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https://journal.unnes.ac.id/sju/index.php/jpe/article/view/27929
1
PAUD Lestari, Tuntang, Semarang, Jawa Tengah, Indonesia
2
Universitas Negeri Semarang, Indonesia
Correspondence address: p-ISSN 2252-6404
Candi Tengah, Candirejo, Tuntang, Semarang,
e-ISSN 2502-4515
Jawa Tengah 50773
E-mail: ulfamariamp@gmail.com
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Ulfa Maria, Ani Rusilowati & Wahyu Hardyanto
Journal of Primary Education 8 (3) (2019) : 344 – 353
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Ulfa Maria, Ani Rusilowati & Wahyu Hardyanto
Journal of Primary Education 8 (3) (2019) : 344 – 353
(Mahmudah, 2012). The design of interactive data collection techniques, among others,
games has been done as an approach because (1) Through interview sessions with the teachers
early-age learning and way of learning are to figure out deeper matters about their
basically based on playing (Chandra, Hagijanto, difficulties in delivering Indonesian culture
Maer, 2018). This research was aimed to design introduction learning, (2) Data collection during
interactive learning multimedia for introducing observation was obtained through the
Indonesian cultures and also to figure about its observation carried out by the researchers and
implementation effectiveness during the teachers by means of instrument what-so-called
classroom learning process. It is expected from observation sheet in form of checklist model,
this research that further development for early (3) Documentation is a form of event records, can
childhood education particularly in introducing be written, photos, recordings or even videos.
Indonesian cultures by means of interactive The researcher employed some data
multimedia. analysis techniques as follow: (1) Knowing about
how the learning process of Indonesian culture
METHODS introduction theme has been carried out by
means of observation and interview guidelines,
This research used the approach of (2) Formulating interactive multimedia that is
Research and Development (R&D), namely an able to introduce Indonesian cultures through the
approach to result in certain products and test use of Adobe Flash CS4 program and its internal
those products’ effectiveness (Sugiyono, 2010). supporting applications, (3) Figuring out how
Development procedures employed in this study effective the interactive multimedia in
was a modification model named by Thiagarajan introducing Indonesian cultures for 5-6 year-old
(1974) as Four D Model (FD model), which children by using descriptive and quantitative
included several phases of define, design, analysis techniques of rubric and scores, (4) Test,
develop, and disseminate, the last stage, namely knowing child’s understanding level
unfortunately, has not been carried out due to the towards the learning material has been given, by
time and cost limitation. using Student Worksheet contained of suitable
Purwanto (2013) stated that it is significant learning material.
to clearly identify the characteristic of test
subjects. They are population and sample that are RESULTS AND DISCUSSION
going to be used as subjects to trial. A population
is a group of individuals to which the results of The Design of Interactive Learning Multimedia
the research are going to be generalized. Frainkel for Indonesian Cultures Introduction Theme
and Wallen (Purwanto, 2013) stated that a for Early Childhood Students
researcher needs to determine the sample in a The strength of this media is that students
clear way concerning who is going to be imposed can be more active through the use of music,
with the research’s conclusion. The test subjects pictures, videos, and also interactive problems.
of interactive multimedia product for Indonesian By means of the existing facilities, students are
cultures introduction learning for 5-6 year-old required to do their tasks in stages or gradually.
children were the students in PAUD (early The format arrangement of interactive
childhood education) Lestari, Candirejo village, multimedia learning included determining the
Tuntang sub-district, Semarang Regency, in a software, basic layout, background, color
number of 15 students. choices, font types, animation, music, pictures,
Data collection technique is the most and videos for the application. The software used
strategical step in research, without knowing the in operating this interactive multimedia is Adobe
data collection technique thus a researcher will Flash Player. It is a vector-based animation
not be able to obtain predetermined standardized program that has been widely used by animators
data (Sugiyono, 2008). This research used some in creating various animations (Hidayati, 2017).
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Ulfa Maria, Ani Rusilowati & Wahyu Hardyanto
Journal of Primary Education 8 (3) (2019) : 344 – 353
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Ulfa Maria, Ani Rusilowati & Wahyu Hardyanto
Journal of Primary Education 8 (3) (2019) : 344 – 353
Figure 4. Animation Responses for Answers of Figure 6. Response for Puzzle Game when
Traditional Clothes Picture Guessing Game Successfully Completed
A sort of puzzle game in form of drag and The introduction of diversity in traditional
drop model will consist of 3 types of traditional clothes and houses also can be introduced by
houses. To assemble the puzzle in this game, the means of maze game. This game directs a
students need good coordination between hands character named “Si Blangkon”, who is wearing a
and eyes, and also able to operate the mouse well. Javanese traditional outfit, to go to different
The puzzle game of drag and drop model for 3 traditional houses in each level. This maze game
types of traditional houses can be seen in Figure uses arrow button of the keyboard, moves the
5. object according to the road or way that will be
Feedback response used in this game taken. The maze game can be seen in Figure 7.
