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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS LUMIO PADA MATERI PROFIL PEKERJAAN KELAS X SMKN 46 JAKARTA Fazanur Salsabila; Roni Faslah; Eka Dewi Utari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18389

Abstract

This research was motivated by low student learning motivation and the abstract nature of Job Profile material due to limited use of interactive visual media in class. This study aims to: (1) describe the stages of developing Lumio by SMART-based learning media on Job Profile material using the ADDIE model, (2) evaluate the academic validity of the media based on expert assessments, and (3) examine the operational practicality of the media based on student responses. The methodology used was Research and Development (R&D) applying the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The trial subjects involved 36 grade X Office Administration students of SMK Negeri 46 Jakarta, divided into individual trial (3 students), small group trial (8 students), and field trial (25 students). The results showed that the average combined validity percentage reached 84.24%, categorized as "Very Valid". The average combined practicality rate reached 93.09%, categorized as "Very Practical" (comprising 92.03% in the small group trial and 94.15% in the field trial). Based on these findings, the Lumio by SMART-based learning media is concluded to be highly valid and practical for use as an interactive learning instrument on Job Profile material for grade X students at SMK Negeri 46 Jakarta.
Pengembangan Media Pembelajaran E-Book Berbasis Heyzine Elemen Keselamatan dan Kesehatan Kerja (K3) di SMKN 22 JAKARTA Adib Alghifari Alghifari; Roni Faslah; Eka Dewi Utari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18148

Abstract

Modern education faces significant challenges due to rapid technological advancements. Teachers are required to adapt their instructional methods—which often rely on monotonous and tedious approaches like printed textbooks and standard PowerPoint slides—a situation also observed at SMKN 22 Jakarta. Since this can diminish student interest in learning, the innovation of digital learning media has become essential. Furthermore, SMKN 22 Jakarta faces a shortage of reading materials, particularly regarding Occupational Health and Safety (K3) topics; this highlights the need for innovative, technology-based learning media, such as e-books. An e-book designed for the K3 curriculum can enhance student understanding and make learning more engaging, relevant to modern times, and less tedious. This study focuses on developing a Heyzine-based e-book using the Research and Development (R&D) method—specifically the 4D model—to present K3 content in a format that facilitates easy access to information. By considering student reactions to conventional learning media and the potential of digital e-books, this research aims to create a valid and practical learning resource tailored to the needs of students at SMKN 22 Jakarta, thereby optimizing the learning process. The resulting e-book achieved an average validity score of 96.7% (categorized as "highly valid") and an average practicality score of 88.3% (categorized as "highly practical"). Consequently, the developed e-book is highly valid and practical for supporting a learning process that avoids monoton and boredom.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS UNITY MATERI KOMUNIKASI PERKANTORAN PADA SISWA SMKN 22 JAKARTA Mohammad Maulana; Roni Faslah; Eka Dewi Utari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18353

Abstract

Vocational education in Vocational High Schools (SMK) requires adequate practical facilities, especially in procedural and contextual Office Communication materials. The lack of interactive media utilization causes students to experience difficulties in internalizing professional communication operational standards. Therefore, this study aims to develop Unity-based interactive learning media in the form of a 2D Visual Novel simulation with a gamification approach, and to analyze its validity and practicality as a learning support media without measuring learning outcome effectiveness. This study uses the Research and Development (R&D) method through the Successive Approximation Model (SAM) approach, which consists of the preparation phase, iterative design phase, and iterative development phase. The unit of analysis in this study involved three expert validators (material, media, and instructional design) and a total of 45 11th-grade Office Administration students, gradually divided into one-to-one, small group, and field trials. Data collection techniques used Likert scale questionnaires, which were then analyzed using quantitative percentages. The validation results obtained the Highly Valid category from the material expert (94.44%), instructional design expert (80.00%), and media expert (76.67%). In the user formative evaluation stage, the small group trial obtained a score of 84.33% (Highly Practical) and the field trial obtained a score of 87.60% (Highly Practical). Students gave positive responses to the media's appeal because it presents branching dialogue and immediate feedback features that suit the Generation Z learning style. Research recommendations are addressed to schools to optimize Wi-Fi network facilities, to the department to integrate this media as practical variations, and to further researchers to conduct effectiveness tests, AI chatbot integration, Virtual Reality (VR) technology development, and collaborative multiplayer features.
KORESIA: DEVELOPMENT AND VALIDATION OF AN INTEGRATED DIGITAL LEARNING PLATFORM FOR CORRESPONDENCE IN OFFICE ADMINISTRATION EDUCATION Eka Dewi Utari; Maulana Amirul Adha; Mayang Riyantie; Ferry Setyadi Atmadja; Bayu Suhendry; Inqy Azzahra Putri
Jurnal Pendidikan Administrasi Perkantoran (JPAP) Vol 14 No 2 (2026): August
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpap.v14n2.p959-967

Abstract

Phenomenon/Issue: Vocational high school (SMK) graduates in Indonesia continue to record the highest open unemployment rate among all education levels, reaching 9.01% in August 2024 against a national average of 4.91%, a gap consistent with long standing concerns about vocational skills instruction quality, including correspondence competencies in Office Administration Education, where digital learning media remain fragmented across separate platforms for materials, practice, and evaluation. Purpose: This study developed and validated KORESIA, an integrated digital correspondence learning media, and examined its practicality among vocational high school students Novelty: KORESIA integrates materials, instructional video, structured procedural practice for letter typing, letter folding, and telephone handling, and automated evaluation within a single platform, evaluated through a staged mechanism combining expert validation with progressively broader user testing. Research Methods: Using a Research and Development approach guided by the ADDIE model, the product was validated by two media experts and two content experts on a 1-5 Likert instrument, then tested through a one-to-one trial (three students per school) and a small group trial (six to seven students per school) at SMKN 62 Jakarta and SMKN 40 Jakarta. Results: Media validation scores ranged from 76.25% to 81.33% (Feasible to Highly Feasible), content validation scores ranged from 96.67% to 100% (Highly Feasible), and practicality scores across both trial stages and schools averaged 92.31% (Highly Practical). Research Contributions: This study offers an empirically validated model for integrated digital correspondence learning media and practical guidance for developing similarly integrated media for other procedurally demanding vocational competencies.