scholarly journals Pengembangan Mobile Learning berbasis Android pada Mata Pelajaran Rekayasa Perangkat Lunak di SMK Sultan Trenggono Kota Semarang

2019 ◽  
Vol 6 (5) ◽  
pp. 577
Author(s):  
Dania Ayu Wulandari ◽  
Hari Wibawanto ◽  
Agus Suryanto ◽  
Agus Murnomo

<p>Perkembangan jumlah pengguna <em>smar</em><em>t</em><em>phone</em> sudah merambah di kalangan siswa. Hal ini dapat dimanfaatkan sebagai media pendukung proses pembelajaran. Penggunaan media merupakan salah satu komponen metode untuk mencapai tujuan pembelajaran. Berdasarkan observasi di SMK Sultan Trenggono Kota Semarang, media pembelajaran masih terbatas pada <em>slide show power point</em> yang monoton, <em>e-book</em>, dan LKS (Lembar Kerja Siswa) atau buku-buku teks lainnya yang dinilai kurang memenuhi kelayakan. Penelitian ini bertujuan untuk mengetahui: (1) pengembangan media, (2) kelayakan media dan; (3) penilaian kemudahan dan kemanfaatan penggunaan media oleh siswa dan guru. <em>Mobile learning</em> didefinisikan sebagai model pembelajaran menggunakan perangkat IT (<em>information technology</em>) genggam dan bergerak. Model pengembangan yang digunakan adalah 4-D (<em>Four D Models</em>), yaitu: <em>define </em>(pendefinisian), <em>design </em>(perancangan), <em>develop </em>(pengembangan), dan <em>disseminate </em>(penyebaran). Berdasarkan penilaian kelayakan oleh validator media menunjukkan bahwa: aplikasi mendapat penilaian sebesar 86,93% dari ahli media dan 87% dari ahli materi. Sedangkan hasil uji coba menunjukkan nilai kemudahan dan kemanfaatan penggunaan aplikasi sebesar 87,5% oleh guru dan 82,27% oleh siswa. Hal ini menunjukkan bahwa media sangat layak untuk digunakan, mudah, dan bermanfaat dalam proses pembelajaran.</p><p> </p><p><em><strong>Absctract</strong></em></p><p><em>The grow</em><em>th</em><em> number of smar</em><em>tp</em><em>hone users has penetrated among the students. This can be used as a supporting med</em><em>ia</em><em> of the learning process. The use of media is one component method to achieve learning objectives. Based on the observations at SMK Sultan Trenggono Kota Semarang, the learning media is still limited to the monotonous power point slide sho</em><em>w</em><em>, e-book, and LKS</em><em> (student worksheet) </em><em>or other textbooks that are considered less feasibi</em><em>le</em><em>. This study aims to determine: </em><em>(1) media development, </em><em>(</em><em>2</em><em>) media feasibility</em><em>,</em><em> and (</em><em>3</em><em>) assessment of ease and usefulness of media us</em><em>age</em><em> by students and teachers. Mobile learning is defined as a learning model using IT (information technology) handheld and mobile devices. The development model used is 4-D (Four D Models), which are: define, design, develop, and disseminate. Based on the feasibility assessment by the media validator shows that: the application received an assessment </em><em>is</em><em> 86.93% of media experts and 87% of material experts. While the test results show the value of ease and usefulness of application usage </em><em>is</em><em> 87.5% by teachers and 82.27% by students. This shows that the media is very feasible to use, easy, and useful in the learning process.</em></p><p><em><strong><br /></strong></em><strong></strong></p>

2019 ◽  
Vol 8 (2) ◽  
pp. 151-158
Author(s):  
I Dewa Putu Nyeneng ◽  
◽  
Afif Rahman Riyanda ◽  
Kartini Herlina ◽  
◽  
...  

