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Development of Android-based Interactive Multimedia in Python Basic Programming Material for Grade 10 Senior High School Gayatri, Tiara Nisya; Maryono, Dwi; Yuana, Rosihan Ari
IJIE (Indonesian Journal of Informatics Education) Vol 8, No 1 (2024): IJIE (Indonesian Journal of Informatics Education) - July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v8i1.75959

Abstract

This research is motivated by the use of learning media that still does not meet the needs of students and raises several learning problems in the informatics learning process, especially basic programming material. students feel bored and have difficulty understanding the material presented by the teacher so more learning hours are needed. This study aims to develop Android-based interactive learning media on Python basic programming material for grade 10 high school. This study uses the Research and Development (R&D) method with the ADDIE development model. The ADDIE development model consists of 5 stages, namely: (1) Analysis, (2) Design, (3) Development (4) Implementation, and (5) Evaluation. Data collection techniques used were interviews, questionnaires, and literature studies. The analysis technique used is a quantitative descriptive analysis technique. The interactive features developed are interesting Python basic programming materials with learning videos, live code, and quizzes. The results of application validation assessment by media experts were declared very feasible with a percentage score of 94.05% and the results of validation assessment by material experts were declared feasible with a percentage score of 75%. Student response assessment results obtained a percentage score of 81.66% accepted by students. Based on these results, it can be concluded that Android-based interactive learning media on basic Python programming material is suitable for use as a learning medium for informatics subjects and can be an alternative solution to address student learning problems.
Integrasi Computational Thinking Menggunakan Lego Robotika Pada Pembelajaran Pemrograman Budiyanto, Cucuk Wawan; Amri, Saehful; Yuana, Rosihan Ari; Widiastuti, Indah; Harjunowibowo, Dewanto
DEDIKASI: Community Service Reports Vol 5, No 1 (2023): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v5i1.66483

Abstract

School extracurricular activities potentially facilitate the development of students' talents and interests. This community service activity introduces the integration of Lego Mindstorm EV3 Robotics into extracurricular programming activities at PPQ IT Al Mahir, Karanganyar. It is expected to benefit students' Computational Thinking skills and interest in STEM careers of the PPQ-IT Al Mahir Islamic Boarding School students Karanganyar. This community service aimed to develop the character of the Pancasila Student profile according to the purpose of the Merdeka Curriculum. The activity was carried out in the period from July to October 2022. The three stages of community service were 1) preparation, 2) robotics workshop, and 3) deployment. The report concludes that the robotics module ran well for the high-school student level and contributed to the participants' robotics and programming interest. The extracurricular framework would be the potential for deployment in the other school setting.