Light Vehicle Learning Media
for Vocational School
Alfrina Mewengkang, Olivia Kembuan, Gladly Caren Rorimpandey, Vivi Peggie Rantung, and
Ferdinan Ivan Sangkop
Universitas Negeri Manado
Keywords: Learning Media, Light Vehicle Engineering, MDLC (Multimedia Development Life Cycle)
Abstract: The purpose of this research is to design light vehicle engineering learning media for Vocational High
Schools. Learning media developed using the Blender 3D software and Adobe Flash CS 5.5. The research
method used in this study is Multimedia Development Life Cycle which has six stages, namely Design,
Obtaining Content Material, Assembly, Testing and finally Distribution. The results of this media
development research are multimedia based learning media applications with 18 MB memory, 1280x720
pixel resolution and compatible with the Windows operating system. This application can be used in
Vocational High Schools to help the teaching and learning process in Light Vehicle Engineering subjects.
1 INTRODUCTION
The learning system in Indonesia mostly used
conventional learning systems which are commonly
called pure lectures or lectures by using white board
aids (Yusri et all, 2015), which are concentrated
with an instructional atmosphere and felt
incompatible with the rapid development of science
and technology. Conventional learning systems are
less flexible in accommodating competency material
development because educators must adapt
intensively to the material (Johnson et all, 2016).
This kind of event is reasonable, because in the
learning process, an educator faces many students
that have different type of personality, potential,
background, as well as different learning problems
(Boud et all, 2014). Teacher also experienced in
terms thus students’ differences in receiving and
understanding the material, of their respective
absorptive abilities. Some are quick to accept and
understand the material presented, some are slow or
slower, and do not rule out the possibility that some
of them cannot understand at all (Williams, 2018)
The educator efforts to innovate in teaching are
needed to overcome these various students’
"learning styles", educators are required not only to
use one method of teaching but also combined
teaching methods so that at least they can
accommodate various students’ "learning styles"
(O'Flaherty and Phillips, 2015). Educators creativity
of in teaching is needed for example by using the
teaching method that supported with computer-based
learning media (Arkorful and Abaidoo, 2015).
Vocational High Schools (SMK) are designed to
produce middle-class workers who are ready to
compete globally (Cantor, 2017), but the common
problem faced by students is that there are still quite
a few who have not been able to achieve satisfactory
learning outcomes. There are many factors that
caused student’ learning outcomes to fail in the
academic field, these different factors are low levels
of intelligence, lack of motivation to learn, less
effective learning methods, lack of frequency and
amount of study time, lack of learning media or
teaching materials, low level of discipline, etc.
Based on preliminary research at SMK Negeri 2
Manado, specifically the Department of Light
Vehicle Engineering Expertise Programs, students
tend to prefer to practice in the workshop than
theoretical learning process in the classroom. In
other words, students' interest in taking classes in the
classroom was lower compared to the interest in
learning in the workshop. With this condition, it is
suspected that the knowledge absorption in the class
will be less than optimal and it affects the students'
ability to follow the practice in the workshop.
In addition, students who have a high
understanding in the classroom may not also be able
to take part in the workshop. The lack of media
476
Mewengkang, A., Kembuan, O., Rorimpandey, G., Rantung, V. and Sangkop, F.
Light Vehicle Learning Media for Vocational School.
DOI: 10.5220/0009013604760480
In Proceedings of the 7th Engineering International Conference on Education, Concept and Application on Green Technology (EIC 2018), pages 476-480
ISBN: 978-989-758-411-4
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
variation in the learning material presentations
causes students feeling tired and bored of learning in
class. Similar with the lack of teaching materials in
the form of interactive learning media for light
vehicle engineering subjects at SMK Negeri 2
Manado. To solve the problem, several researchers
have suggested the following strategies like using e-
learning (Tuna et all, 2018) and education game
(Mewengkang et all). For this reason, it is necessary
to develop light vehicle engineering learning media
that can attract students to study more in class.
2 METHOD
The research method used in this study is the
Multimedia Development Life Cycle. This
development method consists of six stages, namely
Concept, Design, Obtaining Content Material,
Assembly, Testing, and Distribution as shown in
Figure 1 (Sutopo, 2009).
Figure 1: Multimedia development life cycle.
This lightweight interactive learning media was
developed using the Adobe Flash CS5 and Blender
3D to create models and animations in this learning
media.
3 RESEARCH RESULT
The following explanation of the development of
learning media applications that will be developed,
namely:
At the Concept stage, the design of the
multimedia-based light vehicle vehicle engineering
learning application will be made based on personal
computers (PC) with executable format (.exe). Table
1 shows descriptions of this application concept.
Table 1: Concept phase.
