Sie sind auf Seite 1von 4

The Implementation of Inquiry Learning Model on

Interactive Multimedia Based Animation to Increase


Learning Outcomes of Basic Network Students CNE
Class X
Indri Apriyani Novi Sofia Fitriasari Dedi Rohendi
Computer Science Education Computer Science Education Mechanical Engineering Education
FPMIPA UPI FPMIPA UPI FPTK UPI
novisofia@upi.edu dedir@upi.edu
indri.apriyani95@students.upi.edu

Abstract— The problem that is often occured during basic The result of field study to teacher and some students in
networking learning is the lack of supporting media to make the some SMK majoring in CNE in Bandung, showed that the
learning process more interesting and spur the students' students still have difficulty to comprehend one of subjects is
enthusiasm. Especially in learning the material of Computer basic network especially computer network concept.
Network Concept, just to imagine at a glance is not enough, but
Despitefully, the lack of supporting media makes learning less
they need to explore the concepts independently and more
actively. The material has characteristics that can not only be attractive and less spurred by students' enthusiasm and even
imagined but must be simulated or animated. In order to study the learning is still dominated by teachers so students can not
material, it needs a media that can clarify the characteristics of the explore the material directly.
material as well as the appropriate learning approach that is Therefore, an innovative method is needed that can help
inquiry learning model. Therefore, this study aims to: 1) develop students to explore more about the concepts that must be
multimedia-based animation with inquiry learning model to understood in the material. One of the supportive learning
improve students' cognitive learning outcomes; 2) measure the methods for students to explore is to use interactive
improvement of student learning outcomes after the multimedia based animation.
implementation of multimedia; 3) analyze student response to
Interactive multimedia is a tool consisting of a collection
multimedia learning. The Method of Comprehensive Lifecycle
(MCL) is used in this study which consists of the analysis phase, of media that can be operated by the user so that the user can
the design phase, the development phase, the implementation choose what is desired for the next process, where the tool is
phase, and the assessment phase. The Multimedia was tested at used in the learning process and allows the feedback of
SMK Medika Com Bandung. The results obtained are as follows: students given to this tool. By using interactive multimedia
1) the multimedia learning successfully developed and declared learning materials, students can be motivated to learn, because
feasible by media experts and material experts respectively 92% they can listen to audio, watch the video or view the text,
and 97%; 2) the implementation of multimedia learning can animation and graphics simultaneously [1]. Reference [2]
improve students' cognitive learning outcomes with a gain index concludes that the presence of MLRS received a positive
of 0.56 which is included in the "moderate" category; 3) the result
acceptance from users. Reference [3] concludes that By
of student's response analysis to the learning multimedia obtain a
"good" result with the average of 77%. having MESE, learning process will be more interesting and
Keyword— Interactive Multimedia, Animation, Inquiry Model, pleasant so that students with cognitive disabilities will easily
Cognitive Learning Outcomes understand the material. Despitefully, animations increase
students’ awareness to learning, improve their powers of
perception, and positively influence their learning skills [4].
I. INTRODUCTION Then, animation have been suggested by the researcher as
Computer learning in vocational high schools majoring in innovative teaching methods [5]. Reference [6], concludes
Computer Network Engineering (CNE) aims to give students that Animation can be utilized in the learning environment as
the chance to have computer skills such as computer an effective tool to educate.
assembling skills, designing and building networks, diagnosing In addition to media, learning models must be considered
and repairing computers, creating computer programs, etc, in learning. This is to help the learning process to be more
which is has a relation to technology life. In addition, the output leverage and interesting. By looking at the needs in the
of students after graduate should be directed to be able to open computer network concept materials, the most suitable
a business independently or work professionally with the skills learning approach is student center learning model like inquiry
