ICT Learning Media Design Using Smart Apps Creator at SMA N 1 Kapur IX
Keywords:
Learning Media, Smart Apps Creator, Research and Development (R&D) MethodAbstract
This research was motivated by problems found after direct interviews with ICT subject teachers at SMA N 1 Kapur IX Mr. Diki Putra Indri S.Kom on November 26, 2022 and 11 students. Based on these interviews, the authors identified problems, namely the disruption of the learning process due to power outages, many students already have an android but its utilization in the field of education is still limited, there is no android-based learning media at SMA N 1 Kapur IX. Based on the problem, the author designs ICT learning media so that it can be utilized validly, practically and effectively. The method used is Research and Development (R&D) with the PPE development model which consists of: Planning, Production, Evaluation. The resulting media was tested for validity, practicality and effectiveness using a product assessment questionnaire. The research results are presented in the form of ICT learning media accessed by android. The validity test of four experts resulted in a value of 0.89 which indicates validity. The practicality test involving three experts resulted in a score of 0.97 with a very high category. The effectiveness test, with one teacher and 31 students, produced a coefficient of 0.88 with a high effectiveness category.
References
Fameska, E., Okra, R., Supriadi, S., & Antoni Musril, H. (2023). Perancangan Media Pembelajaran Berbasis Game Edukasi Menggunakan Mit App Inventor Pada Pelajaran Pai. JATI (Jurnal Mahasiswa Teknik Informatika), 7(1), 657–664.
Faqih, M. (2021). Efektivitas Penggunaan Media Pembelajaran Mobile Learning Berbasis Android Dalam Pembelajaran Puisi. Konfiks Jurnal Bahasa Dan Sastra Indonesia, 7(2), 27–34. https://doi.org/10.26618/konfiks.v7i2.4556
Fransisca, S., & Putri, R. N. (2019). Pemanfaatan Teknologi RFID Untuk Pengelolaan Inventaris Sekolah Dengan Metode (R&D). Jurnal Mahasiswa Aplikasi Teknologi Komputer Dan Informasi, 1(1), 72–75.
Gusman, D., & Nurmalina, N. (2021). Peningkatan Kemampuan Sosial Emosional Anak Usia Dini Melalui Penggunaan Media Animasi Di TK Taqifa Bangkinang Kota. Journal on Teacher Education, 3(1), 33–42. https://doi.org/10.31004/jote.v3i1.2146
Ikhbal, M., & Musril, H. A. (2020). Perancangan Media Pembelajaran Fisika Berbasis Android. INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management, 5(1), 15–25. https://doi.org/10.51211/imbi.v5i1.1411
Putri, E. L., Derta, S., Musril, H. A., & Okra, R. (2023). Perancangan Media Pembelajaran IPA Berbentuk Game Edukasi Menggunakan Aplikasi Construct 2 di SMPN 7 Bukittinggi. 7(2), 194–203.
Ramadani, R., & Efriyanti, L. (2022). Perancangan Media Pembelajaran Berbasis Android Pada Mata Pelajaran Fikih Untuk Kelas XI IPS di MAN 1 Pasaman. Jurnal Ilmiah Multi Disiplin Indonesia, 2(1), 106–115.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Nurazila, Hari Antoni Musril, Riri Okra, Sarwo Derta

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.




