PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS APLIKASI ADOBE FLASH MATERI DINAMIKA PERAN INDONESIA DALAM PERDAMAIAN DUNIA - ALVIA ROHMATUL HIDAYAH; HARMANTO (Kajian Moral dan Kewarganegaraan, 2020)
Abstrak Penelitian ini bertujuan untuk mendeskripsikan proses pengembangan multimedia interaktif serta mendiskripsikan tingkat kelayakan multimedia interaktif sebagai media pembelajaran. Penelitian ini adalah penelitian dan pengembangan menurut Borg and Gall dengan metode R&D (Research and Development), menggunakan teori Kerucut Pengalaman Dale, dan penelitian ini menggunakan pendekatan campuran (Mixed Design) bersifat dominant, less dominant, yang dominant dalam penelitian ini yakni model penelitian R&D (Research and Development) sedangkan yang less dominant yakni penelitian pre-eksperimen dengan desain one group pretest posttest. Terdapat tiga subjek dalam penelitian ini, yaitu validator, pengamat, dan pengguna atau siswa kelas XI SMAN 1 Kota Mojokerto. Hasil penelitian menunjukkan bahwa proses pengembangan hanya sampai pada tahap 6 (enam) meliputi, (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, (5) revisi desain, dan (6) ujicoba produk. Hasil penelitian kelayakan multimedia berdasarkan tingkat kevalidan memperoleh persetase rata-rata 92.22%, Kepraktisan memperoleh persentase rata-rata 90.70% dan tingkat keefektifan dari penilaian hasil belajar pre-test dan post-test menunjukkan rata-rata 54.40 dan 82.31 sehingga rata-rata perhitungan g-gain adalah sebesar 0.61 dengan kategori sedang, pada pengamatan keterampilan diperoleh persentase rata-rata 96.5%, pengamatan sikap spiritual dan sosial memperoleh persentase rata-rata 98.1%. Kemudian untuk pengamatan aktivitas siswa memperoleh persentase sebesar 90.87% dan 92.87% sehingga diperoleh persentase rata-rata sebesar 91.87% dengan kategori sangat layak. Kata Kunci: Multimedia Interaktif, Hasil Belajar, Dinamika Peran Indonesia dalam perdamaian. Abstract The puroose of this research is to describe the process of developing interactive multimedia and to describe the feasibility of interactive multimedia as a learning medium. This research is a research and development according to Borg and Gall with the method of R&D (Research and Development), using the Dale Experience Cone theory, and this study uses a mixed approach (Mixed Design) that is dominant, less dominant, which is dominant in this study, the research model R&D (Research and Development) while the less dominant one is pre-experimental research with one group pretest posttest design. There are three subjects in this study, namely validator, observer, and users or students of class XI of SMAN 1 Mojokerto City. The results of this research indicate that the development process is based on the Borg and Gall development model up to stage 6 (six) which includes, (1) potential and problems, (2) data collection, (3) product design, (4) design validation, (5) design revision, and (6) product testing.. The results of the multimedia feasibility study based on the level of validity obtained an average percentage of 92.22%, Practicality obtained an average percentage of 90.70% and the level of effectiveness of the pre-test and post-test learning outcome assessments obtained an average of 54.40 and 82.31 so that an average the calculation of g-gain of 0.61 with the moderate category, the observation of skills obtained an average percentage of 96.5%, observation of spiritual and social attitudes gained an average percentage of 98.1%. Then for the observation of student activities obtained a percentage of 90.87% and 92.87% so that an average percentage of 91.87% was obtained with a very decent category. Thus, it can be concluded that the development of interactive multimedia based on Adobe flash application is very suitable to be used as a learning media for PPKn. Keywords: Interactive Multimedia, Learning Outcomes, Dynamics of Indonesias Role in World Peace