This study aims to develop an Android application-based e-Module on the Makassar Flute learning material for Year 8 junior high school students. The development of e-Module learning media based on android application is an alternative in the use of technology. Essentially, the commonly used sources and learning media are in the form of physical books, but with advances in technology, learning media can be presented in digital form. The development model refers to the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model developed by Dick and Carry. However, in this study, it is limited to only three stages, namely ADD (Analysis, Design, Development). The development process at this stage starts from the Analysis stage by conducting needs analysis, student character analysis, analysis of hardware and software, and analysis of basic competencies. The second stage is the Design stage, which is the preparation of the flowchart and the preparation of the e-Module material and content. Then the next stage is the Development stage, in which the learning media production is carried out using the Corel Draw X4 application, which is subsequently converted to an Android-based application by utilizing the Appsgeyser application. The development of this Android-based e-Module learning media can serve as an option for the use of culture and art learning media, especially in the material of traditional musical instruments.
This research is conducted by implementing the Drill Method and using learning media, namely MIDI, as an alternative medium used which contains the resulting scale intervals so that it is more practical to teach, especially in improving vocal techniques in singing. The research participants are 20 students-members of the choir extracurricular program in State Vocational High School SMKN 2 Maros. This mixed qualitative and quantitative research aims to determine students' singing ability. The data were collected through observations, interviews, documentation analysis, and tests. There were two cycles conducted in this research. Each cycle consisted of some stages, namely planning, implementing, observing, and reflecting. The results of this research show that the drill method can improve student ability in singing. Based on the result collected in cycle 1, only 55% of students are in the Good and Excellent categories in terms of singing ability. Then, in cycle 2, 80% of the students are in the Good and Excellent categories. Thus, there seem to be positive changes in students' attitudes.
This research was carried out using the ADDIE model development method (Analysis, Design, Development, Implementation, Evaluation). In this postmodern era with rapid technological developments and the phenomena of online schools due to the Covid-19 pandemic, the researchers developed Android-based game learning media to improve the learning interests of children about Indonesian musical instruments in the form of puzzle games. However, this development research was only conducted in three stages: ADD (Analysis, Design, Development). The learning media development process started from the analysis stage, which was to analyze the needs of child learning methods, and the hardware and software used. The second stage, design, made the storyboard, pictures, menu buttons, and the background. The third stage, development, is the realization of the product design in which the sample of Nusantara (Indonesian) musical instruments was made using a Corel Draw X4 application and then converted into android-based games using the Appsgeyser application. The application has been assessed by media validators and designs from IT Consultant Phicos Group, Mr. Bayu Antrakusuma, M.Pd. The results show that although the research was only up to the development stage, the learning media could still be continued to the next stage through revisions until the product was claimed appropriate to implement by the media experts and practitioners, and an evaluation stage could be carried out.
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