learning model. Inquiry learning model might raise students’
learned from school.
motivation due to the fact that they give students freedom in
making their choice, provide them with opportunities to carry III. RESEARCH RESULT
out self regulation and to take part in projects they are The first stage of this research is the analysis, which is to
interested in [7]. In the study of inquiry they were engaged, determine the needs of software development, both for
self-directed and took responsibility and accountability for students, teachers and the environment by conducting
their own work [8]. Reference [9] conclude that students who interviews and questionnaires to students and teachers. Thus,
were instructed through inquiry-based learning were achieved the results obtained that the difficult subjects are considered
higher score than the ones which were instructed through the by the students is the subjects of Basic Network on the
traditional method. computer network concept material.
After that, look for the right model of learning and
II. RESEARCH METHODOLOGY
multimedia. The learning model chosen is Inquiry and media
Selection of research methods based on actual that will be developed is interactive multimedia based on
problems, the object studied, the variables studied, and the animation because looking from the characteristics of
purpose of the research. The actual problems in this vocational students who are happy to find out something
research are going on as they are. Problem in this research new, still happy to play and tend to be lazy to learn. In
require measurement to know the influence of a variable. addition, seen from the aspect of the characteristics of the
Referring to the actual problems in this research, the process basic network material itself can be said that to study the
used in this research is quantitative descriptive method. material students are not enough just to imagine at a glance,
Multimedia development method used in this research but need to explore the concepts independently and more
is life cycle method which is divided into five stages [10] actively. The material has properties that can not be
that is (1) analysis, (2) design, (3) development, (4) imagined but must be simulated or animated.
implementation and (5) assesment involving user, Furthermore, made Flowchart and Storyboard. Flowchart
environmental, learning, curriculum, prototype, system created depicts the flow of multimedia in this study. Starting
usage and improvement aspects. from login, stages of inquiry and up to evaluation.
Information : Storyboard made then given the descriptions in accordance
1. In the analysis stage, the analysis of teaching and with their respective functions, the description is intended to
learning objectives, learners, competency standards and give the picture given the storyboard more clearly and
basic competencies, facilities and infrastructure, realistically when applied in multimedia.
educators and the environment.. The pre and post test are made after the treatment and the
2. At the design stage, the design of the elements required question is validated by experts and educational materials
in multimedia development. The design phase includes experts. The results of the validation test are summarized in the
the flowchart and storyboard needed in the development following points:
of instructional media.
3. At the development stage, flowchart and storyboard that 1. From the validity test, there are 2 questions that have a
have been made at the design stage, then developed into very poor level of validity, 3 questions have a poor level
multimedia, and validation of multimedia before of validity, 22 questions have a high level of validity, and
multimedia is implemented in the implementation 17 questions have a high level of validity.
phase. 2. The results obtained from reliability is 0.97. This shows
4. At the implementation stage there are testing units that that the item is reliable, because the coefficient value
have been developed in the teaching and learning belongs to very high category.
process and also the prototypes that have been prepared. 3. The results obtained from the level of difficulty test that
Testing is done directly by the target users of this there are 14 easy questions, 19 problems adequate and 9
research. difficult questions.
5. Assessment stage is the final step, done to know for sure 4. The results obtained from the differentiator test, there are
the advantages and weaknesses of software developed 13 questions that have a very good distinguishing
so that it can make software (refinement) and refinement strength, 28 questions have a good distinguishing
developed for the development of software more strength, and 2 problems that have a adequate
perfect. distinguishing strength.

