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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.
Peran Mahasiswa Kuliah Kerja Nyata untuk Meningkatkan Kualitas Pendidikan sebagai Wujud Pengabdian di Desa Jagabaya Hifni Fitriah Nur Janah; Aryanto Aryanto; Reza Alam Firdaus; Rima Dwi Septiani; Pina Nabila; Riska Dwi Julianty; Melati Aulia Rahmi; Muhammad Rizfan Mubarok; Sindya Nurhabibah; May Sumarni; Mohammad Rizal Ibrahim; Rani Rolina; Ridwan Syah; Nanda Lusiyana; Taufik Ihdar Pauzi; Andrik Affanaskhan Nazar
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 6 No. 4 (2026): Bima Abdi: Jurnal Pengabdian Masyarakat
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/ba-jpm.v6i4.5502

Abstract

Pelaksanaan Kuliah Kerja Nyata (KKN) Kelompok 12 Universitas Muhammadiyah Kuningan di Desa Jagabaya, Kecamatan Panawangan, Kabupaten Ciamis bertujuan untuk memberikan kontribusi dalam meningkatkan kualitas pendidikan sekaligus mengembangkan pengetahuan, keterampilan, kepedulian lingkungan, perlindungan diri, dan karakter peserta didik. Kegiatan dilaksanakan selama 40 hari, terhitung sejak 28 Juli hingga 5 September 2025. Metode pelaksanaan menggunakan pendekatan kolaboratif melalui tahapan observasi lapangan, perencanaan program, pelaksanaan, dan evaluasi. Program dilaksanakan melalui kerja sama dengan pihak sekolah, perangkat desa, dan masyarakat setempat, dengan sasaran peserta didik pada jenjang RA, PAUD, dan SD. Program yang direalisasikan meliputi pengenalan teknologi dasar, praktik mengajar, bimbingan belajar, edukasi pemilahan sampah, edukasi perlindungan diri "Tubuhku Milikku", dan edukasi anti-bullying. Hasil pelaksanaan menunjukkan adanya respons positif dari peserta didik, guru, dan masyarakat. Peserta didik menunjukkan antusiasme dalam mengikuti kegiatan serta memperoleh pengalaman dan pemahaman terkait materi yang diberikan, seperti penggunaan teknologi dasar, pembelajaran akademik, pemilahan sampah, perlindungan diri, dan pencegahan bullying. Kegiatan juga menghasilkan sinergi yang baik antara mahasiswa, sekolah, perangkat desa, dan masyarakat. Dengan demikian, program KKN memberikan kontribusi dalam mendukung peningkatan kualitas pendidikan dan pembentukan karakter peserta didik di Desa Jagabaya.
PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN ZEP QUIZ UNTUK MENINGKATKAN MOTIVASI BELAJAR PESERTA DIDIK M Imam Viki Rahmad Putra Hartoyo; 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.v12i03.19139

Abstract

This study was motivated by the low learning motivation of students in Informatics learning, which tended to be teacher-centered. This study aimed to determine the improvement in students’ learning motivation through the implementation of the Teams Games Tournament (TGT) learning model assisted by Zep Quiz on hardware and software materials. The study employed a quantitative approach with a one-group pretest-posttest design. The population consisted of 184 students from six classes, while the sample comprised 29 students of Class IX A selected using purposive sampling. Data were collected through a learning motivation questionnaire and analyzed using descriptive statistics, N-Gain, the Shapiro-Wilk normality test, and the Paired Samples T-Test. The results showed an improvement in learning motivation in the moderate category, as indicated by the increase in the average percentage of learning motivation from 49.83% in the pretest to 76.55% in the posttest. The N-Gain results showed that 20.7% of students were in the low category, 37.9% in the moderate category, and 41.4% in the high category. The Paired Samples T-Test showed a significance value of 0.000 < 0.05, indicating a significant difference in students’ learning motivation before and after the implementation of TGT assisted by Zep Quiz. Thus, the implementation of TGT assisted by Zep Quiz can serve as an interactive learning alternative to support the improvement of students’ learning motivation.
Pengembangan Media Pembelajaran Rekayasa Perangkat Lunak Berbasis Game Edukasi untuk Meningkatkan Pemahaman Siswa Rani Rolina; Hifni Fitriah Nur Janah
JGK (Jurnal Guru Kita) Vol. 10 No. 4: September 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v10.i4.76610

Abstract

Keterbatasan penggunaan media interaktif memicu rendahnya pemahaman siswa pada materi Cascading Style Sheet (CSS). Penelitian ini bertujuan mengembangkan media pembelajaran berbasis game edukasi untuk meningkatkan pemahaman siswa. Metode yang digunakan adalah Research and Development (R&D) dengan model Alessi dan Trollip. Penelitian dilaksanakan di SMK Pertiwi Kuningan pada tahun ajaran 2026–2027. Subjek penelitian mencakup empat orang validator ahli serta siswa kelas X jurusan Rekayasa Perangkat Lunak. Alur penelitian mengikuti tiga tahapan utama, yaitu perencanaan, perancangan, dan pengembangan. Pengumpulan data dilakukan melalui observasi, wawancara, angket, dan tes. Analisis data menggunakan teknik statistik deskriptif kuantitatif, uji Wilcoxon, serta perhitungan N-Gain. Hasil validasi menunjukkan persentase kelayakan ahli materi 89% dan ahli media 82% (kategori sangat baik). Uji respons siswa memperoleh persentase 85% pada uji beta 1 dan 81% pada uji beta 2. Rerata skor tes meningkat secara signifikan dari pretest 7,25 menjadi posttest 12,54 (Z=-4,640,p=0,000<0,05) dengan perolehan N-Gain 0,69 (kategori sedang). Disimpulkan bahwa media pembelajaran ini sangat layak dan efektif meningkatkan pemahaman siswa. Media ini direkomendasikan untuk diimplementasikan secara luas dalam kegiatan pembelajaran pemrograman web kejuruan.