Development of Multimedia Learning Geography Based on Adobe Flash to Increase Students’ Curiosity

  • Wahid Yuda Rejeki Departement of Geography Education, Yogyakarta State University, Jl. Colombo No.1, Karang Malang,Yogyakarta, 55281, Indonesia
  • M. Mukminan Departement of Geography Education, Yogyakarta State University, Jl. Colombo No.1, Karang Malang,Yogyakarta, 55281, Indonesia

Abstract

This study aimed to analyze: (1) The needs of multimedia Adobe Flash-based towards geographic learning, (2) Geography multimedia learning of Adobe Flash-based to increase students' curiosity, and (3) The feasibility of utilizing geography multimedia based on Adobe Flash-based learning using ADDIE method. The needs of multimedia learning assessment data were collected through questionnaires towards respondents (2 teachers and 32 students). Meanwhile, regarding the feasibility of multimedia geography learning to increase students' curiosity, data were gathered both by tests and questionnaires. The feasibility assessment was performed with expert validation instruments and student assessments. The data analysis tool utilized was one-way ANOVA. The study results as follows: (1) Students needs of geography multimedia learning based on Adobe Flash, (2) For effectiveness rate of multimedia and treatment, Fcount = 20,875> Ftable = 3.99, indicates that geography learning based on Adobe Flash is can escalate students’ curiosity, (3) Based on experts judgments and the students’ assessments, it could be concluded that the geography multimedia learning based on Adobe Flash is 91.4%, hence it is very suitable to be implemented. Multimedia learning based on Adobe Flash geography has increased students' curiosity and feasible to implement.


Keywords: Adobe Flash; Geography; Multimedia; Curiosity.


Copyright (c) 2020 Geosfera Indonesia Journal and Department of Geography Education, University of Jember


Creative Commons License
This work is licensed under a Creative Commons Attribution-Share A like 4.0 International License

References

Agustien, R., Umamah, N., & Sumarno, S. (2018). Pengembangan Media Pembelajaran Video Animasi Dua Dimensi Situs Pekauman di Bondowoso Dengan Model Addie Mata Pelajaran Sejarah Kelas X IPS. Jurnal Edukasi, 5(1), 19. https://doi.org/10.19184/jukasi.v5i1.8010.

Al-Tabany, T. I. B. . (2014). Mendesain Model Pembelajaran Inovatif, Progresif, dan Kontekstual. Jakarta: Prenadamedia Group.

Aldoobie, N. (2015). ADDIE model. American International Journal of Contemporary Research ADDIE, 5(3), 68–72.

Arditama, A. Y., Wardani, S., Purwanti, E., & Hindarto, N. (2018). Storybook Influence on Science Concept Comprehension Through Curiosity of Fifth Grade Elementary School Student. Journal of Primary Education, 7(1), 1–9.

Arifin, R. W., Septanto, H., & Wignyowiyoto, I. (2018). Pengembangan Media Pembelajaran Berbasis Video Animasi Dengan Model ADDIE Dalam Kegiatan Pembelajaran Blended Learning. Information Management For Educators And Professionals. Journal Of Information Management, 2(2), 179–188.

Arnone, M. P., Small, R. V., Chauncey, S. A., & McKenna, H. P. (2011). Curiosity, interest and engagement in technology-pervasive learning environments: A new research agenda. Educational Technology Research and Development, 59(2), 181–198. https://doi.org/10.1007/s11423-011-9190-9.

Arsyad, A. (2002). Pokok-Pokok Manajemen. Yogyakarta: Pustaka Pelajar.

Atapukang, N. (2016). Kreatif Membelajarkan Pembelajar Dengan Menggunakan Media Pembelajaran Yang Tepat Sebagai Solusi Dalam Berkomunikasi. Jurnal Media Komunikasi Geografi, 53(9), 45–52. https://doi.org/10.1017/CBO9781107415324.004.

