by media experts is 3.67 with criteria of "Very

    Good"; (2) the feasibility of Kondandance multimedia learning

    based on the assessment by material experts is 3.6 with criteria

    of "Very Good"; (3) the feasibility of Kondandance learning

    multimedia based on the assessment by teacher is 3.5 with

    criteria of "Very Good"; (4) the feasibility ofKondan dance

    multimedia learning based on the assessment by media experts

    is 3.75 with criteria of "Very Good"; (5) the result of beta test to

    27 students is 3.56 with criteria of "Very Good". Based on the

    findings, the Kondan dance learning multimedia product was

    "feasible" to be used in the learning process for junior high

    school.

    Keyword—learning multimedia, kondan dance, feasibility, junior high school.

    I. INTRODUCTION

    Learning media is a tool to assist teaching and learning

    process and it is used to stimulate students' thoughts, feelings,

    attention and abilities [1, 2]. With the developments of

    technology, the education sector has developed a lot of

    multimedia learning. The multimedia learning is one type of

    media that is complex and integrates medias into one unit.

    The previous research results have shown that the use of

    learning multimedia can improve the students’ learning

    outcomes, interests, and motivation. The research on the

    development of dance multimedia learning is important to

    make an interesting learning and can stimulate the students'

    creativity in mastering the learning competencies [3]. Dance

    learning materials in Sanggau regency are still minimal

    toward the local/indigineous dance. The factors that influence

    the phenomenom are lack of students’ interest, limited of

    teacher, lack of facilities and infrastructure, and limited of

    subject materials. Lack of student interest can also influence

    by the expository learning models – learning method of face

    to face between teachers and students, then it does not

    stimulate yet the students' interest. Therefore, based on these

    problems, the effort to inform Kondan dance is through

    creating a multimedia product of dancing.

    Based on the previous background, this article tried to

    find out the feasibility of Kondan dance multimedia

    interactive learning for junior high school. The study aimed

    to determine the feasibility of multimedia interactive learning

    of Kondan dance for junior high schools.

    The rest of this paper is organized as follow: Section II

    presents literature review. Section III describes material &

    methodology. Section IV presents the obtained results and

    following by discussion. Finally, Section V concludes this

    work.

    II. LITERATURE REVIEW

    This section presents literature review. Budiono and

    Fairuzabani [4] on a study entitled "Spatial Information

    System of Indonesian Traditional Dance based on

    Multimedia Web". The research produced spatial information

    system of Indonesian traditional dance based on multimedia

    web, where this system has tested and able to run well. This

    research can be developed by adding information about

    cultural diversity, especially traditional / customary dances.

    The research has similarities or relevance, which is

    multimedia-based research. A research conducted by

    Kennedy, et al. in [5], entitled "Using Multimedia tools to

    support Teacher Candidates learning", showed that using

    Mayer’s cognitive theory through instructional technology

    learning will save the teachers’ time in teaching and learning

    process. The research has similarities or relevance, which is

    multimedia-based research.

    A research conducted by Kline and Catrambone in [6]

    entitled "The Influence of Spatial Ability on Multimedia

    Learning". In this study, subjects received unimodal lessons

    on three physical systems; pictorial and textual format. The

    multimedia effect is higher for subjects on pictorial tasks. The

    finding of this study showed that the ability of students is

    better on using the pictorial than textual. The research has

    similarities or relevance, which is multimedia-based research.

    Barzegar, et al. in [7] in a study entitled "The Effect of

    Teaching Models Based on Multimedia and Network on the

    Student Learning". In this study, the use of multimedia and

    computer in learning process has very positive effect, by

    combining the latest learning model and traditional learning

    model. The result showed that the score of students who are

    taught using multimedia has higher score than traditional

    methods. The research has similarities or relevance, which is

    multimedia-based research. Saputra and Purnama in [8] on a

    research entitled "Developing of Interactive Multimedia

    2nd International Conference on Art and Arts Education (ICAAE 2018)

    Copyright © 2019, the Authors. Published by Atlantis Press. This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

    Advances in Social Science, Education and Humanities Research, volume 327

    183

    mailto:[email protected]:[email protected]

  • Learning for Computer Organization Courses” explained that

    the use of interactive multimedia learning can help the

    students’ or users in performing self-learning. In addition, the

    attractive appearance and sounding features make users more

    interesting in learning. The research has similarities or

    relevance, which is multimedia-based research.

    Sun and Cheng in [9] in a study entitled "The design of

    instructional multimedia in e-learning: a media richness

    theory-based approach" explained that the development of

    multimedia learning has a high potential in improving the

    students’ learning outcomes. The research has similarities or

    relevance, which is multimedia-based research. Nusir, et al.

