- #ADOBE FLASH CS6 FOR BEGINNERS .EXE#
- #ADOBE FLASH CS6 FOR BEGINNERS ANDROID#
- #ADOBE FLASH CS6 FOR BEGINNERS TRIAL#
The expert trial results stated that Adobe Flash CS6-based the multimedia of Science learning on pressure material in the circulatory and respiratory systems in humans for students of Class VIII junior high school was under the design, and the material included inappropriate used as science learning multimedia. The data sources in this study consisted of 2 material experts, four media experts, two learning experts, and tested limited to 2 teachers and 18 students from junior high school 8 Kendari. The evaluation results used to see the level of achievement linked the objectives set at the beginning of the program - data collection techniques used in the form of questionnaires. In the phase of evaluation at this stage, the multimedia that has been implemented thoroughly evaluated. The phase of Implementation, multimedia that has been made validated by experts and limited trials. At the stage of development, multimedia made. Design Phase: create flowcharts and storyboards. In the phase of analysis a needs analysis, material analysis, and analysis of the level of ability and characteristics of the aim users carried out. In this study uses a Research and Development model that refers to the model of Analysis, Design, Development, Implementation, and Evaluation (ADDIE). The purpose of this study to to produce multimedia of science learning in the topic of pressure the circulatory system and respiratory system in humans for students of junior high school class of VIII.
#ADOBE FLASH CS6 FOR BEGINNERS ANDROID#
Interactive M-Learning applications are designed with UML (Unified Modeling Language) modeling and translated into applications using Adobe Flash and then implemented on Android mobile devices. One of the steps to provide convenience in the distance learning process is to innovate in the field of technology by creating an Android-based M-Learning application with an interactive concept so that it not only provides simple learning but is also designed attractively and interactively so that student participants can interact directly with this M-Learning application. The problem that occurs is the unpreparedness of the infrastructure and resources in the smooth running of the distance learning process. One thing that is affected is in the field of education, the teaching and learning process must be carried out online. The birth of WFH was caused by the impact of the Covid-19 pandemic, which forced all activities in various fields, including government, business, trade, education, and so on, to be carried out online through the use of technology. Work From Home (WFH) is an activity that is carried out at home with the flexibility to work both place and time with the help of telecommunications technology. The results showed that the products developed were suitable for learning based on alpha testing and beta testing with very good and effective results to improve student learning outcomes with moderate criteria. The data that have been collected were analyzed by qualitative descriptive technique.
Data collection techniques used means of interviews, questionnaires, and tests. Product testing consists of an alpha test and a beta test to determine the level of product feasibility and test the effectiveness of products on student learning outcomes.
#ADOBE FLASH CS6 FOR BEGINNERS .EXE#
exe format, so the product can be directly used on many types of computers without the need to install the Adobe Flash CS6 program. This research method is Research and Development refering to the steps of the ADDIE development model. This study aims to develop interactive multimedia learning based on Adobe Flash with the nervous system material to determine the level of product feasibility and the effectiveness of learning outcomes of students of class XI MAN 1 Maluku Tengah.