This research is based on the existence of gaps in the Powerpoint learning media when used in complex material discussions. The development of instructional media has the aim to determine the feasibility , find out responses and learning outcomes of student on digital handout learning media based on androidThis research was conducted to 20 students of class XI in the 1st Senior High School Puri Mojokerto by collecting data using interviews, documentation, and questionnaires that were analyzed through qualitative and quantitative data analysis. The research model utilized 4D consisting of define, design, develop, and disseminate stages. The outputs of research were Android-based digital handout learning media applications with the APK format. The validation results of Digital Handout media obtained proper conclusions with the details, i.e., material experts by 92.8%, media experts by 87.8%, evaluation experts by 84%, and question experts by 88%. Students resulted in the positive responses by 91.8% and induced an increase in learning outcomes, which relatively high, considering from an average Gain Score of 0.71 with the completeness of classical posttest amounting to 90%. Therefore, it can be concluded that based on the results, digital handout learning media can facilitate students' understanding through appropriate media with positif responsses and increase in learning outcomes.
The limited use of learning media in the era of distance learning makes schools need to optimize each material with alternative developments to evaluate self-evaluation, formula calculation schemes, and curve evaluation forms. The emergence of the offline version of desktop economic mind mapping media development in the era of distance learning has the following objectives: 1) to prioritize mind mapping-based interactive learning media; 2) to analyze the structure of practicality; 3) to analyze how significant the changes in student learning outcomes were before and before being given the media that had been developed; 4) to analyze the analysis related to assessing the responses, reactions, and perceived impacts after the use of developer media. The testing phase is limited to 20 students in class X IPS 1 and X IPS 2 at SMA Muhammadiyah 3 Surabaya. Researchers in collecting data using documentation methods, interviews, review sheets and expert validation, and questionnaires. The adoption of 4D stages (define, design, develop, dessiminate) is the method used to develop the product in this study with an application output in .EXE format (file extension) that is suitable for use on a Windows computer system. The results of the study refer to the development of the media which is stated to be very feasible with the percentage of material testing 93%, media testing 87%, evaluation testing 84%. The media level is stated to be very practical with a percentage of 90%. The effectiveness of the media shows an increase in understanding that is significantly more dominant than the results of measurements with other media. 88% positive responses were given by students to this development media. So that mind mapping-based interactive learning media can support students' understanding and be applied in the era of distance learning.
ABSTRAKKeterampilan yang melibatkan unsur teknologi dalam aktivitas pembelajaran saat ini sangat diperlukan di era pasca pandemi. Tujuan kegiatan PKM (Pengabdian Kepada Masyarakat) ini untuk meningkatkan pemahaman serta keterampilan MGMP Ekonomi di Kabupaten Lamongan terkait pelatihan pembuatan LKPD Ekonomi berbasis aplikasi digital. Metode yang digunakan dalam proses pelaksanaan kegiatan terdapat lima tahapan: 1) melakukan persiapan dan pengorganisasian, 2) menyusun susunan acara, materi, dan instrumen pelatihan, 3) pelaksanaan kegiatan pelatihan, 4) pendampingan dan penyusunan soal HOTS ke LKPD berbasis aplikasi digital, 5) evaluasi. Hasil dari kegiatan pelatihan tersebut menunjukkan bahwa pada lembar Respons peserta secara keseluruhan memperoleh persentase rata-rata sebesar 77% dengan kategori sangat baik, dengan memperoleh tingkat keefektifan sebesar 0,89 dengan kategori efektif. Hal tersebut menunjukkan bahwa kegiatan pelatihan tersebut dapat diikuti dengan baik oleh peserta MGMP Ekonomi, hal tersebut berpengaruh terhadap meningkatnya pemahaman serta keterampilan peserta tentang pembuatan LKPD berbasis aplikasi digital sebelum dan setelah mengikuti pelatihan sehingga peserta mampu menghasilkan produk LKPD Ekonomi berbasis aplikasi digital untuk mendukung proses pembelajaran. Kata kunci: LKPD berbasis aplikasi digital; MGMP ekonomi kabupaten lamongan; pelatihan ABSTRACTSkills that involve elements of technology in learning activities are currently very much needed in the post-pandemic era. The purpose of this Community Service activity is to improve the understanding and skills of the Economic MGMP in Lamongan Regency related to training in making economic LKPD based on digital applications. The method used in the activity implementation process consists of five stages: 1) preparing and organizing, 2) compiling the arrangement of events, materials, and training instruments, 3) implementing training activities, 4) mentoring and preparing HOTS questions to LKPD based on digital applications, 5) evaluation. The results of the training activities showed that on the Response sheet the participants overall obtained an average percentage of 77% in the very good category, with an effectiveness level of 0.89 in the effective category. This shows that the training activities can be followed well by the participants of the Economics MGMP, this has an effect on increasing participants' understanding and skills about making digital application-based LKPDs before and after participating in the training so that participants are able to produce digital application-based Economic LKPD products to support the learning process. Keywords: LKPD based on digital applications; lamongan regency economic MGMP; training
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