    [10] in a research entitled "Studying the impact of using

    multimedia interactive programs on children’s abiity to learn

    basic math skills" explained that the use of multimedia

    cartoon characters can increase the students' attention to the

    subject material. In addition, there are no significant

    differences of obtained scores between male and female

    students. The research has similarities or relevance, which is

    multimedia-based research.

    Koury, et al. [11] in a study entitled "The Effects of

    Instructional Implementation on Learning with Interactive

    Multimedia Case-Based Instruction" explained that it helped

    the educators/teachers in observing the students through

    different perspectives and understanding the values among

    the students. The research has similarities or relevance, which

    is multimedia-based research. Suharwati [12] in a research

    entitled "Increasing the Interest and Learning Outcomes of

    Berpasangan Nusantara Dance Appreciation through

    Audiovisual Media on Grade 8 Students SMP Negeri 3

    Petarukan" explained that the method can increase the

    students’ interest to the dance material. With the method can

    also provide a real picture and clarity the material. And, it can

    increase the students' interest in studying the dance. The

    research has similarities or relevance, which is multimedia-

    based research.

    Yudha, et al. in [13] in a research entitled "Developing of

    Matembang Sekar Alit Video with Direct Instructional

    Model-Based in SMP Negeri 5 Singaraja" found out that the

    video of Matembang Sekar Alit with Direct Instruction

    model-based is effective to improve the students' Matembang

    ability on grade VIII. The research has similarities or

    relevance, which is multimedia-based research.

    III. MATERIAL & METHODOLOGY

    This section describes material and proposed methodology

    A. Data In the development product, conducted through the following

    stages:

    Conducted Alpha test. At this stage, after the product development, continued to alpha test. In this test, the

    product will be assessed by media experts, material

    experts, teachers, and students. It aimed to determine the

    lack of the developed product. The results of alpha test will

    be used to find out whether the product is feasible or not

    and to be tested in the field.

    Make revision. At this stage, revisions were conducted after obtained the results of assessment data by media

    experts, material experts, teachers and students.

    Conducted beta test. The beta test tested on users who will use multimedia learning products. At this stage, the test

    involved a lot of students and tested in the learning

    process. At the end of the learning process, the students

    will be provided questionnaire to provide assessments and

    responses toward the multimedia products.

    Make final revision. At this stage, the results of assessment on beta test were used as product revision materials.

    B. Method In this particular study, the data collection method used 3

    steps, are:

    Observation, conducted on the subject of the research. Observations were made during Kondan dance learning

    process aiming to observe the responses’ subjects toward

    the multimedia. At this observation stage, the student

    activity will be observed; how the students pay attention to

    the teacher, follow the learning process, and obtain the

    material.

    Interview is a method of data collection conducted direct and open. This method is conducted before the research in

    order to investigate and obtain information to complete the

    data.

    In this study, interviews were conducted to art teacher ongrade VIII in SMP Negeri 1 Kembayan, Mrs.Hotmaida

    Manurung, S.Si and the principal,Mr. Armanson Saragih,

    S.Pd. The interview refers to the subject material, but can

    also develop based on the respondents’ answer of the

    previous question.

    Questionnaire is a method of collecting data in written questions with written answers. Questionnaire is provided

    at the end of learning which aims to find out the students’

    respond and impact on the application of multimedia

    learning Kondan dance. This method is used to find out the

    subjects’ response in written. There were 4 (four) types of

    questionnaires in this study, are: 1) questionnaire for

    media experts; 2) questionnaire for material expert; 3)

    Questionnaires for teachers; and 4) questionnaires for

    students.

    C. Data Analysis Techniques

    This section presents data analysis techniques.

    Data Observation and Interviews Result The result data of research and development are

    responses, suggestions and insights from material experts,

    interviews to teachers and supervisors, media experts,

    students’ responses, and observation records. The data are

    used as the basis for program improvement. The data were

    analyzed by using descriptive qualitative approach, and

    drawing the conclusion.

    Data of Product Assessmemnt Result Data from product assessment are data of an assessment

    score toward the quality of multimedia products. Then, the

    Advances in Social Science, Education and Humanities Research, volume 327

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  • data is analyzed using descriptive quantitative approach. The

    4 (four) scales of score range is used, with the description:

    Very Good = 4

    Good = 3

    Less = 2

    Very Less = 1

    Next, the obtained score is summed and calculated the

    average score, with the formula:

    Xi = skor rata-rata

    Xi = Average score

    ∑X = Total score

    n = Number of question items

    Then, the obtained average score is converted into four-

    scale qualitative data, with the formula in Table I as follow:

    TABLE I. CONVERTION OF QUANTITATIVE DATA INTO QUALITATIVE DATA WITH FOUR-SCALE

    Score Average Score Classification

    4 3.50 – 4.00 Very Good

    3 3.01 – 3.49 Good

    2 2.01 – 3.00 Less

    1 1.01 – 2.00 Very Less

    In this study, the minimum product feasibility score is

    statedas "Good" category. It is result of the assessment of

    media experts, material experts, teachers and students. By the

    "Good" category, then, the product isstatedas feasible to be

    used as learning media.

