Desain Media Pembelajaran Prakarya Berbasis Smart Apps Creator

Authors

  • Nasir Nasir Universitas Muhammadiyah Makassar
  • Nurindah Nurindah Universitas Muhammadiyah Makassar
  • Alfira Rauf Universitas Muhammadiyah Makassar
  • Sadriana Ayu Universitas Muhammadiyah Makassar
  • Uyunnasirah Hambali Universitas Muhammadiyah Makassar

DOI:

https://doi.org/10.30605/jsgp.5.3.2022.1884

Keywords:

Media Pembelajaran, Smart Apps Creator, Prakarya, Four D Model, SMP

Abstract

The aims of this study is to produce learning media in Android-based craft subjects through valid and practical smart apps creator applications at SMPN 12 Bulukumba. The research method used is the Research and Development (R&D) method. The development model used refers to the 4D development model (Four D-Model) consisting of 4 stages, namely: define, design, development and dessimeninate. However, this research was only carried out at the development stage. Because this research is only limited to developing and producing Android-based learning media products through smart application maker applications. The research was conducted in class VII SMPN 12 Bulukumba with 30 students and 1 teacher. The research instruments used were media and material expert validation sheets, student and teacher response questionnaires. The data collection technique used was the validation test and student response questionnaires. The results of the development show that learning media based on smart apps creator based on the assessment aspect obtained an average value of 3.70 with a very valid category. Meanwhile, the assessment of material experts is also in a very valid category with an average value of 3.70. The results of the small group trial assessment obtained an average value of 3.27 in the good category. While the results of the small group test obtained an average of  with practical criteria while in the limited field test an average score of = 3.44 with very practical features and for teacher responses obtained an average average =3.65 with very practical features. Based on the results of research conducted through the development process, the researchers concluded that the learning media developed were valid and practical to use

Downloads

Download data is not yet available.

References

Abdul, K. (2018). Media Dan Teknologi Pembelajaran. Yogyakarta: CV. Andi Offset.

Afriza. (2019). Pengembangan Media Pembelajaran Berbasisi aplikasi Android. Jambi: Pustaka Pelajar

Budyastomo, A. W. (2020). Gim edukasional untuk pengenalan tata surya. Teknologi: Jurnal Ilmiah Sistem Informasi, 10(2), 55-66. DOI: https://doi.org/10.26594/teknologi.v10i2.1955

Chandrawati, S. R. (2018). Pemanfaatan E-learning dalam Pembelajaran. Bandung: Pustaka Setia Bandung.

Dyah, Kusuma Wardhani (2022) Pengembangan Mobile Learning Berbasis Sac (Smart Apps Creator) Sebagai Media Pembelajaran Fisika Tingkat Sekolah Menengah Atas. Undergraduate thesis, UIN Raden Intan Lampung.

Febriyanthi, N. K. N., & Abadi, I. B. G. S. (2022). Validasi Media Pembelajaran SAC Berbasis PPBL Guna Meningkatkan Atensi Siswa Pada Materi Organ Gerak Hewan Dan Manusia. Jurnal Pendidikan dan Konseling, 4(3), 740-751.

Ferlianti, S., Rusdiana, D., Suwarma, I. R., & Nurbani, A. R. (2022). Pengembangan Multimedia Pembelajaran Interaktif SAC pada Materi Tekanan Hidrostatis. Jurnal Pendidikan Indonesia, 3(1), 13-24. DOI: https://doi.org/10.36418/japendi.v3i1.479

Hamzah. (2019). Metode Penelitian Research & Developmen. Bandung: Alfabeta.

Khasanah, K., & Rusman, R. (2021). Development of Learning Media Based on Smart Apps Creator. Al-Ishlah: Jurnal Pendidikan, 13(2), 1006-1016. DOI: https://doi.org/10.35445/alishlah.v13i2.549

Muhlas, M., & Marwani, L. (2020). Development of e-learning Smart Apps Creator (SAC) learning media for selling employees on paid tv. Akademika: Jurnal Teknologi Pendidikan, 9(02), 129-143. DOI: https://doi.org/10.34005/akademika.v9i02.819

Mahuda, I., Meilisa, R., & Nasrullah, A. (2021). Pengembangan Media Pembelajaran Matematika Berbasis Android Berbantuan Smart Apps Creator Dalam Meningkatkan Kemampuan Pemecahan Masalah. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 10(3), 1745. DOI: https://doi.org/10.24127/ajpm.v10i3.3912

Nasir, N. (2020). The Development Oo Web-Based Islamic Education Learning Media (PAI) In VIII Class of Unismuh SMP Makassar. Akademika: Jurnal Teknologi Pendidikan, 9(01), 127-138. DOI: https://doi.org/10.34005/akademika.v9i01.813

Nasir, N., & Galung, E. A. H. (2021). Pengaruh Media Pembelajaran E-Learning Berbasis Gnomio Terhadap Hasil Belajar Siswa. Jurnal Literasi Digital, 1(2), 130-138. DOI: https://doi.org/10.51574/jrip.v1i2.26

Pujiyono, W., Hendriana, Y., & Susanti, I. D. (2016, October). Interactive learning media based on RPP ICT. In 2016 International Conference on Information Technology Systems and Innovation (ICITSI) (pp. 1-5). IEEE. DOI: https://doi.org/10.1109/ICITSI.2016.7858218

Prokoso. (2020). Pengembangan Media Pembelajaran Smart Apps Creator. Ilmu Pendidikan, 150-160.

Rusman, Kurniawan & Cepi Riyana. (2018). Pembelajaran Berbasis Teknologi Informasi dan Komunikasi. Jakarta: Grafindo Persada.

Sugiyono. (2019). Metode Penelitian Pendidikan. Bandung: Alfabeta.

Published

2022-12-31

How to Cite

Nasir, N., Nurindah, N., Rauf, A., Ayu, S., & Hambali, U. (2022). Desain Media Pembelajaran Prakarya Berbasis Smart Apps Creator . Jurnal Studi Guru Dan Pembelajaran, 5(3), 226–232. https://doi.org/10.30605/jsgp.5.3.2022.1884

Similar Articles

<< < 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 > >> 

You may also start an advanced similarity search for this article.