Media Pembelajaran Animasi 3D Sistem Tata Surya Menggunakan Metode ADDIE
Abstract
Learning about the solar system at SMA Negeri 08 OKU for class 11 social sciences is still limited to the use of traditional media such as the use of worksheet books and blackboards as learning media which are less interactive and cannot display astronomical objects in a real way. This research aims to develop and provide 3D animation-based learning media using the ADDIE method as a more interactive and effective learning tool for solar system concepts. 3D animation learning media for the solar system was developed using the ADDIE method. This animation is designed to explain solar system concepts with interesting visualizations, including accurate scale comparisons between planets. This research includes the development of 3D learning animation media, implementation testing in class 11 social studies, as well as evaluation using questionnaires to measure effectiveness and student responses. The research results showed a positive response from students. As many as 70% of students agree that 3D animation of the solar system provides a better understanding of the concept of the solar system,
Downloads
References
U. N. Afifah, “MEDIA PEMBELAJARAN MAHARAH ISTIMA’ BERBASIS VIDEO ANIMASI UNTUK SISWA MADRASAH IBTIDAIYAH,” 2021.
F. H. Langga, H. A. Ahmad, dan A. Z. Mansoor, “Representasi Islami dalam animasi ‘Nussa’ sebagai media pembelajaran untuk anak,” Rekam, vol. 16, no. 2, Sep 2020, doi: 10.24821/rekam.v16i2.3612.
S. A. Lubis, “Perancangan Media Promosi Produk Sembako UD. Boru Lubis Berbasis Animasi 3D Menggunakan Karakter Metode Lowpoly,” Algoritma J. Ilmu Komput. Dan Inform., vol. 6, no. 1, 2022.
T. Zebua, B. Nadeak, dan S. B. Sinaga, “Pengenalan Dasar Aplikasi Blender 3D dalam Pembuatan Animasi 3D”.
A. Syafrizal, R. Toyib, dan G. Saputra, “Teknik Universitas Muhammadiyah Bengkulu.,” 2019.
R. Rahmawati, “RANCANG BANGUN APLIKASI AUGMENTED REALITY 3D DENAH, INFORMASI BANGUNAN DAN BENDA BERSEJARAH PADA FORT ROTTERDAM DAN MUSEUM LA GALIGO BERBASIS ANDROID,” PhD Thesis, Universitas Hasanuddin, 2021.
G. Y. Saputra dan M. Kom, “TEKNIK MULTIMEDIA II”.
S. Rohaeni, “PENGEMBANGAN SISTEM PEMBELAJARAN DALAM IMPLEMENTASI KURIKULUM 2013 MENGGUNAKAN MODEL ADDIE PADA ANAK USIA DINI,” Instruksional, vol. 1, no. 2, hlm. 122, Apr 2020, doi: 10.24853/instruksional.1.2.122-130.
I. Y. Sumendap, V. Tulenan, dan S. D. Paturusi, “Pembuatan Animasi 3 Dimensi Menggunakan Metode Multimedia Development Life Cycle (Studi Kasus: Tarian Dana Dana Daerah Gorontalo),” J. Tek. Inform., vol. 14, no. 2, hlm. 227–234, 2019.
H. F. Siregar dan M. Melani, “Perancangan Aplikasi Komik Hadist Berbasis Multimedia,” J. Teknol. Inf., vol. 2, no. 2, hlm. 113, Feb 2019, doi: 10.36294/jurti.v2i2.425.
G. Setiadi dan N. Yuwita, “PENGEMBANGAN MODUL MATA KULIAH BAHASA INDONESIA MENGGUNAKAN MODEL ADDIE BAGI MAHASISWA IAI SUNAN KALIJOGO MALANG,” vol. 2, 2020.
N. L. PURNAMASARI, “Metode Addie pada pengembangan media interaktif adobe flash pada mata pelajaran TIK,” J. Pendidik. Dan Pembelajaran Anak Sekol. Dasar, vol. 5, no. 1, hlm. 23–30, 2019.
F. Muliani, “Pembangan Media Pembelajaran Berupa Buku Komik pada Materi Sejarah di Sekolah Dasar (Studi Kasus: SD Negeri 148 Pekanbaru),” EduTeach J. Edukasi Dan Teknol. Pembelajaran, vol. 1, no. 1, hlm. 40–52, 2020.
D. A. Pangestu, I. Fitri, dan F. Fauziah, “Planetarium Virtual sebagai Media Pembelajaran Astronomi Berbasis Virtual Reality,” J. Sist. Dan Teknol. Inf. Justin, vol. 8, no. 3, hlm. 291, Jul 2020, doi: 10.26418/justin.v8i3.40636.
Y. - dan A. Saputra, “Pengembangan Multimedia Pembelajaran Untuk Matakuliah Grafik Komputer Menggunakan Metode Addie,” J. Matrik, vol. 17, no. 1, hlm. 13, Nov 2017, doi: 10.30812/matrik.v17i1.57.
T. Muhammad, “Game for Sasak Script Based on Knuth Morris Pratt Algorithm and ADDIE Model,” MATRIK J. Manaj. Tek. Inform. Dan Rekayasa Komput..
F. Iqbal Maulana, B. Azis, T. I. Widia Primadani, dan P. R. Artha Hasibuan, “FunAR-furniture augmented reality application to support practical laboratory experiments in interior design education,” Indones. J. Electr. Eng. Comput. Sci., vol. 31, no. 2, hlm. 845, Agu 2023, doi: 10.11591/ijeecs.v31.i2.pp845-855.
G. D. K. Dewi, S. Sarjiwo, dan A. Indrawati, “Metode Pembelajaran Tari Rumeksa di Sanggar Dharmo Yuwono Purwokerto,” Indones. J. Perform. Arts Educ., vol. 1, no. 1, hlm. 40–47, Jan 2021, doi: 10.24821/ijopaed.v1i1.4919.
M. R. Firdaus, D. S. Purnia, K. Handayani, dan M. F. Julianto, “Analisis Pengukuran Kualitas Website Cakrawalamedia. Co. Id Dengan Menggunakan Metode Webqual 4.0,” JTIK J. Tek. Inform. Kaputama, vol. 4, no. 1, hlm. 41–47, 2020.
E. Winarno, T. C. Wijayanti, W. Hadikurniawati, dan E. M. Solissa, “Educational Game Based Role Playing Games with Finite State Machine Method,” vol. 6, no. 1, 2022.
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under an Attribution 4.0 International (CC BY 4.0) that allows others to share — copy and redistribute the material in any medium or format and adapt — remix, transform, and build upon the material for any purpose, even commercially with an acknowledgment of the work's authorship and initial publication in this journal.