PERANCANGAN FLIPBOOKS : MODUL DIGITAL INTERAKTIF SENI GRAFIS PADA PEMBELAJARAN SENI BUDAYA UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK SMA NEGERI 3 PEKANBARU

Jerry Rinaldo, - (2024) PERANCANGAN FLIPBOOKS : MODUL DIGITAL INTERAKTIF SENI GRAFIS PADA PEMBELAJARAN SENI BUDAYA UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK SMA NEGERI 3 PEKANBARU. S2 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini dilatarbelakangi oleh kurangnya pemahaman dan pengalaman peserta didik tentang materi seni grafis, tenaga pendidik yang tidak menyampaikan materi seni grafis, dan kurangnya sumber belajar berupa bahan ajar yang menjelaskan materi seni grafis. Penelitian ini berupa perancangan flipbooks : modul digital interaktif seni grafis pada pembelajaran seni budaya untuk meningkatkan hasil belajar peserta didik SMA Negeri 3 Pekanbaru. Tujuan penelitian untuk menghasilkan media pembelajaran berupa modul digital interaktif seni grafis pada pembelajaran seni budaya. Metode penelitian yang digunakan adalah penelitian dan pengembangan (research and development) model ADDIE yang terdiri dari analysis, design, development, implementation, evaluation. Hasil penelitian menunjukkan bahwa (1) analisis kebutuhan mendasari perlunya rancangan produk media pembelajaran; (2) rancangan produk media pembelajaran meliputi pemilihan media, pemilihan format, dan perancangan produk; (3) pengembangan diwujudkan menjadi modul digital interaktif seni grafis dan divalidasi ahli materi dengan persentase 97,65% kategori sangat layak, validasi ahli media dengan persentase 91,67% kategori sangat layak, penilaian tenaga pendidik 1 dengan persentase 94,53% dan 95,37% kategori sangat layak, penilaian tenaga pendidik 2 dengan persentase 99,21% dan 98,14% kategori sangat layak, dan hasil uji coba peserta didik rata-rata skor sebesar 3,46 dengan kategori sangat baik; (4) implementasi modul digital interaktif seni grafis pada proses pembelajaran seni budaya; (5) hasil belajar pengetahuan dengan n gain 0,81 kriteria “tinggi” dan tafsiran efektifitas n gain 81,36 tafsiran “efektif”, keterampilan n gain 0,81 kriteria “tinggi” dan tafsiran efektifitas n gain 80,51 tafsiran “efektif”, respon peserta didik dengan skor rata-rata sebesar 51,67 dan persentasenya 86,11% dengan tingkat validasi “baik”. Rancangan modul digital interaktif ini dapat dimanfaatkan peserta didik secara mandiri, walaupun tidak sepenuhnya bisa menggantikan peran tenaga pendidik ketika proses pembelajaran. Melalui penerapan modul digital interaktif seni grafis ini terbukti dapat meningkatkan hasil belajar peserta didik SMA Negeri 3 Pekanbaru dan sangat layak dan efektif untuk digunakan pada proses pembelajaran. Kata kunci : flipbook, modul digital interaktif, seni grafis, seni budaya, hasil belajar This research was motivated by students' lack of understanding and experience regarding graphic arts material, teaching staff who did not deliver graphic arts material, and a lack of learning resources in the form of teaching materials that explained graphic arts material. This research is in the form of designing flipbooks: interactive digital graphic arts modules in arts and culture learning to improve the learning outcomes of students at SMA Negeri 3 Pekanbaru. The aim of the research is to produce learning media in the form of interactive digital graphic arts modules in arts and culture learning. The research method used is research and development (research and development) ADDIE model which consists of analysis, design, development, implementation, evaluation. The research results show that (1) needs analysis underlies the need for learning media product design; (2) learning media product design includes media selection, format selection, and product design; (3) the development was realized into an interactive digital module for graphic arts and validated by material experts with a percentage of 97.65% in the very feasible category, validation by media experts with a percentage of 91.67% in the very feasible category, assessment by teaching staff 1 with a percentage of 94.53% and 95 .37% in the very appropriate category, the assessment of teaching staff 2 with a percentage of 99.21% and 98.14% in the very appropriate category, and the students' trial results had an average score of 3.46 in the very good category; (4) implementation of interactive digital graphic arts modules in the arts and culture learning process; (5) knowledge learning outcomes with n gain 0.81 "high" criteria and n gain effectiveness interpretation 81.36 "effective" interpretation, skills n gain 0.81 "high" criteria and n gain effectiveness interpretation 80.51 "effective" interpretation ", student responses with an average score of 51.67 and a percentage of 86.11% with a validation level of "good". This interactive digital module design can be used by students independently, although it cannot completely replace the role of educators during the learning process. Through the application of this graphic arts interactive digital module, it has been proven that it can improve the learning outcomes of students at SMA Negeri 3 Pekanbaru and is very feasible and effective for use in the learning process. Keywords: flipbook, interactive digital module, graphic arts, arts and cultural, learning outcomes

Item Type: Thesis (S2)
Additional Information: https://scholar.google.com/citations?hl=id&user=WUy0xe8AAAAJ ID SINTA Dosen Pembimbing: ZAKARIAS SUKARYA SOETEJA: 6107747 DADANG SULAEMAN: 5995188
Uncontrolled Keywords: flipbook, modul digital interaktif, seni grafis, seni budaya, hasil belajar flipbook, interactive digital module, graphic arts, arts and cultural, learning outcomes
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
N Fine Arts > NX Arts in general
Divisions: Sekolah Pasca Sarjana > Pendidikan Seni S-2
Depositing User: Jerry Rinaldo
Date Deposited: 14 Mar 2024 04:43
Last Modified: 14 Mar 2024 04:43
URI: http://repository.upi.edu/id/eprint/116186

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