This study explores Android-based mobile learning media design on electrical content. The Media is designed to contain electrical content that is abstract and can not be seen with the naked eye. The content is depicted in a tangible and easily understood by students. The methods used in the development of the research media are Research and Development (R&D), and the development model conducted in this study is the IDI (Instructional Development Institute) Model of research results shows that the media Learning on electrical content is considered valid and the media is easy to use for students and teachers in the learning process. Keywords: learning Media, Mobile Learning, Android, electricity


2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Fida Amalia Buana Putri ◽  
Shanta Rezkita

Based on the necessary with the teacher, it is concluded that teachers need information technology (IT) based on learning media in the teaching and learning process. The main purpose of this study is to know about the research procedure, to know about the quality of the media that developed, and the expert's respond. This study is a Research and Development (R&D). The on  procedure of the procedure uses 9 steps, including 1)Potentials and problems, 2)Data collection, 3)Product design, 4)Design validation, 5)Design revision, 6)Product try-out, 7)Product revision, 8)Application try-out, 9)Product revision until the desired products interactive powerpoint learning media are complete. The result of the study showed that the media were appropriate to be implemented. This showed from media experts of the validation result that average score 3,34 with a very good category. Material expert student's that average score 3,40 with very good category and from linguists expert result that average score 3,22 with the good category. Next, the average validation score of the teacher is 3,62 with a very good category and peers of the validation result that average score 3,44 with a very good category. The last response of the students in applications try-out responses that average score 92,75 with a very good category. 


2018 ◽  
Vol 14 (1) ◽  
pp. 17
Author(s):  
MA Hamid ◽  
M Nurtanto ◽  
M Fawaid

The qualified teacher is teacher who has the standards of educator that has capability of their materials according to the standard of the contents and carry out the learning process according to the standard of the process. Learning Implementation Plan (LIP) is the administration prepared teachers before carrying out the learning process. This research aims to know the quality of the LIP who made by teachers. This research is a descriptive qualitative. The data were collected through questionnaire, document’s noting, and interviews method. The research subjects are vocational teachers in SMK Negeri 1 Cilegon. The results of this research shows that (1) the completeness of the components 63.63; (2) conformity between components 85.7; (3) feasibility of competence 100; (4) feasibility of the indicators and the achievement of basic competencies 100; (5) feasibility of the learning objectives 80; (6) formulate learning objectives 75; (7) choosing and organizing the learning material 80; (8) feasibility of the learning activities 84.6; (9) selection of learning methods 100; (10) selection of media, tools and learning resources 85.71; and (11) the feasibility assessment 85.7, so that the average was 85.5 with good qualifications. The LIP is structured properly can increase the effectiveness of learning in the classroom and improve the quality of teaching and graduates are in accordance with the needs of the ASEAN Economic Community.


PERSPEKTIF ◽  
2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Atmawarni UMA

Teaching and learning interaction ins chools is an interactive activity and the various components to realize the achievement of learning objectives have been established in the learning planning, to get there, first it need to be understood about the meaning of the term learning, teaching and interaction. These three terms will lead to the definition of teaching and learning interaction. The utilization of information technology in the making and using of interactive multimedia in learning in school be judged very effective in supporting the learning materials delivery. The use of interactive multimedia in the learning in school is one of solution to relieve stiffness, saturation, and the vacuum of students in learning so many kinds of subject in school. By steps and the process of the use of the right interactive multimedia, using interactive multimedia as the messaging media will stimulate thought, feelings, concerns and wishes of student so as to encourage the learning process more interactive and communicative and can enhance students learning experiences become more concrete.


JURTEKSI ◽  
2019 ◽  
Vol 3 (2) ◽  
pp. 84-91
Author(s):  
Hendra Nusaputra

Abstrak:Teknologi Informasi saat ini memegang peranan penting dalam segala bidang. Terutama dalambidang pendidikan, teknologi informasi dapat membantu proses edukasi menjadi lebih fleksibel dan mudahuntuk dipahami. Android adalah salah satu kata yang sering kita dengar. Teknologi Informasi berbasisandroid adalah teknologi yang paling banyak digemari. Teknologi berbasis android bisa kita nikmati melaluitelepon seluler ataupun gadget yang sekarang sudah dengan sangat mudah bisa kita dapatkan, karenaharganya yang relatif terjangkau. Pendidikan adalah sesuatu yang wajib dimiliki oleh setiap individu dansekolah adalah salah satu tempat dimana kita bisa mendapatkan pendidikan. Dengan berkembangnyateknologi informasi, pendidikan bisa kita dapatkan dimana saja kita berada tanpa dibatasi ruang dan waktu.Aplikasi Mobile Learning adalah salah satu inovasi terbaik yang banyak membantu proses edukasi berjalandengan lebih baik. Aplikasi mobile learning ini dapat membantu user, yaitu mahasiswa STIkes DharmaLandbouw dalam melakukan proses belajar kapan dan dimanapun mereka berada. Aplikasi mobile learningini bersifat dinamis dan dapat menjadi penunjang proses belajar dan mengajar dan memudahkan user dalammemahami setiap materi yang ada.Kata Kunci : teknologi informasi, android, pendidikan, stikes, mobile learningAbstract:Information Technology currently plays an important role in all fields. Especially in the field ofeducation, information technology can help the educational process become more flexible and easy tounderstand. Android is one of the words we often hear. Information technology based on android is the mostpopular technology. Android based technology we can enjoy through mobile phones or gadgets that are nowvery easily we can get, because the price is relatively affordable. Education is something that must be ownedby every individual and school is one where we can get education. With the development of informationtechnology, education can we get anywhere we are without limited space and time. Mobile LearningApplications is one of the best innovations that help educational process run better. This mobile learningapplication can help users, the students of STIkes Dharma Landbouw in doing the learning process when andwherever they are. Mobile learning application is dynamic and can be a supporting process of learning andteaching and facilitate the user in understanding any existing material.Keywords: Information Technology, Android, EducationSTIkes, Mobile Learning