Research Title
Vehicle Vehicle Engineering
Development Learning media
Application
name
Lightweight Vehicle
Engineering Learning Media
User
Vocational High Schools
students
Application
contents
1) Cooling System;
2) Lubrication System;
3) Ignition System;
4) 4 stroke car engine system.
Application
Form
Extensions Format (.exe)
Images
Using image files in jpg and
png format
Audio
There is audio buttons and
music in mp3 format and maw
Animation
There are animations on
loading apps and buttons when
pressed
Video
There are videos in the app
with mp4 format
Interaction
Interactive media on the
application are in simulations
and quizzes
The second stage is Design, is the application
design phase by researchers storyboards and
navigation structures.
In the third stage, Obtaining Content Material,
researchers collect material or materials with text,
images, animation, video, audio, etc. These materials
collecting are from books, browsing the internet and
others. The following materials are: 1) Script.
Scripts collected by researchers in the form of
commands or programming languages that are
compiled so the application that will be developed
can be run on the platform that has been determined
in this study. The programming language used is
Actionscript 3.0 for Adobe Flash CS 5.5 software; 2)
For images on the application, the researcher takes
pictures from the internet and creates several image
files himself; 3) For animations contained in the
application the researcher makes his own such as
button animation and application loading; 4) Audio
collection in the application for voice button when
entered the application; 5) For the video that will be
included in the application, the researcher makes it
himself with the 3d Blender, and 6) For the
Light Vehicle Learning Media for Vocational School
477
collection of material the researcher collects data
from research in school by collecting material in the
form of “RPP” and syllabus for Lightweight Vehicle
Engineering materials.
In the Assembly stage, researcher used software
and hardware with specifications as follows: 1)
Blender 3d version 2.78, used as a software for
modeling engine, car, and animation models that
will be included in the application; 2) Adobe
Photoshop CS4 used to create textures on 3D
objects, background design, button design and more;
3) Adobe Flash CS 5.5 is used as an engine or main
software to build this application; 4) Microsoft Visio
2016 is used as software to create application
storyboards.
To build this application researchers use the
following hardware: 1) AMD APU E2-2000 dual-
core 1.75 GHz processor; 2) AMD Radeon HD 7340
graphics; 3) 4 GB DDR3; 4) 500GB HDD; 5) 14.0
”WXGA, HD Color Shine LED 1366 x 768 Pixels;
6) Mouse, functions as an interaction tool for users
and important interaction tool to build this
application; 7) Keyboard, serves to write material
content in applications and also generally as an
important interaction tool to build this application
and 8) Active Speaker, serves to listen to the sound
in the Monitor 14” monitor, serves as a media
interface (interface) or a link between users with the
computer so that the preview of the program can be
seen by researchers.
Application creation begins with making
characters in the application, then creating another
model, then combining all the files that have been
collected, arranging from image files, text, 3d
models, animation, and music. All files are
integrated into the Adobe Flash CS 5.5 program.
Figure 2 shows the process of making a car
model in the 3D blender software which will
become a introduction video of cooling systems,
lubricating systems and ignition systems.
Figure 2: Making car model.
After all the models and the video rendering
process were completed, the researcher imported all
the videos, images, sounds, and included for each
sub-material. After going through several stages of
production by doing the engine with Adobe Flash,
the following is a display of the results of the
learning media after being produced into a stand
alone application.
Figure 3 is a preview of Lightweight Vehicle
Learning Learning Media. The main menu is made
according to the design of the storyboard as in Image
3. There are 7 buttons on the main menu, namely: 1)
SK & KD; 2) Indicators; 3) Material; 4) Evaluation;
5) Profile; 6). Instructions and 7) Exit.
Figure 3: Main menu preview.
Main menu preview material is made according
to the design of the storyboard as in Image 4. There
are 7 buttons on the main menu, namely: 1) Cooling
System 2. Lubrication System 3) Ignition System 4)
Car Engine System 5) Profile 6) Instructions 7) Exit.
For the Material Menu preview can be seen in
Figure 4.
Figure 4: Material menu preview.
Simulation Display made according to the design
of the storyboards as in Figure 5. There are 11
buttons on the main menu, namely: 1) Settings; 2)
EIC 2018 - The 7th Engineering International Conference (EIC), Engineering International Conference on Education, Concept and
Application on Green Technology
478
Instructions 3) Profile; 4) Exit; 5) Back; 6) Material;
7) Video; 8) Simulation; 9) Play; 10) Pause, and 11)
Stop.
Figure 5: Application simulation preview.
