Penggunaan smartphone di kalangan pelajar sebagian besar digunakan untuk mengakses jejaring sosial dan belum menggunakan smartphone dalam poroses pembelajaran. Tujuan Penelitian ini untuk merancang media pembelajaran mobile learning pada mata pelajaran simulasi digital berbasis android. Model yang digunakan adalah Instructional Development Institute (IDI) dalam metode pengembangan Research and Development (R&D). Hasil penelitian ini menunjukkan bahwa mobile learning berbasis android untuk mata pelajaran simulasi digital ini layak untuk dimanfaatkan sebagai media pendukung pembelajaran mandiri, sesuai dengan pengujian yang dilakukan terhadap aspek materi dan desain yang diujikan ke siswa didapatkan hasil untuk kelas kontrol sebesar 74,125% dan eksperimen sebesar 83,25%. Sehingga dapat diambil kesimpulan penggunaan media mobile learning berbasis android ini valid, praktis dan efektif digunakan pada mata pelajaran simulasi digital. Mobile learning simulasi digital ini dapat meningkatkan minat belajar siswa dan juga meningkatkan hasil belajar siswa. Diharapkan untuk guru dan kepala sekolah SMKN 2 Padang agar dapat mempergunakan mobile learning dalam pembelajaran.Kata kunci: mobile learning, research and development, simulasi digital Development of learning media based on mobile learning in digital simulation subjectsAbstractThe use of smartphones among students is mostly used to access social networks and have not used smartphones in learning processes. The purpose of this study is to support mobile learning media on android-based digital learning. The model used is the Instructional Development Institute (IDI) in the Research and Development (R&D) development method. The results of this study indicate that android-based mobile learning for digital simulation subjects is feasible to be used as a supporting medium for independent learning, in accordance with tests conducted on material and design aspects that are tested for students who obtain results for the control class by 74.125% and trials for 83, 25%. It can be concluded that the use of mobile learning media based on Android is valid, practical and effective in digital simulation lessons. This digital simulation of mobile learning can increase student learning interest and also improve student learning outcomes. It is expected that teachers and principals of SMKN 2 Padang can use mobile learning in learning.Keywords: mobile learning, research and development, digital simulation
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.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.