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Pengembangan Media Pembelajaran Interaktif Berbasis E-Booklet pada Mata Pelajaran Desain Grafis di SMKN 1 Japara Riki Muhammad Rizki; Hifni Fitriah Nur Janah
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 6 No. 4 (2026): EduTIK : Agustus 2026
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67142/edutik.v6i4.554

Abstract

ABSTRAK Keterbatasan penggunaan media pembelajaran interaktif pada mata pelajaran Desain Grafis mendorong perlunya pengembangan media yang mampu mendukung proses pembelajaran secara lebih efektif dan menarik. Penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis e-booklet, mengetahui tingkat kelayakannya, serta mengetahui respons peserta didik terhadap media yang dikembangkan. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap define, design, develop, dan disseminate. Data dikumpulkan melalui observasi, wawancara, angket, dan dokumentasi. Hasil penelitian menunjukkan bahwa validasi ahli materi memperoleh persentase sebesar 84% dan validasi ahli media sebesar 85,33% dengan kategori Sangat Layak. Uji coba kelompok kecil memperoleh persentase sebesar 79,78% dengan kategori Layak, sedangkan uji coba kelompok besar memperoleh persentase sebesar 83,61% dengan kategori Sangat Layak. Respons peserta didik memperoleh persentase rata-rata sebesar 84,33% dengan kategori Sangat Baik. Dengan demikian, media pembelajaran interaktif berbasis e-booklet menggunakan Heyzine Flipbook layak digunakan sebagai alternatif media pembelajaran pada mata pelajaran Desain Grafis kelas X di SMKN 1 Japara. ABSTRACT The limited use of interactive learning media in the Graphic Design subject highlights the need for the development of learning media that can support the teaching and learning process more effectively and engagingly. This study aims to develop an interactive learning medium based on an e-booklet, determine its feasibility, and identify students' responses to the developed media. This research employed the Research and Development (R&D) method using the 4D development model, which consists of four stages: Define, Design, Develop, and Disseminate. Data were collected through observations, interviews, questionnaires, and documentation. The results showed that the material expert validation achieved a score of 84%, while the media expert validation reached 85.33%, both categorized as Highly Feasible. The small-group trial obtained a score of 79.78%, categorized as Feasible, whereas the large-group trial achieved 83.61%, categorized as Highly Feasible. Students' responses yielded an average score of 84.33%, which falls into the Very Good category. Therefore, the interactive e-booklet-based learning media developed using Heyzine Flipbook considered suitable for use as an alternative learning medium for the Grade X Graphic Design subject at SMKN 1 Japara
PENGEMBANGAN MEDIA PEMBELAJARAN INFORMATIKA BERBASIS ANDROID MENGGUNAKAN SMART APPS CREATOR DI SMP NEGERI 4 CIAWIGEBANG Rama Ananda Shepiar; Hifni Fitriah Nur Janah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18608

Abstract

This study is motivated by an instructional approach that still relies on the lecture method and the use of textbooks, resulting in students appearing passive and struggling to comprehend the material. This study aims to develop an Android-based Informatics learning media using Smart Apps Creator for seventh-grade students at SMP Negeri 4 Ciawigebang, determine the feasibility level of the developed media, and identify user responses to the learning media. This study employed the Research and Development (R&D) method using the 4D development model, consisting of Define, Design, Develop, and Disseminate stages. The developed learning media contains Computer System materials equipped with text, images, instructional videos, interactive games, and quizzes. Data were collected through observation, interviews, and questionnaires. Product testing was conducted through alpha testing by media and material experts, followed by beta testing involving seventh-grade students. The results showed that the media expert validation obtained a percentage of 91%, categorized as “Highly Feasible”, while the material expert validation obtained 95%, categorized as “Highly Feasible”. In the beta testing stage, the small-group trial involving 10 students obtained a percentage of 92%, categorized as “Highly Feasible”, while the large-group trial involving 19 students obtained 91%, also categorized as “Highly Feasible”. Furthermore, the user response from 33 students obtained an average percentage of 87%, categorized as “Very Good”. Based on these results, the Android-based Informatics learning media developed using Smart Apps Creator was considered highly feasible and received very good user responses. Therefore, the media can be used as supporting learning media for Informatics subjects for seventh-grade students at SMP Negeri 4 Ciawigebang.