    IV. RESULTS AND DISCUSSION

    Observation Result The observation was conducted in SMP Negeri 1

    Kembayan, Kembayan District, Sanggau Regency, West

    Kalimantan Province. Observation toward the learning is

    conducted in grade VIII F as the subject of trial. The aspects

    of observation guidelines are: school condition, class

    condition, student condition, teacher, learning process, and

    set of learning tool.

    Based on the results of observations, concluded that the

    supporting facilities for learning activities such as laptops,

    computers, and LCD Projectors are available properly.

    Costumes and set of dance tools are available properly such

    as 7 pairs of dance costumes, 4 pieces of fan properties, 1

    speaker and a hall for dance practice. The total numbers of

    students in grade VIII are 186 students and divided into 6

    classes. Teachers are still referred to the book during the

    process of learning dance in the classroom. As the impact, the

    learning process becomes un-interactive.

    Interview Result Interview conducted to Mrs. Hotmaida Manurung, S. Si

    as teacher of grade VIII and Mr. Armanson Saragih, S. Pd as

    principal of SMP Negeri 1 Kembayan. Based on the

    interview, found some facts: 1) the 2013 curriculum has used

    in the dance learning process, 2) the learning method is

    traditional methods, 3) It does not use other learning media

    resources, such as interactive multimedia learning, 4) Amost

    all schools in Sanggau regency do not have a dance teacher

    because the lack of graduates of dance eduction faculty, and,

    5) aslo stated that Junior High Schools need multimedia

    learning to assist the teachers in providing materials to

    students.

    Aplha Test Result 1) Results of Product Assessment by Media Expert

    Media expert on alpha test was Dr. Soenaryo Soenarto.

    The assessment process was conducted on 15 to 26 February

    2018. There are 3 (three) assessment components: media

    design, media operation, media navigation, and

    expediency/beneficial.

    Based on the assessment results, it obtained scores of 125

    with an average score of 3.67 and average result of 91.75.

    Based on datascores, the score of 3.6 is in criteria of "very

    good" and it is feasibe to be tested into the field.

    2) Results of Product Assessment by Material Expert The material expert on alpha test was Dr. Kuswarsantyo.

    The assessment process was conducted on 20 to 26 February

    2018. There are 8 (eight) assessment components: the quality

    of learning objectives, the quality of learning materials, the

    clearness oflearning instruction, the quality of student

    motivation, stimulatethe previous skills, the quality of

    evaluation, the quality of display, and the beneficial material.

    Based on the assessment results, it obtained scores of 112

    with an average score of 3.6, and average result of 90. Based

    on data scores, the score of 3.6 is in criteria of "very good"

    and it is feasibe to be tested into the field.

    3) Results of Product Assessment by Teacher Assessment of multimedia products by teacher was

    conducted by Hotmaida Manurung, S. Si as teacher of grade

    VIII. The assessment was conducted on February 28, 2018.

    There are 2 (two) assessment components: media display and

    material content. Based on the assessment results, it obtained

    score of 110 with an average score of 3.5 and average result

    of 87.5. Based on data score, the score of 3.5 is in criteria of

    "very good" and it is feasibe to be tested into the field.

    4) Results of Product Assessment by Students Assessment of multimedia products wereprovided by 3

    (three) students who are considered having competent in

    providing assessment of the product. Assessment was

    conducted on February 29, 2018. Based on the assessment

    results, it obtained score of 109 with an average score of 3.75

    and average result of 93.75. Based on data score, the score of

    3.75 is in criteria of "very good" and it is feasibe to be tested

    into the field.

    Result of Beta Test The beta test tested on users who will use multimedia

    learning products. At this stage, the test involved a lot of

    students and tested in the learning process. At the end of the

    learning process, the students will be provided questionnaire

    to provide assessments and responses toward the multimedia

    products.

    The subjects who were not involved in alpha test were 27

    students of grade VIII F SMP Negeri 1 Kembayan. The Beta

    Xi = ∑X

    n (1)

    Advances in Social Science, Education and Humanities Research, volume 327

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  • Test was conducted on March 13, 2018. Based on the product

    trial results, the average score is 3.56 with "very good"

    criteria. The results of beta test are presented in following

    Table II below.

