PENGEMBANGAN MEDIA PEMBELAJARAN ANDROID MENGGUNAKAN KODULAR UNTUK MENINGKATKAN PSIKOMOTOR PADA KOMPETENSI PEMIJAHAN SEMI BUATAN

Siti Fatmala, - (2024) PENGEMBANGAN MEDIA PEMBELAJARAN ANDROID MENGGUNAKAN KODULAR UNTUK MENINGKATKAN PSIKOMOTOR PADA KOMPETENSI PEMIJAHAN SEMI BUATAN. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penggunaan smartphone dalam dunia pendidikan sudah semakin pesat, seringkali menyebabkan kesulitan mengatur waktu antara belajar dan bermain game sehingga mengganggu proses pembelajaran siswa. Untuk mengatasi masalah ini, pendidik perlu kreatif dalam penyampaian materi, salah satu solusinya menggunakan media pembelajaran berbasis Android agar meningkatkan daya tarik siswa terhadap belajar. Media pembelajaran berbasis Android yang sederhana dapat dibuat menggunakan platform Kodular dengan konsep drag and drop block programming menggunakan metode ADDIE dengan tahapan (Analysis), (Design), (Development), (Implementation), and (Evaluation). Hasil analisis data yang didapatkan melalui lembar angket uji validasi pada proses pembuatan media pembelajaran berbasis android ini, dinyatakan sangat layak digunakan dengan perolehan nilai 83,30% dari ahli materi, 95,80% dari ahli media, dan 95,80% juga dari praktisi pembelajaran. Kemudian untuk responden siswa memperoleh nilai rerata 95% secara keseluruhan. Pembuatan media ini bertujuan untuk meningkatkan kemampuan psikomotorik siswa, terutama di SMK dalam upaya mendukung SDM yang siap kerja. Kemampuan psikomotorik siswa dapat diukur menggunakan model eksperimen dengan menggunakan dua sistem kelas yaitu kontrol dan eksperimen melalui instrumen lembar observasi. Hasil analisis data tersebut memperoleh nilai dalam bentuk persentase bahwa kelas eksperimen mencapai 90% sedangkan kelas kontrol hanya 66%. Berdasarkan hal tersebut, telah terbukti bahwa media pembelajaran berbasis android dapat meningkatkan kemampuan psikomotorik siswa. The use of smartphones in the world of education has been increasingly rapid, often causing difficulties in managing time between learning and playing games, thus disrupting the student learning process. To overcome this problem, educators need to be creative in delivering material. One solution is to use android-based learning media to increase student interest in learning. Simple android-based learning media can be made using the codular platform with the concept of drag and drop block programming using the ADDIE method with stages (Analysis), (Design), (Development), (Implementation), and (Evaluation). The results of data analysis obtained through the validation test questionnaire sheet in the process of making this android-based learning media, were declared very feasible to use with a score of 83.30% from material experts, 95.80% from media experts, and 95.80% also from learning practitioners. Then for student respondents obtained an average value of 95% overall. This media development aims to improve students' psychomotor skills, especially in vocational schools in an effort to support work-ready human resources. Students' psychomotor abilities can be measured using an experimental model using two class systems, namely control and experiment through observation sheet instruments. The results of the data analysis obtained a value in the form of a percentage that the experimental class reached 90% while the control class was only 66%. Based on this, it has been proven that android-based learning media can improve students' psychomotor abilities.

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=new_profile&hl=en ID SINTA Dosen Pembimbing: Ahmad Satibi: 6746211 Mad Rudi: 6746212
Uncontrolled Keywords: Android, Kodular, Media Pembelajaran, Psikomotor Android, Codular, Learning Media, Psychomotor
Subjects: L Education > L Education (General)
Divisions: UPI Kampus Serang > S1 Pendidikan Kelautan dan Perikanan
Depositing User: Siti Fatmala
Date Deposited: 26 Sep 2024 03:16
Last Modified: 26 Sep 2024 03:16
URI: http://repository.upi.edu/id/eprint/120367

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