Pengembangan Media Interaktif Berbasis Smart Apps Creator Materi Perubahan Bentuk Energi pada Kelas IV SDN Kuwik 2 - Mahavera Nila Wardani; Muhamad Basori; Wahid Ibnu Zaman (Pendekar: Jurnal Pendidikan Berkarakter, 2024)
Abstrak: Keterbatasan penggunaan media dalam pembelajaran untuk memahami materi perubahan bentuk energi menjadi alasan peneliti untuk mengembangkan media interaktif berbasis smart apps creator. Tujuan dari penelitian ini untuk mengetahui kevalidan, kepraktisan, dan keektifan pengembangan media interaktif berbasis smart apps creator materi perubahan bentuk energi pada kelas IV SDN Kuwik 2. Jenis penelitian yang digunakan adalah pengembangan atau Research and Development (R & D) dengan model pengembangan ADDIE terdiri dari tahapan Analysis melibatkan analisis kinerja dan analisis kebutuhan, Design mencakup pembuatan rancangan media, Development melibatkan uji coba awal, Implementation merupakan uji coba luas, dan Evaluation mencakup hasil uji coba dan evaluasi media serta implikasinya. Metode pengumpulan data menggunakan angket dan tes, sedangkan analisis data menggunakan analisis kualitatif dan kuantitatif. Berdasarkan hasil penelitian didapatkan presentase kevalidan 89,5% dengan kriteria sangat valid, presentase kepraktisan 97% dengan kriteria sangat praktis, dan keefektifan 89% dengan kriteria sangat efektif. Adanya media interaktif berbasis smart apps creator dapat membantu siswa dalam pembelajaran.Abstract: The limited use of media in learning to understand the material on changes in forms of energy is the reason for researchers to develop interactive media based on smart apps creator. The aim of this research is to determine the validity, practicality and effectiveness of the development of interactive media based on smart apps creator material changing forms of energy in class IV SDN Kuwik 2. The type of research used is development or Research and Development (R & D) with the ADDIE development model consisting of from the Analysis stage involving performance analysis and needs analysis, Design includes making media designs, Development involves initial trials, Implementation involves extensive trials, and Evaluation includes the results of trials and media evaluation and their implications. Data collection methods use questionnaires and tests, while data analysis uses qualitative and quantitative analysis. Based on the research results, the validity percentage was 89.5% with very valid criteria, the practicality percentage was 97% with very practical criteria, and the effectiveness was 89% with very effective criteria. The existence of interactive media based on smart apps creators can help students in learning.