Branch, R. B. (2009). Instructional Design: The ADDIE Approach. London : Springer Science & Business Media.

Cheung, L. (2016). Using the ADDIE Model of Instructional Design to Teach Chest Radiograph Interpretation. Journal of Biomedical Education, 2016, 1–6. https://doi.org/10.1155/2016/9502572.

Dewi, L. (2018). Learning Design Using Addie Approach To Improve Students ’ Critical Thinking Skills in Becoming Ethical Librarians. Jurnal Edulib, 8(1).

Dick, W., Carey, L., & Carey, J. O. (2015). The systematic design of instruction, eight edition (8th ed.). London: Pearson Education Ltd.

Erdogan, I., & Ciftci, A. (2017). Investigating the Views of Pre-Service Science Teachers on STEM Education Practices. International Journal of Environmental and Science Education, 12(5), 1055–1065.

Ghani, M. T. A., Daud, W. A. A. W. (2018). Adaptation of ADDIE instructional model in developing educational website for language learning. Global Journal Al-Thaqafah, 8(2), 7–16.

Gurning, B., & Siregar, A. (2017). The Effect of Teaching Strategies and Curiosity on Students’ Achievement in Reading Comprehension. English Language Teaching, 10(11), 191. https://doi.org/10.5539/elt.v10n11p191.

Harjanto. (2011). Perencanaan pengajaran (8th ed.). Jakarta: Rineka Cipta.

Hess, A. K. N., & Greer, K. (2016). Designing for Engagement : Using the ADDIE Model to Integrate High-Impact Practices into an Online Information Literacy Course. Communications in Information Literacy, 10(2), 264–282.

Hidayati, N. (2017). Efektivitas Pembelajaran Menggunakan Multimedia Interaktif (Adobe Flash CS6) terhadap Hasil Belajar Matematika Siswa Kelas V SDN Jurug Sewon. Trihayu: Jurnal Pendidikan Ke-SD-An, 3(3), 169–172.

Hsee, C. K., & Ruan, B. (2016). The Pandora Effect: The Power and Peril of Curiosity. Psychological Science, 27(5), 659–666. https://doi.org/10.1177/0956797616631733.

Indah, F., Agoestanto, A., & Woro, A. (2018). The students’ critical thinking ability through problem posing learning model viewed from the students’ curiosity. Unnes Journal of Mathematics Education, 7(3), 147–155. https://doi.org/10.15294/ujme.v7i3.25025.

Istiono, W. (2008). Education Game with Flash 8.0. Jakarta: Elex Media Komputindo.

Juminah, J., Sugiyo, S., & Awalya, A. (2019). Information on Advanced Study Assisted by Adobe Flash Media to Increase Motivation for Advanced Studies. Jurnal Bimbingan Konseling, 8(1), 67-73.

Kesner Baruch, Y., Spektor-Levy, O., & Mashal, N. (2016). Pre-Schoolers’ Verbal and Behavioral Responses As Indicators of Attitudes and Scientific Curiosity. International Journal of Science and Mathematics Education, 14(1), 125–148. https://doi.org/10.1007/s10763-014-9573-6.

Molenda, M. (2015). In search of the elusive ADDIE model. Performance Improvement, 46(9), 9–16. https://doi.org/10.1002/pfi.

Mukminan. (2018). Dimensions and factors of contemporary geography learning climate at senior high school. Indonesian Journal of Geography, 50(1), 78–86. https://doi.org/10.22146/ijg.34567.

Nugroho, I. P. (2019). Memahami Rasa Ingin Tahu Remaja Ditinjau Berdasarkan Jenis Kelamin. Jurnal Bimbingan Dan Konseling Ar-Rahman, 5(1), 1–5. https://doi.org/10.31602/jbkr.v5i1.1675.

Oudeyer, P. Y., Gottlieb, J., & Lopes, M. (2016). Intrinsic motivation, curiosity, and learning: Theory and applications in educational technologies. Brain Research, 229, 257–284. Retrieved from http://dx.doi.org/10.1016/bs.pbr.2016.05.005.

