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Abstract
Mengatasi permasalahan hasil belajar siswa yang rendah sangat penting bagi pendidik agar siswa mendapatkan hasil belajar yang baik. Oleh karena itu, penelitian ini bertujuan untuk mengetahui: (1) kelayakanpenggunaanmedia pembelajaran interaktif berbasis android yang dikembangkan. (2) keefektivitasan media pembelajaran interaktif berbasis android dalam meningkatkan hasil belajar siswa pada mata pelajaran produk kreatif dan kewirausahaan kelas XI SMK Pariwisata Imelda Medan. Populasi dalam penelitian ini adalah seluruh siswa kelas XI SMK Swasta Pariwisata Imelda Medan yang terdiri atas 2 kelas yaitu kelas XI Tata Boga 1 dan Tata Boga 2 sebanyak 60 siswa. Pada penelitian ini menggunakan teknis sampel jenuh yang berarti keseluruhan populasi dijadikan sampel. Objek dalam penelitian ini adalah media pembelajaraninteraktifberbasis android pada mata pelajaran produk kreatif dan kewirausahaan. Metode penelitian yang digunakan adalah metode research and development (R&D) dengan menggunakan model Four-D yang dikembangkan oleh Thiagarajan dan Semmel).Hasil penelitian ini adalah media pembelajaran interaktif berbasis android yang dikembangkan layak digunakan berdasarkan validasi dari ahli materi dengan persentase 76.36% yang berarti media pembelajaraninteraktifberbasis android inilayakuntukdigunakan. Pada penilaian ahli media denganpersentase 79,33% yang berarti media pembelajaraninteraktifberbasis android inilayakuntukdigunakan. Pada penilaian praktisi guru denganpersentase 93.67% yang berarti media pembelajaraninteraktifberbasis android ini sangat layakuntukdigunakan. Media pembelajaran interaktif berbasis android efektifdigunakan berdasarkan hasil perhitungan uji t, diperoleh data bahwa thitung> ttabel atau 5,868 > 2,00172 atau dengan kata lain H0 ditolak dan Ha diterima, maka dapatlah disimpulkan bahwa hasil belajar siswa pada mata pelajaran produk kreatif dan kewirausahaan yang menggunakan media pembelajaran interaktif berbasis android lebih tinggi daripada hasil belajar siswa tanpa menggunakan media pembelajaran interaktif berbasis android dengan efektifitas penggunaan media pembelajaran interaktif berbasis android sebesar 88,56%.
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References
- Adam, S. (2015). Pemanfaatan media pembelajaran berbasis teknologi informasi bagi siswa kelas X SMA Ananda Batam. Computer Based Information System Journal, 3(2).
- Agustini, M., Yufiarti, Y., & Wuryani, W. (2020). Development of Learning Media based on Android Games for Children with Attention Deficit Hyperactivity Disorder.
- Anggraini, H. W., Novianti, H., & Bardadi, A. (2018). Pengembangan bahan ajar berbasis android untuk meningkatkan kemampuan pengucapan pada mahasiswa. CESS (Journal of Computer Engineering System and Science), 3(1), 83–86.
- Arindiono, R. J., & Ramadhani, N. (2013). perancangan media pembelajaran interaktif matematika untuk siswa kelas 5 SD. Jurnal Sains Dan Seni ITS, 2(1), F28–F32.
- Budi, B., & Fensi, F. (2018). Pengaruh Pendidikan Kewirausahaan Dalam Menumbuhkan Minat Berwirausaha. Jurnal Pengabdian Dan Kewirausahaan, 2(1).
- Daryanto, D. (2013). Media pembelajaran peranannya sangat penting dalam mencapai tujuan pembelajaran. Gava Media.
- Diani, D. R., Nurhayati, N., & Suhendi, D. (n.d.). PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK (LKPD) MENULIS CERPEN BERBASIS APLIKASI ANDROID. Basastra: Jurnal Bahasa, Sastra, Dan Pengajarannya, 7(2), 1–13.
