RANCANG BANGUN APLIKASI SISINGAAN BERBASIS ANDROID SEBAGAI MEDIA PEMBELAJARAN PENGENALAN KESENIAN KABUPATEN SUBANG DI KELAS 5 SEKOLAH DASAR

Fitri Oktariana, - (2023) RANCANG BANGUN APLIKASI SISINGAAN BERBASIS ANDROID SEBAGAI MEDIA PEMBELAJARAN PENGENALAN KESENIAN KABUPATEN SUBANG DI KELAS 5 SEKOLAH DASAR. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Ketidaktersediaan peralatan dan jarangnya pertunjukan kesenian Sisingaan di SDN Tanggulun menjadi hambatan bagi siswa dalam mempelajari kesenian Sisingaan. Pembelajaran kesenian Sisingaan sebagai pendidikan berbasis budaya dan kearifan lokal yang terdapat pada muatan lokal kurikulum 2013 sebagai pembelajaran wajib yang harus dipelajari di sekolah dasar di Kabupaten Subang belum tersampaikan dengan maksimal karena siswa tidak melihat secara nyata peralatan maupun pertunjukan kesenian Sisingaan. Media pembelajaran interaktif dapat memberikan gambaran nyata peralatan serta pertunjukan kesenian Sisingaan. Tujuan penelitian untuk mengetahui tahapan perancangan hingga uji coba media pembelajaran interaktif berupa aplikasi Sisingaan untuk siswa Sekolah Dasar Negeri Tanggulun sebagai pengenalan kesenian Sisingaan Kabupaten Subang. Manfaat penelitian ini yaitu dapat membantu siswa kelas 5 Sekolah Dasar Negeri Tanggulun dalam pengenalan kesenian Sisingaan asli Kabupaten Subang. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri dari 6 tahapan pengembangan yaitu concept, design, material collecting, assembly, testing, dan distribution. Instrumen yang digunakan adalah lembar angket validasi dan respons peserta didik kelas 5 SDN Tanggulun, menggunakan perhitungan skala likert. Hasil penelitian menunjukkan validasi ahli materi mendapatkan persentase sebesar 90%, validasi ahli media sebesar 90%, dan uji respon peserta didik sebesar 90%, sehingga dari hasil uji kelayakan media pembelajaran aplikasi android Sisingaan dinyatakan sangat layak dan sangat sesuai digunakan sebagai media pembelajaran interaktif pengenalan kesenian Kabupaten Subang di kelas 5 sekolah dasar. Kesimpulan penelitian yaitu dapat terciptanya media pembelajaran interaktif aplikasi Sisingaan sebagai media pengenalan kesenian Sisingaan Kabupaten Subang. ----------- The unavailability of equipment and the infrequency of Sisingaan art performances at Tanggulun Elementary School are obstacles for students in learning Sisingaan art. Learning Sisingaan art as a culture-based education and local wisdom contained in the 2013 curriculum local content as a compulsory learning that must be learned in elementary schools in Subang Regency has not been conveyed optimally because students do not see the real equipment and performances of Sisingaan art. Interactive learning media can provide a real picture of Sisingaan art equipment and performances. The purpose of the research is to find out the stages of designing to testing interactive learning media in the form of Sisingaan applications for Tanggulun State Elementary School students as an introduction to the art of Sisingaan in Subang Regency. The benefits of this research are that it can help 5th grade students of Tanggulun State Elementary School in the introduction of the original Sisingaan art of Subang Regency. This research uses the Multimedia Development Life Cycle (MDLC) method which consists of 6 stages of development, namely concept, design, material collecting, assembly, testing, and distribution. The instrument used is a validation questionnaire sheet and the response of 5th grade students of SDN Tanggulun, using Likert scale calculations. The results showed that the material expert validation received a percentage of 90%, the media expert validation was 90%, and the student response test was 90%, so that from the results of the feasibility test of the Sisingaan android application learning media was declared very feasible and very suitable for use as an interactive learning media for introducing the arts of Subang Regency in grade 5 elementary school. The conclusion of the research is the creation of interactive learning media Sisingaan application as a medium for introducing the art of Sisingaan Subang Regency.

Item Type: Thesis (S1)
Additional Information: Link Google Scholar: Ayung Candra Padmasari: https://scholar.google.co.id/citations?user=VOPCuxkAAAAJ&hl=en Dian Rinjani: https://scholar.google.com/citations?user=4XOrOL0AAAAJ&hl=en ID SINTA Dosen Pembimbing: Ayung Candra Padmasari: 6130964 Dian Rinjani: 6127196
Uncontrolled Keywords: Media Pembelajaran, Aplikasi Interaktif, Kesenian Sisingaan
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Q Science > QA Mathematics > QA76 Computer software
T Technology > T Technology (General)
Divisions: UPI Kampus cibiru > S1 Pendidikan Multimedia
Depositing User: Fitri Oktariana
Date Deposited: 06 Sep 2023 03:14
Last Modified: 06 Sep 2023 03:14
URI: http://repository.upi.edu/id/eprint/101746

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