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Development Of An Interactive E-Module Based On The Independent Curriculum In Informatics Learning At Vocational Schools Stefany, Evy Maya; Ningsih, Puji Rahayu; Diana, Luluk Mauli; Hariri, Naila
EDUTIC Vol 12, No 2: 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v12i2.32125

Abstract

This research aims to develop an interactive e-module based on the Independent Curriculum to support Informatics learning in class X, especially in Data Analysis materials. This research is motivated by learning problems at SMKN 1 Kwanyar, where the learning process still depends on PowerPoint media and structured digital learning resources are not available. The research method used is Research and Development (RD) with a 4D development model (Define, Design, Develop, and Disseminate). The e-module product was validated by two experts, namely media experts and material experts, and tested on students through two stages of field tests in the form of a small group trial involving 5 students and a large group trial involving 24 students. The validation results showed an excellent level of eligibility, namely 96.67% of media experts, 92% of material experts, and an average of 91% of student responses. The findings show that the e-modules developed are valid, practical, and effective in using digital learning media. Interactive features, systematic material structure, and web-based accessibility make this e-module suitable to support independent learning and increase student engagement according to the demands of the Independent Curriculum.
Pengembangan Game Edukasi Berbasis Android PADA Materi Jenis Konektivitas Internet Kelas X TKJ SMKN 1 Sepulu Diana, Luluk Mauli; Wulandari, Ana Yuniasti Retno; Nilasari, Alfina Kusuma
EDUTIC Vol 11, No 1: 2024
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v11i1.28152

Abstract

The development of technology in the world of education can produce learning innovations, one of which is educational games. This study aims to develop an Android-based educational game application as a learning medium on the material of internet connectivity types for class X TKJ students at SMKN 1 Sepulu. This study uses the Research and Development (RD) method with the ADDIE development model consisting of five stages: analysis, design, development, implementation, and evaluation. The results of the study indicate that this educational game application has succeeded in increasing the effectiveness of learning through validation testing and user trials. Validation by media experts obtained a percentage of 96.3% and material experts 98.4%, both in the "very good" category. User trials involving students were carried out in three stages, namely individual trials 95.7%, small groups 96.0%, and large groups 90.7%, all in the "very good" category. With these results, this Android-based educational game application is considered suitable for use as a learning medium to increase student motivation and learning outcomes. This study shows that the development of educational game-based learning media can be an innovative solution to support more interesting and effective learning. 
Pengembangan E-Modul Berbasis Project Based Learning (Pjbl) Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Informatika Di SMK Diana, Luluk Mauli; Tahir, Muhlis; Stefany, Evy Maya; Sabila , Meilia Intan
Decode: Jurnal Pendidikan Teknologi Informasi Vol. 6 No. 1: MARET 2026
Publisher : Program Studi Pendidikan Teknologi Infromasi UMK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/decode.v6i1.1633

Abstract

Perkembangan teknologi informasi yang pesat menuntut dunia pendidikan untuk beradaptasi melalui pemanfaatan media pembelajaran digital yang interaktif dan kontekstual. Namun, pembelajaran di Sekolah Menengah Kejuruan (SMK) masih cenderung berpusat pada guru dan menggunakan bahan ajar konvensional yang kurang mampu menumbuhkan keterampilan berpikir kritis, kolaboratif, serta kreativitas siswa. Kondisi tersebut berdampak pada rendahnya motivasi dan hasil belajar siswa, khususnya dalam Materi TKJ yang menuntut kemampuan konseptual dan praktikal. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan e-modul berbasis Project Based Learning (PjBL) sebagai solusi inovatif untuk meningkatkan hasil belajar siswa SMK. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE, yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Hasil penelitian menunjukkan bahwa e-modul berbasis PjBL memperoleh kategori valid dengan rata-rata validasi ahli media sebesar 95% dan ahli materi sebesar 92,5%. Uji efektivitas menggunakan analisis N-Gain menunjukkan peningkatan hasil belajar dengan skor 0,670 (67%) pada kelas eksperimen yang dikategorikan cukup efektif, dibandingkan kelas kontrol dengan skor 0,279 (27,9%) yang dikategorikan tidak efektif. Dengan demikian, e-modul berbasis Project Based Learning dinyatakan layak dan efektif sebagai media pembelajaran inovatif untuk meningkatkan hasil belajar serta keterampilan abad ke-21 siswa pada Materi TKJ di SMK.