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IJIET 2024 Vol.14(5): 690-699
doi: 10.18178/ijiet.2024.14.5.2094

Development of Hybrid Project-Based Learning Model for Multimedia Technology and Animation

Muhammad Sabir Ramadhan1,*, Nizwardi Jalinus2, Refdinal2, Neni Mulyani1, and Muhammad Amin1
1. Technology and Vocational Education Study Program, Faculty of Engineering, Universitas Negeri Padang, Padang, Indonesia
2. Faculty of Engineering, Universitas Negeri Padang, Padang, Indonesia
Email: ramasabir@gmail.com (M.S.R.); jnizwardi228@gmail.com (N.J.); crefmoein@gmail.com (R.); neni.muliani@gmail.com (N.M.); stmikroyal13@gmail.com (M.A.)
*Corresponding author

Manuscript received October 12, 2023; revised November 24, 2023; accepted January 18, 2024; published May 14, 2024

Abstract—Technological advancements, global initiatives, and digitization have led to a sustained demand for highly qualified engineers. However, the current state of engineering education has drifted apart from real-world requirements. Thus, it is crucial to identify the specific skills lacking in engineering graduates. Additionally, this research results can be useful for curriculum development, fostering collaboration between academic institutions and industry partners, and improving students’ skills. This study aims to introduce a pioneering educational model that combines hybrid learning and Project- Based Learning (PBL) to address the needs and preferences of college students in the fields of multimedia technology and animation. The paper presents the development and implementation of the method, including an assessment of learner characteristics, expert assessments, peer evaluations, and limited tests. The experts involved as validators comprised three individuals from the fields of education, animation, and industry practitioners. The product testing was conducted in two classes: a control class with 20 students and a limited experimental class with 15 students. Based on the paired sample t-test, p-values of 0.001 for the multimedia technology course and 0.002 for the animation course were obtained at a significance level of 0.05. This suggests that there is a significant difference in the classes that implement the Hybrid Project- Based Learning (H-PBL) model. Additionally, instructional products were developed, including a model book, a learning materials book, a user guide for lecturers, a user guide for students, and teaching modules. Furthermore, this research also yielded an e-learning platform and online modules.

Keywords—Project-Based Learning (PBL), multimedia technology, animation, hybrid learning

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Cite: Muhammad Sabir Ramadhan, Nizwardi Jalinus, Refdinal, Neni Mulyani, and Muhammad Amin, "Development of Hybrid Project-Based Learning Model for Multimedia Technology and Animation," International Journal of Information and Education Technology vol. 14, no. 5, pp. 690-699, 2024.


Copyright © 2024 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

General Information

  • ISSN: 2010-3689 (Online)
  • Abbreviated Title: Int. J. Inf. Educ. Technol.
  • Frequency: Monthly
  • DOI: 10.18178/IJIET
  • Editor-in-Chief: Prof. Jon-Chao Hong
  • Managing Editor: Ms. Nancy Y. Liu
  • E-mail: editor@ijiet.org
  • Abstracting/ Indexing: Scopus (CiteScore 2023: 2.8), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Google Scholar
  • Article Processing Charge: 800 USD

 

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