Pang, M. F., & Runesson, U. (2019). The Learning study: recent trends and developments. International Journal for Lesson and Learning Studies, 8(3), 162–169. https://doi.org/10.1108/IJLLS-07-2019-093.

Peljko, Ž., Jeraj, M., Sǎvoiu, G., & Marič, M. (2016). An empirical study of the relationship between entrepreneurial curiosity and innovativeness. Organizacija, 49(3), 172–182. https://doi.org/10.1515/orga-2016-0016.

Pluck, G., & Johnson, H. (2011). Stimulating Curiosity To Enhance Learning. Education Sciences and Psychology, (2), 24–31. Retrieved from http://eprints.whiterose.ac.uk/74470/.

Prasetyo, E. G., Ginting, N. (2019). Pengembangan Media Pembelajaran Budaya Melayu engan Adobe Flash Berbasis Kearifan Lokal di Sekolah Dasar. Jurnal Basicedu, 3(2), 524–532.

Rosmaiyadi, R. (2017). Analisis Kemampuan Berpikir Kritis Matematis Siswa Dalam Learning Cycle 7E Berdasarkan Gaya Belajar. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 6(1), 12. https://doi.org/10.24127/ajpm.v6i1.722.

Sanjaya, W. (2016). Strategi Pembelajaran Berorientasi Standar Proses Pendidikan. Jakarta: Kencana.

Schunk, D. H. (2012). Learning theories (teori teori pembelajaran perspektif pendidikan) edisi 6 (6th ed.). Yogyakarta: Pustaka Pelajar.

Sugiyono. (2015). Metode Penelitian Kuantitatif Kualitatif dan R&D. Bandung: Alfabeta.

Ulva, V., Ibrohim, & Sutopo. (2017). Mengembangkan Sikap Ilmiah Siswa SMP Melalui Pembelajaran Inkuiri Terbimbing pada Materi Ekosistem. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 2(5), 622–626.

Vaughan, T. (2011). Multimedia: Making It Work Eighth Edition. In Vojnosanitetski pregled. Military-medical and pharmaceutical review (8th ed., Vol. 63). https://doi.org/10.2298/VSP0602169S.

Wahyudi, U. M. W., Wibawanto, H., & Hardyanto, W. (2017). Pengembangan Media Edukatif Berbasis Augmented Reality untuk Desain Interior dan Eksterior. Innovative Journal of Curriculum and Educational Technology, 2. https://doi.org/10.15294/ijcet.v6i2.19337.

Zetriuslita, Z., Wahyudin, W., & Dahlan, J. A. (2019). Association Among Mathematical Critical Thinking Skill, Communication, and Curiosity Attitude As the Impact of Problem-Based Learning and Cognitive Conflict Strategy (Pblccs) in Number Theory Course. Infinity Journal, 7(1), 15. https://doi.org/10.22460/infinity.v7i1.p15-24.

Zetriuslita, Z., Wahyudin, W., & Jarnawi, J. (2017). Mathematical Critical Thinking and Curiosity Attitude in Problem Based Learning and Cognitive Conflict Strategy: A Study in Number Theory course. International Education Studies, 10(7), 65. https://doi.org/10.5539/ies.v10n7p65.
Published
2020-12-30
How to Cite
REJEKI, Wahid Yuda; MUKMINAN, M.. Development of Multimedia Learning Geography Based on Adobe Flash to Increase Students’ Curiosity. Geosfera Indonesia, [S.l.], v. 5, n. 3, p. 318-334, dec. 2020. ISSN 2614-8528. Available at: <https://jurnal.unej.ac.id/index.php/GEOSI/article/view/14765>. Date accessed: 14 may 2021. doi: https://doi.org/10.19184/geosi.v5i3.14765.
Section
Original Research Articles