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Development of “BANTING” Learning Media for Vocational High School Students: Pengembangan Media Pembelajaran “BANTING” untuk Siswa Sekolah Menengah Kejuruan Dini Nurul Hidayah; Fitria Nur Hasanah
Academia Open Vol. 8 No. 1 (2023): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.8.2023.4981

Abstract

This study aims to produce teaching material products in the form of digital book learning media or E-Books used in the Network System Administration subject for class XI SMK Muhammadiyah 1 Taman and test the feasibility. The development research method used in the E-Book learning media research is R&D (Research and Development) and to develop the E-Book research design it refers to the ADDIE development model which consists of the analysis (analysis), design (design), development (development) stages. , implementation (implementation) and evaluation (evaluation). The subjects of this research are students of class XI majoring in Computer and Network Engineering using a research instrument in the form of a questionnaire. The data obtained will then be analyzed using the likert scale. After the development process, media expert validation and material expert validation were carried out. The results of media expert validation got a score of 87.8% in the Very Good category, the results of material expert validation got a score of 86.6% in the Very Good category, and student responses got a score of 96.44% in the Very Good category. So it can be concluded that the BANTING learning media is very good for use in learning. Highlights: The study focuses on developing E-Book learning media for Network System Administration in a specific school, SMK Muhammadiyah 1 Taman. The research follows the R&D approach and utilizes the ADDIE development model, which includes analysis, design, development, implementation, and evaluation stages. The research involves students of class XI majoring in Computer and Network Engineering as the subjects, using a questionnaire as a research instrument and analyzing the data using the likert scale. Keywords: E-Book learning media, Network System Administration, Feasibility, R&D (Research and Development), ADDIE development model.
Educational Game Development for Grade VIII Informatics Learning: Pengembangan Permainan Edukatif untuk Pembelajaran Informatika Kelas VIII Muhammad Aziz Rohmatulloh; Fitria Nur Hasanah
Academia Open Vol. 10 No. 1 (2025): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.10.2025.13316

Abstract

General Background: The integration of digital learning media has become increasingly significant in secondary education, particularly in Informatics subjects that require conceptual understanding and logical thinking skills. Specific Background: In Grade VIII Informatics learning, students often experience low engagement and difficulty understanding abstract computational concepts when conventional teaching methods are applied. Knowledge Gap: Although educational games have been widely discussed in instructional media studies, limited research specifically addresses structured game development tailored to Grade VIII Informatics curriculum needs. Aims: This study aims to develop and validate an educational game designed to support Informatics learning for Grade VIII students. Results: The findings indicate that the developed game meets validity criteria based on expert evaluation and receives positive responses from students in terms of usability and learning support. Novelty: The study provides a curriculum-aligned educational game prototype specifically designed for Informatics instruction at the junior secondary level. Implications: The developed media offers an alternative digital learning resource that can support interactive classroom instruction and facilitate student engagement in Informatics learning processes. Keywords: Educational Game, Informatics Learning, Grade VIII Students, Instructional Media Development, Digital Learning Key Findings Highlights: The game prototype fulfilled expert validation standards for instructional use. Student responses demonstrated positive acceptance and practical usability. The media aligns with junior secondary Informatics curriculum structure.