Judul: Pengembangan Sistem Pembelajaran Kanji Dasar Jepang Berbasis Multimedia
Abstrak: Kanji is one of three Japanese writing characters, the others are katakana and hiragana. Most of students have difficulties in learning kanji because of the complexity rule and variety of remembering a large amount of characters . This is one of the main obstacles in learning Japanese language for nonnative speaker which is commonly caused losing in their motivation for learning. As a consequence, they preferred learning katakana and hiragana which is easier. There are no other methods besides remembering each character in learning kanji. Therefore, it is needed to find a solution or a method for at least easing the difficulties in learning and increasing their motivation in study. One of the solutions is by developing learning software for basic kanji in multimedia-based environment. The standard materials of basic kanji are based on Japanese Language Proficiency Test (JLPT) level 4 developed by The Japan Foundation Association of International Education – Japan. By using Computer Aided Instruction (CAI), student can learn anytime and anywhere using their PC or notebook. In developing this method through multimedia learning, we have to develop an instruction model. This model will teach students basic Japanese kanji by using picture, sounds, and animation through exercises. This model using drills process with one cycle each drills, and it will be grouped by three difficulty levels. Through this multimedia interactive software testing over one month, the result by six sample users (students) of UPBI gained total average 84.7 points with average increases knowledge of remembering characters up to 358% (approximately 52-53 characters), which is in other words 3.5 times improvement and reached up to 17.96% recognition knowledge of kanji after using this multimedia learning system. Based on the research result, this system has the ability to increase student recognition knowledge of basic kanji level 4.
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Judul: Implementation of Semantic Mapping for Multimedia-based English Learning.
Abstrak: Vocabulary is a fundamental aspect in language learning. Most of students have difficulties in remembering vocabulary. One of the methods in teaching vocabulary is by semantic mapping. It is a process of drawing diagrams to describe how a topic and its related ideas are connected. In other word, semantic mapping is a way to describe the relationship of ideas from the topic. However, the teacher still uses this method traditionally. As a consequence, students become more dependent on the existence of teacher as a facilitator in the class. One of the solution of this problem is to convert the class situation from synchronous into asynchronous one. By using Computer Aided Instruction (CAl), students can learn vocabulary anytime and anywhere using internet, intranet, and localhost. In implementing this method through multimedia learning, we must make an instruction model. This model will teach students to learn vocabulary of animal by using a picture. This model is developed by using drill method with three cycles in one drill. In this method, materials will be repeated until students master it. Based on the research, this system can increase the ability of students in remembering vocabulary.
Keyword: Semantic Mapping, Drills, Vocabulmy, Computer Aided Instruction (CAl)

Judul: Performa kecoa madagaskar (Gromphadorhina portentosa) pada tipe tempat sembunyi yang berbeda
Abstrak: Madagascar cockroaches come from Madagascar Island in the southest of Africa Beach. This cockroaches is a giant cockroaches in the world and as big as a giant beetle that called as "giant cockroaches". Madagascar cockroaches is a giant cockroaches and have a different character with another cockroaches, that is big size and types that it make it looks like beetle, fizz, doesn't bite, doesn't have wings and outdorless so that these cockroaches harmless for human and can be keep as pets that quite popular all over the world because of it's unique.
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