2018 ◽  
Vol 1 (1) ◽  
pp. 126
Author(s):  
Dyah Hayu Kumarawati ◽  
Erlina Prihatnani

Abstrak: Penelitian ini bertujuan untuk mengembangkan LKS berbasis kontekstual berbantuan geogebra yang valid, praktis dan efektif. Penelitian ini menggunakan model pengembangan ADDIE dan telah dinyatakan valid dari aspek materi dan media pembelajaran dengan persentase berturut-turut 92,59% dan 92,80%, termasuk kategori sangat baik. Media ini telah diujicobakan kepada siswa kelas VIII SMP PGRI Banyubiru dan menghasilkan indeks kepraktisan penggunaan sebesar 75%, masuk kategori praktis. Uji pair t-test dengan taraf signifikan α = 0,05 menghasilkan signifikan mendekati nol kurang dari 0,05 dengan rata-rata posttest lebih tinggi daripada pretest. Berdasarkan ketiga hasil uji tersebut maka dapat disimpulkan bahwa media ini valid, praktis, dan efektif.  Abstract:  This study aims to develop a Geogebra based, contextual, practical and effective contextual-based LKS. This research uses ADDIE development model and it has been stated valid from material aspect and instructional media with percentage of 92,59% and 92,80%, including very good category. This media has been tested to students of class VIII SMP PGRI Banyubiru and produce the practicality of the use index of 75%, entered the practical category. T-test pair with significant level α = 0.05 yields significantly close to zero less than 0.05 with posttest average higher than pretest. Based on the three test results it can be concluded that the media is valid, practical, and effective.


2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Yuyun Maryuningsih ◽  
Topik Hidayat ◽  
R. Riandi ◽  
Nuryani Rustaman

The accessibility of learning media is one of the determining factors of student skills in dealing with the 21st-century demands. This study aimed at developing the online-discussion-forum-based Gen-21cs application.  This Research and Development (R&D) used the Ellis and Levy Model which comprised of six phases, namely, 1) identifying the problem by determining learning indicators and supporting literature, 2) determining the purpose of development, 3) making the design and development of tools 4 ) approve device testing, 5) try device test results and 6) communicate device test results. The data gained were analyzed using descriptive qualitative. The development results showed that the Gen-21cs application can be used in learning process and facilitated students to conduct online discussion. Furthermore, the validation results indicated that the media was feasible to use with ‘very good’ category.


2018 ◽  
Vol 4 (1) ◽  
pp. 1-10
Author(s):  
Mia Novita Ningrum ◽  
Novi Ratna Dewi ◽  
Parmin Parmin

Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan modul pop-up berbasis inkuiri terbimbing tema tata surya. Penelitian ini merupakan penelitian pengembangan yang terdiri dari sepuluh langkah dalam pelaksanaannya. Modul yang dikembangkan kemudian divalidasi oleh 3 ahli materi dan 3 ahli media untuk mengetahui kelayakan produk. Hasil penelitian menunjukkan bahwa penilaian kelayakan modul pop-up berbasis inkuiri terbimbing oleh ahli materi dan media memperoleh skor rata-rata 54 dan 39 dengan kriteria sangat layak. Uji coba skala kecil untuk mengetahui keterbacaan modul mendapatkan rata-rata skor 36,89 dari siswa dan 11,9 dari guru dikategorikan sangat baik. Hasil skor N-gain diperoleh  kriteria sedang sampai tinggi sebesar 93,75% dan siswa mendapatkan nilai posttest ≥75 sebesar 84,4%. Berdasarkan hasil penelitian dapat disimpulkan bahwa modul pop-up berbasis inkuiri terbimbing tema tata surya layak dan efektif digunakan dalam proses pembelajaran. Development of pop-up module with inquiry guided-based in the solar system’s theme for 7th grade students AbstractThis research aims to determine the feasibility and effectiveness of pop-up module with the inquiry guided based in the solar system’s theme. This research is a development research using research model that cited from Sugiyono (2015) which consists of ten steps in the implementation. Then, the modules which developed were validated by 3 material experts and 3 media experts to determine the feasibility of the product. The results show that the feasibility assessment of pop-up module with inquiry guided based is guided by material and the media experts obtain an average score of 54 and 39 with very reasonable criteria. Small-scale experiment  aims to determine the legibility of the module earned an average score of 36.89 from students and 11.9 from teachers. The classical exhaustiveness obtained is 84,4%, the average og gain normality is 0,55 with medium criterion. Based on the results of the research can be concluded that the pop-up module with inquiry guided-based in the solar system’s theme is feasible and effective use in the learning process.


Author(s):  
RODY SATRIAWAN ◽  
FAHRURROZI FAHRURROZI ◽  
NENY ENDRIANA ◽  
NILA HAYATI ◽  
RISTU HAIBAN HIRZI ◽  
...  

This research aimed to develop audio visual based on learning media using adobe flash professional CS6 in material subject for students of seventh graders at MTs Mu'allimin NW Pancor that was valid, practical and effective. This research was a research and development (R&D) that was adapted from the ADDIE development model. There are 5 stages: (1) Analysis; (2) Design; (3) Development; (4) Implementation; and (5) Evaluation. The population was students of seventh graders , with a sample of students of VIIB . Data collection techniques used were using a questionnaire that was analyzed descriptively. The results showed that audio visual based on learning media using adobe flash professional CS6 which had been developed based on the assessment of media experts obtained by 96 with a very good category and material expert assessment was obtained by 42 with a good category. Based on students' responses to the practicality of the media it was found that the percentage of assessment was 75.35% with the practical category. Based on tests of student learning outcomes on the effectiveness of the media obtained a percentage of 88.46%. Based on the results of data acquisition shows that audio visual based learning media using adobe flash professional CS6 was feasible and can be used in the mathematics learning process of material for students of seventh graders at MTs Mu'allimin NW Pancor. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran bilangan berbasis audio visual menggunakan adobe flash profesional CS6 untuk kelas VII MTs Mu’allimin NW Pancor yang valid, praktis, dan efektif. Penelitian ini merupakan penelitian pengembangan yang diadaptasi dari model pengembangan ADDIE. Tahapan penelitian ini ada 5 tahap, yaitu: (1) Analysis; (2) Design; (3) Development; (4) Impelementation; dan (5) Evaluation. Hasil penelitian menunjukkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 yang telah dikembangkan berdasarkan penilaian ahli media diperoleh sebesar 96 dengan kategori baik. Berdasarkan respon siswa terhadap kepraktisan media didapatkan persentasi penilaian sebesar 75,35% dengan kategori praktis. Berdasarkan tes hasil belajar siswa terhadap keefektifan media yang telah dikembangkan diperoleh persentase sebesar 88,46%. Berdasarkan hasil penelitian dan analisis data, dapat disimpulkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 layak dan dapat digunakan dalam proses pembelajaran matematika materi bilangan kelas VII MTs Mu’allimin NW Pancor.


2007 ◽  
Vol 4 (1) ◽  
pp. 32-42
Author(s):  
Ali Hussain Higgi

This paper presents an information technology based instructional model for effective learning in management information systems programs and modules for students in undergraduate education. This model is primarily centered on the traditional in-class learning model. Information technology is used in a unique and novel way in order to create a learning environment which not only engages students in the learning process but also enhances their problems solving skills, analysis and decision making abilities. The model embeds information technology in projects in order to hide complexities but without compromising achievement of learning objectives. It also uses information technology in a simulation mode in order to demonstrate key concepts or learning themes, to simulate main themes presented in case studies and to simulate problems behaviors. The model employs other creative techniques in order to deliver its overall goals.


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