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PERANCANGAN PROTOTYPE APLIKASI SAME US SEBAGAI MEDIA PEMBELAJARAN Nur Laila Komariah; Celine Aloyshima Haris; Haliza Syaddat; Ridho Muarifan; Nur Ifansyah; Nadya Arifah Refiyani; Ilda Sendy Aulya Putri; Nabila Safithri; I Made Arya Wedastera Putra; Ayu Salsabilla
Jurnal Media Informatika Vol. 6 No. 6 (2025): Edisi Desember 2025
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v6i6.7489

Abstract

Penelitian ini bertujuan untuk mengembangkan dan mengimplementasikan prototype aplikasi Same Us sebagai media pembelajaran interaktif berbasis video pendek dengan menggunakan model pengembangan Research and Development (4D), yang terdiri dari tahap Define, Design, Develop, dan Disseminate. Aplikasi ini dirancang untuk menjawab tantangan pembelajaran modern yang dihadapkan pada fenomena short attention span serta kebutuhan terhadap media belajar yang fleksibel, inklusif, dan kolaboratif. Pada tahap Define, dilakukan analisis kebutuhan pengguna melalui kajian literatur dan observasi untuk mengidentifikasi permasalahan dalam aksesibilitas dan motivasi belajar. Tahap Design berfokus pada pembuatan antarmuka pengguna (User Interface) dan pengalaman pengguna (User Experience) yang menarik serta mudah digunakan. Hasil perancangan menunjukkan bahwa Same Us mampu memfasilitasi pembelajaran melalui video interaktif, forum diskusi, sistem poin/reward, serta peluang monetisasi bagi kreator edukasi. Implementasi model 4D terbukti efektif dalam menghasilkan prototype aplikasi yang relevan dengan kebutuhan pendidikan digital masa kini, sekaligus mendukung pembelajaran aktif, kolaboratif, dan berkelanjutan.                                                                                                    
Interactive E-Module for Learning Algorithms and Programming in Informatics Education Nur IfanSyah; Celine Aloyshima Haris
Jurnal Minfo Polgan Vol. 15 No. 2 (2026): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v15i2.16265

Abstract

The need for interactive digital teaching materials in Informatics learning highlights the importance of media that support students in understanding abstract concepts, particularly algorithms and programming. However, learning resources in junior high school are often dominated by text-based materials and teacher explanations, limiting opportunities for independent and visual learning. This study aims to develop and examine the feasibility of a flipbook-based interactive e-module for learning algorithms and programming in seventh-grade Informatics education. This research employed a Research and Development method using the 4D model: define, design, develop, and disseminate. The study involved material and media expert validators, one Informatics teacher, and 57 seventh-grade students at MTs Miftahul Khair Loa Janan. Data were collected through observation, interviews, and questionnaires, then analyzed using quantitative descriptive percentage techniques. The e-module was designed using Canva and Heyzine and included structured materials, Scratch-based examples, learning videos, reflection activities, and evaluations. The material expert validation reached 88% in the very valid category, media expert validation reached 79.25% in the valid category, teacher response reached 75.00% in the valid category, and student response reached 88.41% in the very valid category. These findings indicate that the e-module is feasible as contextual digital teaching material for supporting algorithmic learning.