“assemble puzzle for Indonesian traditional This maze game shows the way home to
houses” is if the students are able to assemble all “Si Blangkon” consisting 7 types of various maze
the puzzles correctly there will appear ‘berhasil’ boards towards each traditional house. The types
(Succeded) text, accompanied by the name of the of maze game can be seen in Figure 8.
traditional house and its region, as well as its
original house photo. The response for puzzle
game when successfully completed can be seen in
Figure 6.
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Ulfa Maria, Ani Rusilowati & Wahyu Hardyanto
Journal of Primary Education 8 (3) (2019) : 344 – 353
According to Table 2, it can be explained deviation for pre-test was 0.594 and post-test was
that the mean for pre-test was 2.07 and post-test 0.799.
was 2.73 of total 15 respondents with standard
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Ulfa Maria, Ani Rusilowati & Wahyu Hardyanto
Journal of Primary Education 8 (3) (2019) : 344 – 353
Table 2. t-Test Mean Results was that introducing Indonesian cultures through
Mean N Std. deviation Std. error mean the attractive display of interactive multimedia
Pre-test 2.07 15 .799 .206
Post-test 2.73 15 .594 .153
presenting pictures and animation that made
students showing more interest. Introducing
Based on Table 3, can be outlined that Indonesian cultures by means of interactive
tvalue (3.568) > ttable (1.75), thus can be said that multimedia according to the subject was
there was an influential difference between pre- displayed made students easier in understanding
test and post-test. and following the learning activity. Introducing
The research result for the introduction Indonesian cultures by using interactive game
theme of Indonesian cultures in PAUD created a more fun learning for students.
“Lestari”, Candirejo village, Tuntang sub-district
Research results were obtained mean score learning activity more interactive, effective and
pre-test was 2.07 of a maximum score of 3.0. attractive.
Meanwhile, mean score post-test was 2.73 of a Learning media by means of interactive
maximum score of 3.0. After testing its multimedia can be in form of games which
effectiveness through the calculation in order to contained programs that are able to interact with
test the effectiveness learning result comparison the users by the help of computer or laptop. The
between pre-test and post-test, there were a low learning theme of introducing Indonesian
category of 6.6%, medium category of 13.3%, and cultures to the early-age children, more
high category of 80%. This data exhibited the specifically the students in PAUD Sun Class, has
existence of a difference in learning result used one of learning media in facilitating the
between learning with interactive multimedia and students to understand the message delivered to
prior to the use of interactive multimedia. The them, namely by using interactive multimedia.
result data of pre-test 2.07 increased into 2.73 for This interactive multimedia-aided learning has
post-test showed a significant increase. been tried to make students to better understand,
The use of information and comprehend, be more active, and apply them in
communication technology also needs to be daily real life. In his research, Manikowati (2012)
embraced in order to enhance learning deduced that by using multimedia, the teacher is
effectiveness and efficiency. Research performed becoming more professional. The
by Çalık (2013), showed that the use of communication between the teacher and the
technology in the learning process was able in students is becoming better. Students can be
increasing learning effectiveness as it was able to focused, enthusiastic, and have an interest in
make the students more active and confident. learning. Moreover, students are able to express
According to Munir (2010), some advantages of their ideas and can be more content with the
using learning media was able to attract student’s objects displayed in the learning multimedia.
attention, grow student’s interest and activeness The learning results aided by interactive
during the learning process. The use of multimedia during the learning process in PAUD
technology-based learning media is highly helpful “Lestari”, Candirejo village, Tuntang sub-
in facilitating the students during the learning and district, Semarang Regency are: (1) The students
teaching process, and also able to make the in PAUD “Lestari”, Candirejo village, Tuntang
sub-district, Semarang Regency were easier to
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Ulfa Maria, Ani Rusilowati & Wahyu Hardyanto
Journal of Primary Education 8 (3) (2019) : 344 – 353
memorize the content of learning activity when development of interactive multimedia was
they are shown with certain attractive pictures shown with the pre-test score of 2.07 and after the
and sounds. The audiovisual service in interactive development of interactive multimedia with the
multimedia helped the students to create or form post-test score of 2.73 with studying result,
memory depiction in their minds in relatively mastery reached 80%.
long-term (long-term memory), (2) Learning
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