The population in this study were students of SMK in The next stage is the interactive multimedia
Bandung, while the sample in this study were 32 students development stage. Display multimedia interface as in the
who are in class X CNE B. figure below:
Data collection of research conducted by using research
instruments, questionnaires and tests that have been tested its
quality by testing the validity, reliability, distinguishing
diferentiator and difficulty level.
Figure 1. Login page Figure 7. Formulates the conclusions page

The media that has been made is validated by media


experts and material experts. At this phase, researchers
used questionnaires to obtained validation from media
experts and material experts. Overall, multimedia used in
this research is very good, this is evidenced by the
percentage of feasibility obtained from media experts by
Figure 2. Orientation page
92% and material experts by 97%. After getting these
results then the multimedia can be used in the test phase.
After that, the research was done to students of SMK
Medikacom in Bandung. This research was conducted to
29 students of class X CNE B. Before doing the treatment,
the researcher did pretest of 25 multiple choice questions
for the initial measurement of students' cognitive ability
on the material. After the pretest it is known the initial
ability of each student.
Figure 3. Formulates the problem page
The next phase, researchers do the treatment by
using Inquiry model which is implemented into
interactive multimedia. The last phase is to do the posttest.
From the posttest score results indicate an increase in
students, from the results of initial measurement or pretest
also non-remedial value. If it is related to the treatment
process by using Inquiry model which is implemented in
interactive multimedia, the students take an active role in
the learning process.
Figure 4. Formulating the hypothesis page To see the results of cognitive improvement,
researchers refer it from the measurement results that have
been obtained that is pretest and posttest. The result of
pretest got average value equal to 40,55, and the result of
posttest got average value equal to 76,14. From these data,
obtained the gain value of the average pretest value and
the average posttest value of 0.56 that into the category
of adequate. This proves an increase in student learning
outcomes, but due to some constraints occurring at the
Figure 5. Collects data page research causing the gain index results not included in the
high category. Some of these obstacles are some
computers that suddenly turn off during the learning
process so that students lose the enthusiasm of learning by
using multimedia learning.
In addition to these constraints there are also
other factors that can affect the learning outcomes of
student conditions such as fatigue. The treatment was
conducted at the last lesson hours. This can cause students
Figure 6. Test hypothesis page to feel exhausted and take a less attention in doing
posttest. Indirectly this will also impacted in the posttest
result.
From this research also get result of student response
to multimedia used in process of
learning with model of Inquiry which implemented in
interactive multimedia. 3. Constraints
The average of all student responses scored 79% There are some computers that suddenly turn off
which can be categorized as good. This showed that the in the middle of learning so that students lose
interactive multimedia used to obtain a positive response enthusiasm to learn to use multimedia learning and
from students. This interactive multimedia also can it makes multimedia learning error when run again.
support the learning so that students can be more familiar
with the material being taught and learning process can
feels more interactive.
The improvement of cognitive and student response IV. CONCLUSION
is in adequate category. From the results and explanations Based on the results of research there is an increase in
that have been described, it can be concluded that the posttest result of students after using animation-based
applied model can make students more active and focus interactive multimedia compared to pretest result. It is
on the finding knowledge or understanding to satisfy their shown on average value Average posttest of 76.14 while the
curiosity, so it is expected to improve the quality of the average value of pretest of 40.55. From the above data
process of understanding the material gained in the obtained the gain value of the average pretest value and the
learning process. This interactive multimedia also makes average posttest value of 0.56 are included in the category
the process of learning is not monotonous because it is of adequate and based on the questionnaire results,
controlled by the students respectively the material, indicating that in general the students responded positively
drilling and evaluation. Thus it can be concluded that the and interest to the learning process using multimedia
Inquiry model implemented in interactive multimedia can assisted Inquiry model obtained an average of 77%.
improve students' cognitive abilities on the basic network
subjects and computer network concept and multimedia
itself get a positive response from all groups of students.
The advantages, disadvantages, constraints, and
REFERENCES
multimedia recommendations are as follows:
[1] A. T. Ampa, The Implementation of Interactive Multimedia Learning
Materials in Teaching Listening Skills, English Language Teaching,
1. Advantages Vol. 8 (12), 56-62. 2015.
 Explanation of material in the form of moving [2] Munir, The Use of Multimedia Learning Resource Sharing (MLRS) in
visual elements/the animation is suitable to be Developing Sharing Knowledge at School, International Journal and
Ubiquitous Engineering, Vol. 10 (9), 61-68. 2014.
used can be understood by students [3] Munir, Jajang Kusnendar, and Rahmadani. Developing an Effective
 Multimedia learning can be used easily Multimedia in Education for Special Education (MESE): An Arithmetic
 Visual design of multimedia learning does not Learning, Seminar Mathematics, Science, and Computer Science
Education (MSCEIS), FPMIPA, UPI, Bandung, Oktober 2015.
damage the aesthetics, appropriate for the [4] M. Gun, Effect of Usage of Animation on Students’ Academic Success
learning process in the Field of Grammar Learning in the 6th Grade Turkish Lesson 6,
 Multimedia learning can increase knowledge and International Journal of Progressive Education, Vol. 12 (1), 5-12. 2016.
understanding of computer network concept [5] Akpoghol, et. al, Effect of Lecture Method Supplemented with Music
and Computer Animation on Senior Secondary School Students’
materials Academic Achievement in Electrochemistry, Journal of Education and
 Inquiry method in multimedia learning is made Practice, Vol. 7 (4), 75-86. 2016.
in the form of animation. So the whole phase of [6] B. S. Kumar, 3-D Animation As An Effective Learning Tool,
inquiry method is made more fun. International Research Journal of Engineering and Technology, Vol. 3
(11), 392-394. 2016.
[7] Zeki Bayram, et. al. Effect of Inquiry Based Learning Method on
2. Disadvantages Students; Motivation, Procedia - Social and Behavioral Science, 988-
 Multimedia is easily jammed 996. 2013.
[8] C. Rooney. How am I Using Inquiry-Based Learning to Improve My
 There is an error like the emegence of the next Practice and to Encourage Higher Order Thinking Among My Students
button not in time of Mathematics?, Educational Journal of Living Theories, Vol. 5 (2), 99-
 Music background in the multimedia is still 127. 2012.
monotonous [9] A. Abdi, The Effect of Inquiry-based Learning Method on Students’
Academic Achievement in Science Course, Journal of Educational
 Navigation description is hard to read, so Research, Vol. 2 (1), 37. 2014.
student are confused about what to do next [10] Munir, Multimedia, Alfabeta: Bandung, 2015.
 In evaluation the question can not be reviewed
and no discussion so students can not check
their answers.

Das könnte Ihnen auch gefallen