The fourth stage is Testing. After the application
is complete, the next step is to test the system and
user test where the system testing aims to find out
whether the learning media application is in
accordance with the overall design and function or
not. The testing phase is carried out after the
manufacturing stage and all materials have been
included. Testing is done using Black Box Testing,
this Black box method is testing the program based
on the function of the program. The researcher tests
each button to ensure that the application that has
been made is in accordance with the design.
The sixth stage is distribution. This stage is the
last stage in the Multimedia Development Life Cycle
(MDLC) method. This stage is the stage of
procurement and dissemination of applications that
have been developed by researchers. Applications
that have undergone the build process in the form of
an .exe file with settings in the Adobe Flash
software, then the application that has been built will
be inserted into compact dick (CD).
The result of this study is interactive learning
media product with the title "Learning of Light
Vehicle Engineering Media". In the process, the
experts tried to use and examine the learning media
to test the application functions, giving comments
and feedbacks related to the functions. App experts
will test the learning media based on the media,
while for the material experts will test the learning
media based on the material contained in the
learning media so that the resulting product is truly
worth to use.
After doing Alpha Testing by app experts and
material experts, Beta Testing was carried out by
students as respondents to evaluate the reactions of
students who used Light Vehicle Engineering
learning media. This test involved 7 students of class
XI students of the Light Vehicle Engineering
Program in Manado Vocational High School. The
test was conducted on Friday, June 18th 2018 in the
Manado 2 Vocational Classroom room.
While testing, students are asked to use the app,
study the material as a whole and work on
evaluations. After that, students are asked to fill out
a blackbox testing form for students.
As a product of development, this learning app
has advantages and disadvantages. The advantage of
this learning media is that it uses 3-dimensional
animation that would attracts students to learn. The
lack of learning media only addresses one
competency standard and one basic competence
only.
4 CONCLUSIONS
Designing lightweight vehicle engineering learning
media using MDLC 6, can be used in vocational
schools in Indonesia. The concept stage produces
goals, types, and concepts of media, learning
materials, users oriented and objectives. The design
stage produces a storyboard media. At the material
collection stage, researcher collected material in the
form of text, images, animation, audio, videos and
so on. The building app stage produces learning
media in accordance with the storyboard that has
been designed. In the testing phase, the researcher
conducted a media trial with 2 stages, Alpha Testing
(app expert and material expert) and Beta Testing
(student / respondent). And at the distribution stage
produces interactive learning media in the form of *
.exe files that packaged in the form of Compact Disk
(CD).
Research that has been carried out is a
development research with the aim of producing
products and testing level of feasibility. Researcher
hopes that there will be more development research
carried out to find out the effect of products on
students, namely the increase in students' knowledge
and understanding. In addition, learning media is
also better tested the level of effectiveness in
learning activities.
REFERENCES
Arkorful, V., & Abaidoo, N., 2015. The role of e-
learning, advantages and disadvantages of its adoption
in higher education. International Journal of
Instructional Technology and Distance Learning, Vol.
12, No. 1, pp. 29-42.
Light Vehicle Learning Media for Vocational School
479
Boud, D., Cohen, R., & Sampson, J., 2014. Peer learning
in higher education: Learning from and with each
other. Routledge.
Johnson, L., Becker, S. A., Cummins, M., Estrada, V.,
Freeman, A., & Hall, C., 2016. NMC horizon report:
2016 higher education edition (pp. 1-50). The New
Media Consortium.
O'Flaherty, J., & Phillips, C., 2015. The use of flipped
classrooms in higher education: A scoping
review”, The internet and higher education, Vol. 25,
pp. 85-95.
Mewengkang, A., Tangkawarow, I. R., & Kasehung, H.,
2018. Pengembangan Game Edukasi Pengenalan
Ekosistem Berbasis Mobile”, FRONTIERS: JURNAL
SAINS DAN TEKNOLOGI, Vol. 1, No. 1.
Sutopo, A. H., 2003. Multimedia Interaktif dengan Flash,
PT. Graha Ilmu. Yogyakarta.
Tuna, J. R., Manoppo, C. T. M., Kaparang, D. R., &
Mewengkang, A., 2018. E-Learning Development
Process for Operating System Course in Vocational
School”, IOP Conference Series: Materials Science
and Engineering, Vol. 306, No. 1, p. 012068).
Williams, G. C., 2018. Adaptation and natural selection:
A critique of some current evolutionary thought,
Princeton university press.
Yusri, I. K., Goodwin, R., & Mooney, C., 2015. Teachers
and mobile learning perception: towards a conceptual
model of mobile learning for training”, Procedia-
Social and Behavioral Sciences, Vol. 176, pp. 425-
430.
EIC 2018 - The 7th Engineering International Conference (EIC), Engineering International Conference on Education, Concept and
Application on Green Technology
480