The Development of Learning Video Media Based on Swishmax and Screencast O-Matic Software through Contextual Approach

Siti Kholifah


This research aims to develop a learning media video based on swishmax dan screencast o-matic software through contextual approach. The study used ADDIE development model which consisted of five stages, namely, analysis, design, development, implementation, and evaluation. Before using the learning video media, firstly it was tested by media experts and subject experts. Then; it needed students feedback by using questionnaires about the media. The results of theexperts and students questionnaires show that the media is very good and feasible to be used. The effectiveness of the media was analyzed by t-test. The mean score of experimental class is 85.03; whereas the mean score of control class is only 79.00. By using t test scores, its score is 3.30 and more than 1.997; then Ho is rejected. Therefore; it can be concluded that learning by using the learning video media based swishmax and screencast o-matic software through the contextual approach is better than the conventional teaching on Organizational Behavior.


Learning Video; Contextual Approach.

Full Text:



Aunurrahman. (2009). Belajar dan Pembelajaran. Bandung: Alfabeta.

Berns, R. G., & Erickson, P. M. (2001). Contextual Teaching and Learning: Preparing Students for the New Economy. The Highlight Zone: Research@ Work No. 5.

Davis, R. (2011). Retooling perspectives on technologys role in language education. Studies in Self-Access Learning Journal, 2(3), 212-218.

Dick, W., Carey, L., & Carey, J. O. (2001). The Systematic Design Of Instruction (Vol. 5). New York: Longman.

Hadi, S. (2011). Peningkatan Pemahaman Mahasiswa Pada Mata Kuliah Telaah Kurikulum Melalui Media Visual Berbasis Macromedia Flash MX. Dinamika Pendidikan. 6(2), 132-149.

Komalasari, K. (2014). Pembelajaran Kontekstual. Bandung: PT Refika Aditama.

Miarso, Y. (2004). Menyemai Benih Teknologi Pembelajaran. Jakarta: Pustekkom Diknas & Kencana.

Priowirjanto, G., & Prapantja, Y. (2013). Simulasi Digital. South East Asian Ministers Of Education Organization Regional Open Learning Centre

Rusman. (2011). Belajar dan Pembelajaran Berbasis Komputer. Bandung: Alfabeta.



  • There are currently no refbacks.

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.