    TABLE II. RESULT OF BETA TEST

    The feasibility criterias of previous assessment results refer

    to the table of 4 (four) scaleof scoring criteria si presents in

    Table III as follow:

    TABLE III. ASSESSMENT CRITERIA

    Score Average Score Classification

    4 3.50 – 4.00 Very Good

    3 3.01 – 3.49 Good

    2 2.01 – 3.00 Less

    1 1.01 – 2.00 Very Less

    V. CONCLUSION

    Based on results of product assessment on alpha test and beta test, the result of assessment products by media expert obtained score of 125 with average score of 3.67 and average result of 91.75. Based on the results, the score of 3.6 is in criteria of "very good". In the product assessment by material expert, it obtained scores of 112 with an average score of 3.6, and average results of 90. Based on data score, the score of 3.6 is in criteria of "very good". In the product assessment by teacher, it obtained scores of 110 with an average score of 3.5, and the average result of 87.5. Based on data score, the score of 3.5 is in criteria of "very good". In the product assessment by students, it obtained score of 109 with an average score of 3.75 and average result of 93.75. Based on data score, the score of 3.75 is in criteria of "very good". Based on the results of product trial to 27 students, it obtained average score of 3.56 and it is in criteria of "very good". Based on data, the Kondan dance learning multimedia product is "feasible" to be used in the learning process in the classroom for the Junior High School students.

    REFERENCES

    [1] Kozma, R. B. (1991). Learning with media. Review of educational research, 61(2), 179-211.

    [2] Clark, R. E. (1983). Reconsidering research on learning from media. Review of educational research, 53(4), 445-459.

    [3] Skjulstad, S., Morrison, A., & Aaberge, A. (2002). Researching performance, performing research: dance, multimedia and

    learning. Researching ICTs in context, 211-248.

    [4] Budiono, A., & Fairuzabadi, M. (2010). Sistem informasi spasial tarian adat indonesia Berbasis web multimedia. Jurnal Dinamika

    Informatika Volume, 4(2), 2010, 101 -110

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    study: Guidance schools in Iran). Procedia - Sosial and Behavioral

    Sciences 47 (2012) 1263 – 1267.

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    Speed - Sentra Penelitian Engineering dan Edukasi, 4(2).

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    Computers & Education 49 (2007) 662 – 676.

    [10] Nusir, S., Alsmadi, I., Al-Kabi, M., et al. (2013). Studying the impact of using multimedia interactiv programs on children’s ability to learn

    basic math skills. E Learning and Digital Media, 10(3), 305-319.

    [11] Koury, K.M.K., Fitzgerald, G., Hollingsead, C., et al. (2009). The effects of instructional implementation on learning with interactive

    multimedia case-based instruction. Teacher Education and Special

    Education 32(4) 297 –318.

    No.

    Elements of Assessment

    Total of

    Score

    (27 Respondents

    )

    Aver

    age

    1 The attraction of overall appearance 100 3.7

    2 The attraction of product icon

    picture 93 3.44

    3 Design compatibility and material 94 3.48

    4 The clarity of Video display 102 3.77

    5 The clarity of Picture display 103 3.8

    6 The clarity of Picture 100 3.7

    7 Picture Size 93 3.44

    8 The clarity of text to be read 96 3.55

    9 Font type selection 95 3.51

    10 The selection of font size 90 3.33

    11 The compability of text color and background

    97 3.59

    12 The color selection in overall display

    98 3.62

    13 The clarity of sound in naration 93 3.44

    14 The music background selection 96 3.55

    15 The clarity of sound in video 98 3.62

    16 The appropiateness of material with KI (core competence) and KD

    (basic competence)

    92 3.4

    17 The material selection to be learned 99 3.66

    18 The appropiateness of material with

    learning goal 94 3.48

    19 The attraction of illustration

    selection 97 3.59

    20 The appropiateness of pictures with

    the material 98 3.62

    21 The use of understable language 100 3.7

    22 The appropiateness of tasks with the

    material 96 3.55

    23 The clarity of instruction to do the

    tasks 94 3.48

    24 The product display to increase

    motivation 94 3.48

    25 Providing sentences to motivate 96 3.55

    26 Material presented in a coherent and

    clear 101 3.74

    27 The accuracy of the language used 101 3.74

    28 The clarity of instructions in using

    media 95 3.51

    29 The appropiateness of tasks with the

    provided material 93 3.44

    Total 2798 103.5

    Average 96.48 3.56

    Criteria Very Good

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  • [12] Suharwati, E. (2014). Meningkatkan Minat dan Hasil Belajar Apresiasi Tari Berpasangan Nusantara melalui Media Audiovisual

    pada Siswa kelas 8 SMP Negeri 3 Petarukan. Jurnal Penelitian

    Pendidikan, 31(2).

    [13] Yudha, I.G.N.P.K., Pudjawan, K., & Tegeh, I.M. (2017). Pengembangan Video Matembang Sekar Alit Berbasis Model Direct

    Instruction di SMP Negeri 5 Singaraja: e – Journal Educated

    Universitas Pendidikan Ganesha, 8(2).

    Advances in Social Science, Education and Humanities Research, volume 327

    187