Deskripsi :

This study aims to find the needs of students as modern learners of media types, learning materials through the Television media format with Game/GIM packaging. As well as the influence of talent that conveys the program, the type of language used, utilization, duration and channel of delivery used in the learning video in order to be able to activate and involve students fully and meaningfully in the learning process. This research uses a quantitative approach, with survey methods and interviews with experts. The sampling technique in the survey method used a purposive random sampling method with a total of 1,032 respondents from junior high, high school and vocational school levels throughout Indonesia. Data is collected through an online survey using the application form.kemdikbud.go.id. The survey was conducted from February 23 to March 6, 2019. The results of this study showed that 47% of respondents said learning through GIM video packaging. 40% of respondents recovered this type of adventure game, with 69% choosing a medium level of difficulty. 80% of respondents chose mobile devices to utilize instructional video packaging in GIM, citing easy access. 36% of respondents liked Animated video format because it was more interesting. Students or peers are the guide figures chosen by 41% of respondents. 54% chose to do direct interaction in the use of instructional video packaging GIM, 64% of respondents chose to do in groups in the use of instructional video GIM with 54% of respondents felt emotionally challenged in completing GIM.

Universitas Esa Unggul

Penulis :

Amar Nugraha

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