- Fitriati, R., & Hermiati, T. (2011). Entrepreneurial Skills and Characteristics Analysis on the Graduates of the Department of Administrative Sciences, FISIP Universitas Indonesia. BISNIS & BIROKRASI: Jurnal Ilmu Administrasi Dan Organisasi, 17(3).
- Gusnita, W., & Irfan, D. (2020). Model Development of Android-Based Learning in Vocational High School. 1st Progress in Social Science, Humanities and Education Research Symposium (PSSHERS 2019), 135–140.
- Handaru, C. D., & PUJ?R?YANTO, P. (2020). Analysis of Vocational High School Students Interest on Interactive Learning Multimedia of Product Creative and Entrepreneurship (PKK) Subjects Based on Android. International Technology and Education Journal, 4(2), 43–51.
- Harahap, S. Z., Munandar, M. H., & Hayati, A. (2020). Design and Development of Mathematics and Basic Indonesian Learning Tools for Early Children Based on Android. Jurnal Mantik, 4(3), 2017–2022.
- Jazuli, M., Azizah, L. F., & Meita, N. M. (2017). Pengembangan Bahan ajar elektronik berbasis android sebagai media interaktif. LENSA (Lentera Sains): Jurnal Pendidikan IPA, 7(2), 47–65.
- Nainggolan, E. R., Asymar, H. H., Nalendra, A. R. A., Sulaeman, F., & Radiyah, U. (2018). The implementation of augmented reality as learning media in introducing animals for early childhood education. 2018 6th International Conference on Cyber and IT Service Management (CITSM), 1–6.
- Rahmayanti, H., Oktaviani, V., & Syani, Y. (2020). Development of sorting waste game android based for early childhood in environmental education. Journal of Physics: Conference Series, 1434(1), 12029.
- Rais, M., Aryani, F., Ahmar, A. S., Arfandi, H., & Ahmad, W. K. S. (2018). Learning Media Edu-Games “My Profession” as an Effort to Introduce Various Types of Profession in Early Childhood Education Students. Journal of Physics: Conference Series, 1028(1), 12091.
- Rusgowanto, F. H. (2020). ICT implementation in android applications for entrepreneurship learning: A high school case study in Jakarta. International Journal of Innovation, Creativity and Change, 10(11), 68–82.
- Sabahi, S., & Parast, M. M. (2020). The impact of entrepreneurship orientation on project performance: A machine learning approach. International Journal of Production Economics, 226, 107621.
- Siswanto, D. (2017). Learning Methodology for Early Child Education Education (Paud) in the Recognition of Legal Capitals based on Android. IOP Conference Series: Earth and Environmental Science, 97(1), 12047.
- Suddin, S., & Deda, Y. N. (2020). Education game based on Timor local wisdom as an Android-Based Mathematics Learning Media. Al-Jabar: Jurnal Pendidikan Matematika, 11(2), 227–246.
- Sudrajat, J., Rahman, M. A., Guzman, G. A., Ricky, M. Y., & Sasongko, A. H. (2018). Innovation of entrepreneurship learning with business model canvas game. International Journal of Entrepreneurship, 22(3), 1–12.
- Suryani, N. (2016). Utilization of Digital Media to Improve The Quality and Attractiveness of The Teaching of History. Proceeding of the International Conference on Teacher Training and Education, 2(1), 131–144.
References
Adam, S. (2015). Pemanfaatan media pembelajaran berbasis teknologi informasi bagi siswa kelas X SMA Ananda Batam. Computer Based Information System Journal, 3(2).
Agustini, M., Yufiarti, Y., & Wuryani, W. (2020). Development of Learning Media based on Android Games for Children with Attention Deficit Hyperactivity Disorder.
Anggraini, H. W., Novianti, H., & Bardadi, A. (2018). Pengembangan bahan ajar berbasis android untuk meningkatkan kemampuan pengucapan pada mahasiswa. CESS (Journal of Computer Engineering System and Science), 3(1), 83–86.
Arindiono, R. J., & Ramadhani, N. (2013). perancangan media pembelajaran interaktif matematika untuk siswa kelas 5 SD. Jurnal Sains Dan Seni ITS, 2(1), F28–F32.
