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Analysis of Interactive Learning Media Needs for Computer Network Installation in Grade X SMK Nurcahyo, Ratih Widya; Koriaty, Sri
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 1 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i1.368

Abstract

This study analyzes students perceptions of using interactive multimedia in Computer Network Installation learning. A quantitative descriptive method was employed, using questionnaires completed by 40 students enrolled in the course. Results indicate that most students support the use of interactive multimedia, mainly because it displays engaging objects (25.0%) and facilitates learning (17.5%). Additionally, 12.5% found the media attractive and appreciated that it does not require internet access. Smaller percentages noted benefits such as talent development and keeping up with technology (7.5% each). However, challenges were also identified, with 70.0% of students reporting difficulties in understanding how to use the media and 25.0% citing limitations due to their phone specifications. Only 5.0% reported no challenges. Overall, interactive multimedia received positive feedback, particularly for enhancing material visualization and easing learning. To address challenges, it is recommended to provide clear training on media use before implementation and to design multimedia compatible with students devices.
ANALISIS KEBUTUHAN MEDIA PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID DI SMA NEGERI 1 SUNGAI KUNYIT Iqbal, Muhammad; Koriaty, Sri; Nurbani; Fatmawati, Erni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29027

Abstract

The objective of this study is to conduct a needs analysis for the development of Android-based Augmented Reality learning media at SMA Negeri 1 Sungai Kunyit. This research employs a qualitative approach. The population includes all teachers and students involved in the Informatics learning process at SMA Negeri 1 Sungai Kunyit. The sample was selected using purposive sampling, consisting of two Informatics subject teachers and two students from SMA Negeri 1 Sungai Kunyit. Data were collected through interviews, observations, and questionnaires. The analysis results indicate that Informatics learning at SMA Negeri 1 Sungai Kunyit faces challenges due to limited facilities, such as computer laboratories and textbooks. Therefore, Android-based Augmented Reality learning media is needed to support a more interactive and innovative learning experience.
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID PADA MATERI JARINGAN KOMPUTER DAN INTERNET DIKELAS VIII SMP LKIA PONTIANAK Rahmawati; Sri Koriaty; Dini Oktarika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42531

Abstract

The development of digital technology demands innovative learning media that can increase student interest and understanding, particularly in abstract topics such as computer networks and the internet. This study aims to develop an Android-based Augmented Reality (AR) learning medium and to examine the feasibility and response of eighth-grade students at SMP LKIA Pontianak to the developed medium. The theoretical basis of this research includes the concept of learning media, learning theory, augmented reality technology, and the Android operating system relevant to technology-based learning. The research method used is Research and Development (R&D) with the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. Data collection instruments included observation, interviews, questionnaires, and documentation, with data analysis using a Likert scale. The results indicate that the Android-based AR learning medium is categorized as very feasible based on assessments by media experts, material experts, and small- and large-scale trials. Furthermore, student responses indicated a high level of interest and understanding. Thus, the Android-based AR learning medium is effective as a supporting tool for informatics learning in junior high schools.
Pengembangan media pembelajaran role-playing game (RPG) pada elemen routing statis kelas XI SMK Negeri 1 Sanggau Nurbani Nurbani; Sri Koriaty; Fachry Wahyu Hidayat; Evita Rizeki; Ardilla Al Fath Ain Ramadhanty; Ferry Andriyanto; Warni Apriani Oda; Dina Oktavyani; Fauzan Dwi Hartanto; Ririn Celvina
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 2 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i2.10446

Abstract

Routing Statis sering dianggap sulit dipahami oleh siswa karena terbatasnya alat bantu dan media pembelajaran yang menarik. Penelitian ini bertujuan untuk: (1) Mengembangkan media pembelajaran berbasis Role-Playing Game (RPG) pada materi Routing Statis; (2) Mengetahui kelayakan media pembelajaran berbasis RPG pada materi tersebut; dan (3) Mengidentifikasi respon siswa setelah diimplementasikan media pembelajaran berbasis RPG di kelas XI SMK Negeri 1 Sanggau. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup tahapan Analysis, Design, Development, Implementation, dan Evaluation. Teknik pengumpulan data melibatkan wawancara, angket, dan dokumentasi, sedangkan analisis data dilakukan secara deskriptif kualitatif dan kuantitatif. Hasil validasi ahli materi memberikan skor rata-rata 90% dengan kategori "sangat layak," validasi ahli media memperoleh skor rata-rata 92% dengan kategori "sangat layak," dan respon siswa terhadap media pembelajaran ini menunjukkan skor rata-rata 89%, yang juga termasuk dalam kategori "sangat layak." Media pembelajaran ini terbukti dapat meningkatkan motivasi belajar siswa dengan menghadirkan elemen interaktif, seperti NPC, quest, dan evaluasi berbasis game. Kata kunci: Pengembangan, Media Pembelajaran, Role-Playing Game (RPG).