Penelitian pengembangan ini bertujuan untuk mengembangkan sebuah media pembelajaran berupa E-Learning pada mata pelajaran Keterampilan Komputer dan Pengelolaan Informasi (KKPI), di jurusan Teknik Komputer dan Jaringan (TKJ) SMK Muhammadiyah 1 Padang. Media E-Learning ini dirancang untuk dapat meningkatkan hasil belajar pada mata pelajaran KKPI. Penelitian ini menggunakan metode penelitian Research and Development (R and D), dan prosedur pengembangan Four-D (Define, Design, Develop, and Disseminate. Jenis data yaitu data primer. Teknik analisis data yang digunakan adalah teknik analisis data deskriptif yaitu dengan mendeskripsikan kevalidan, kepraktisan dan keefektifan media E-Learning. Hasil yang diperoleh dari penelitian pengembangan ini sebagai berikut: (1) Validitas Media E-Learning dinyatakan sangat valid pada aspek materi dan aspek media (2) Praktikalitas Media E-Learning berdasarkan respon guru dan siswa dinyatakan sangat praktis (3) Efektivitas Media E-Learning dinyatakan efektif dalam meningkatkan hasil belajar siswa. Berdasarkan temuan penelitian ini disimpulkan bahwa Media E-Learning ini valid, praktis, dan efektif.
Tujuan Penelitian untuk mengetahui kebutuhan siswa pada Media pembelajaran berbasis Android mata Pelajaran Kewirausahaan. Metode Penelitian bersifat Kuantitatif dengan Subjek penelitian siswa kelas X jurusan Perhotelan dan Jasa Pariwisata di Kota Padang .Instrument yang digunakan dalam penelitian ini adalah angket/kuesioner, menyangkut dua indikator dengan hasil indikator kebutuhan sarana dan kecenderungan gaya belajar menunjukkan bahwa 100% siswa yang mempunyai Handphone Berbasis Android, Interaksi Siswa dengan Handphone menunjukan presentasi 94,1 %. Ini menunjukkan kebutuhan sarana Handphone sangat diperlukan terlebih hanya 29,4% guru yang memanfaatkan media pembelajaran berbasis Android. Hasil kuesioner Dari Indikator kebutuhan untuk memperhatikan kecenderungan gaya belajar siswa lebih suka dengan percentase 41,2% menggunakan kata seperti rasakan, sentuh dan pegang, 47,1% siswa lebih mudah mengingat hal yang dilihat/dibaca serta yang dilakukan, 58% siswa lebih suka membaca dari pada dibacakan, kemudian 52,5% siswa Sangat setuju, 47,1 % Setuju Jika Dikembangkan Media Pembelajaran Berbasis Android. Berdasarkan Hasil Penelitian Tersebut dapat disimpulkan Perlu dikembangkan Media Pembelajaran Berbasis Android dalam Proses Pembelajaran.AbstractThe research purpose was to determine the needs of students on Android-based learning media on Entrepreneurship Subjects. The research method was a Quantitative Research Methodology, with Class X as research subjects which majoring in Hospitality and Tourism Services in Padang. This research was using questionnaires as an instrument, involving two indicators which consist of indicators requirement for facilities and learning style tendencies. It was determined that 100% of students owned Android mobile phones, student’s interaction with the mobile phones was at 94.1%. This shows that requirement for mobile phone facilities was determined, especially only 29.4% teachers who used Android-based learning media. Questionnaires results indicator implied that tendency of student learning styles preferring to using a words such as feel, touch, and hold which shown at percentage of 41.2%, then 47.1% students were more easily remember things which could be seen or read and practicing, 58% of students prefer read by themselves rather than read by others. Therefore 52.5% of students strongly agree and 47.1% agree for develop of android-based learning media. According to the Result, Must Develop Android Based Learning.
This development research produces learning media in the form of E-Learning which is applied to digital simulation subjects at Vocational School in Padang. This E-Learning could improved student learning outcomes on digital simulation subjects. Research and Development (R and D) was used as research methods with Four-D development procedures (Define, Design, Develop, and Disseminate). The type of data that used in this research was primary data. This research used descriptive data analysis techniques by describing the practicality of E-Learning as learning media. The results obtained from this research was the results of the practicality test E-Learning as learning media which are based on the responses of teachers and students in digital simulation learning. The practicality test result shows that E-Learning as learning media has high practical value. Based on the result of the research it can be concluded that E-Learning as learning media is practical for use by teachers and students.
Penelitian dilatarbelakangi dengan permasalahan media pembelajaran dari beberapa sekolah di Kota Padang yang kurang berinovasi sesuai dengan perkembangan revolusi teknologi, padahal sarana dan prasarana sekolah sudah memadai untuk dibuatnya media pembelajaran yang berbasis teknologi khususnya internet. Tujuan penelitian ini adalah untuk mengetahui efektifitas penggunaan media pembelajaran cloud computing sebagai media pendukung pembelajaran, dalam hal ini berbentuk e-learning. Populasi penelitian ini adalah siswa SMA se-Kota Padang dengan sampel SMAN 4, 5, dan 14 Padang sebanyak 71 orang siswa. Berdasarkan pada hasil penghitungan didapatkan tingkat efektivitas tergolong efektif dengan rata-rata persentase adalah 78,95%. Maka dapat disimpulkan bahwa penggunaan cloud computing sebagai media pendukung pembelajaran dikategorikan sebagai media yang efektif.
This article presents the results of validation analysis of an android-based learning media that is applied to entrepreneurship subjects which specialized in tourism majors at vocational schools in Padang. The main object of this learning media was it can be accessed via mobile phone and this learning media accessible for teachers and students anytime, anywhere. The validation analysis of learning media was obtained from media experts and content experts. The validation results were used as reference for utilization of an android-based learning media at vocational school in Padang.
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