Budi, B., & Fensi, F. (2018). Pengaruh Pendidikan Kewirausahaan Dalam Menumbuhkan Minat Berwirausaha. Jurnal Pengabdian Dan Kewirausahaan, 2(1).
Daryanto, D. (2013). Media pembelajaran peranannya sangat penting dalam mencapai tujuan pembelajaran. Gava Media.
Diani, D. R., Nurhayati, N., & Suhendi, D. (n.d.). PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK (LKPD) MENULIS CERPEN BERBASIS APLIKASI ANDROID. Basastra: Jurnal Bahasa, Sastra, Dan Pengajarannya, 7(2), 1–13.
Fitriati, R., & Hermiati, T. (2011). Entrepreneurial Skills and Characteristics Analysis on the Graduates of the Department of Administrative Sciences, FISIP Universitas Indonesia. BISNIS & BIROKRASI: Jurnal Ilmu Administrasi Dan Organisasi, 17(3).
Gusnita, W., & Irfan, D. (2020). Model Development of Android-Based Learning in Vocational High School. 1st Progress in Social Science, Humanities and Education Research Symposium (PSSHERS 2019), 135–140.
Handaru, C. D., & PUJ?R?YANTO, P. (2020). Analysis of Vocational High School Students Interest on Interactive Learning Multimedia of Product Creative and Entrepreneurship (PKK) Subjects Based on Android. International Technology and Education Journal, 4(2), 43–51.
Harahap, S. Z., Munandar, M. H., & Hayati, A. (2020). Design and Development of Mathematics and Basic Indonesian Learning Tools for Early Children Based on Android. Jurnal Mantik, 4(3), 2017–2022.
Jazuli, M., Azizah, L. F., & Meita, N. M. (2017). Pengembangan Bahan ajar elektronik berbasis android sebagai media interaktif. LENSA (Lentera Sains): Jurnal Pendidikan IPA, 7(2), 47–65.
Nainggolan, E. R., Asymar, H. H., Nalendra, A. R. A., Sulaeman, F., & Radiyah, U. (2018). The implementation of augmented reality as learning media in introducing animals for early childhood education. 2018 6th International Conference on Cyber and IT Service Management (CITSM), 1–6.
Rahmayanti, H., Oktaviani, V., & Syani, Y. (2020). Development of sorting waste game android based for early childhood in environmental education. Journal of Physics: Conference Series, 1434(1), 12029.
Rais, M., Aryani, F., Ahmar, A. S., Arfandi, H., & Ahmad, W. K. S. (2018). Learning Media Edu-Games “My Profession” as an Effort to Introduce Various Types of Profession in Early Childhood Education Students. Journal of Physics: Conference Series, 1028(1), 12091.
Rusgowanto, F. H. (2020). ICT implementation in android applications for entrepreneurship learning: A high school case study in Jakarta. International Journal of Innovation, Creativity and Change, 10(11), 68–82.
Sabahi, S., & Parast, M. M. (2020). The impact of entrepreneurship orientation on project performance: A machine learning approach. International Journal of Production Economics, 226, 107621.
Siswanto, D. (2017). Learning Methodology for Early Child Education Education (Paud) in the Recognition of Legal Capitals based on Android. IOP Conference Series: Earth and Environmental Science, 97(1), 12047.
Suddin, S., & Deda, Y. N. (2020). Education game based on Timor local wisdom as an Android-Based Mathematics Learning Media. Al-Jabar: Jurnal Pendidikan Matematika, 11(2), 227–246.
Sudrajat, J., Rahman, M. A., Guzman, G. A., Ricky, M. Y., & Sasongko, A. H. (2018). Innovation of entrepreneurship learning with business model canvas game. International Journal of Entrepreneurship, 22(3), 1–12.
Suryani, N. (2016). Utilization of Digital Media to Improve The Quality and Attractiveness of The Teaching of History. Proceeding of the International Conference on Teacher Training and Education, 2(1), 131–144.