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
Rumi Wiharsih.
Yogyakarta State University Yogyakarta, Indonesia
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/).
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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
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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)
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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
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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).
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