Swishmax 4 Crack 2021 Keygen Download Pc

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John Cortez

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Jan 25, 2024, 5:03:27 PM1/25/24
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From here, it's easy - and fun - to add your own touches to your custom-made app. When you're done, make sure that your generated Windows app exits with a successful splash screen. Your custom app should now work fine on both Windows 7 Ultimate and Windows 10 Anniversary Edition. If you're using Windows 10 Mobile, you need to use the Windows Store to publish your app. To do so, follow the instructions included in the SWiSH download. To conclude, let me invite you to try out this new yet exciting feature of swishmax - you just might like it.

The low learning outcomes as a result of low students' interest in learning on the Organizational Behavior subject was the background of the study. The objective of the study was to develop a learning media video based on swishmax dan screencast o-matic softwares through the contextual approach. The study used the ADDIE development model which consisted of five stages: Analysis, Design, Development, Implementation, and Evaluation. Before using, the learning video media first tested by the media experts and the subject experts. Then; it needed students' feedback on questionnaires about the media. The results of the experts, and students' questionnaires showed that the media was very good and feasible to be used. The effectiveness of the media was analyzed by t-test. It obtained the mean score of experimental class was 85.03; whereas the mean score of control class was only 79.00. By using the t test scores was 3.30> 1.997; then Ho was rejected. Therefore; it can be concluded that learning by using the learning video media based swishmax and screencast o-matic softwares through the contextual approach was better than the conventional teaching on Organizational Behavior.Rendahnya hasil belajar sebagai akibat dari rendahnya minat belajar mahasiswa pada mata kuliah perilaku organisasi adalah hal yang mendasari dilakukannya penelitian ini. Penelitian ini bertujuan untuk mengembangkan media video pembelajaran berbasis Software Swishmax dan Screencast O-matic dengan pendekatan kontekstual. Pada penelitian ini menggunakan model pengembangan ADDIE dimana dalam tahapnya terdiri dari 5 tahapan yaitu analisis, desain, development, implementasi, evaluasi. Sebelum digunakan, media video pembelajaran terlebih dahulu dilakukan uji validasi oleh ahli media dan ahli materi. Selain itu diperlukan juga angket tanggapan mahasiswa mengenai media tersebut. Hasil dari validasi ahli media, materi dan angket mahasiswa berkriteria sangat baik dan layak untuk digunakan. Uji keefektifan media menggunakan uji t pihak kanan, diperoleh rata-rata hasil belajar kelas eksperimen 85,03, dan kelas kontrol adalah 79,00. Dengan analisis menggunakan uji t diperoleh nilai ttabel < thitung yaitu 3,30> 1,997maka H0 ditolak, sehingga dapat disimpulkan bahwa pembelajaran dengan menggunakan media video pembelajaran berbasis Software Swishmax dan Screencast O-matic dengan pendekatan kontekstual lebih baik dibandingkan dengan pembelajaran konvensional pada mata kuliah perilaku organisasi.

swishmax 4 crack keygen download pc


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