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Jurnal Inovasi Teknologi Pendidikan
ISSN : 24070963     EISSN : 24607177     DOI : -
Core Subject : Education,
Jurnal Inovasi Teknologi Pendidikan is a scientific journal which publishes and disseminates the results of researches, deep studies, innovative thinking or work in educational technology. The focus of the journal is innovative works on the development of educational multimedia and e-learning which are effective in giving positive contributions to schools and educational institutions.
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Articles 302 Documents
Pengembangan modul hybrid termodinamika berbasis Self Directed Learning (SDL) bagi pelaut Kuncoro Luhur Waskito; Marianus Subandowo; Retno Danu Rusmawati
Jurnal Inovasi Teknologi Pendidikan Vol 7, No 1 (2020): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (968.683 KB) | DOI: 10.21831/jitp.v7i1.32168

Abstract

Penelitian ini bertujuan untuk menghasilkan produk pengembangan modul Hybrid termodinamika yang terdiri dari e-modul dan video pembelajaran pada Mata Kuliah Temodinamika yang digunakan oleh perwira siswa di Politeknik Pelayaran Surabaya dengan berdasar konsep Self Directed Learning (SDL) sehingga pasis dapat belajar secara mandiri. Pengembangan produk ini menggunakan metode pengembangan ADDIE. Hasil produk divalidasi oleh ahli desain pengembangan, ahli isi dan ahli media pembelajaran. Analisis yang dilakukan menggunakan analisis deskriptif evaluatif dari penilaian para ahli, teman sejawat dan uji coba lapangan. Hasil perhitungan  dari ahli desain pengembangan sebesar 89,5%, ahli isi 88,5%, ahli media pembelajaran 88,8%, penilaian teman sejawat 89,2%, uji kelompok kecil 85,9%, dan uji coba lapangan 81,3%. Secara umum hasil perhitungan menunjukkan produk pengembangan sangat baik dan layak digunakan. AbstractThis study aims to produce development products in the form of E-Modules and learning videos on the Themodynamics Course used by student officers (pasis) at the Surabaya Merchant Polytechnic based on the concept of Self Directed Learning (SDL) so that the pasis can learn independently. This product development uses the ADDIE development method. Product results are validated by development design experts, content experts and learning media experts. The analysis was conducted using evaluative descriptive analysis from the assessment of experts, colleagues and field trials. The results of calculations from development design experts are 89.5%, content experts are 88.5%, learning media experts are 88.8%, peer assessments are 89.2%, small group tests are 85.9%, and field trials are 81.3 %. In general, the calculation results show that product development is very good and suitable for use.
Peningkatan model SAMR serta penerapannya untuk pembelajaran online yang mendalam Herlia Alfiana
Jurnal Inovasi Teknologi Pendidikan Vol 8, No 1 (2021): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (709.511 KB) | DOI: 10.21831/jitp.v8i1.42026

Abstract

Pelaksanaan e-learning menjadi desakan solusi untuk dapat menyampaikan pembelajaran di tengah pandemi. Pelaksanaan e-learning sangat mengandalkan pemanfaatan teknologi. Hal ini menjadi tantangan baru karena ketidaksiapan pendidik karena keterbatasan literasi digital dan sulitnya menentukan teknologi yang akan digunakan dalam pembelajaran.  Untuk mengatasi permasalahan tersebut, penerapan model SAMR (Substitution, Augmentation, Modification, Redefinition) menjadi sebuah solusi. Model SAMR banyak diterapkan oleh praktisi pendidikan karena jelas, sederhana, dan mudah diadaptasi. Namun, model SAMR memiliki tiga kritik untuk peningkatan. Penelitian ini merupakan penelitian literature review yang menggunakan metode PRISMA systematic review. Kajian pada penelitian ini menjawab tantangan perbaikan pada penerapan model SAMR dalam pembelajaran dan mengkaji kesesuaian model SAMR untuk diterapkan pada e-learning yang syarat akan pemanfaatan teknologi dan bagaimana mewujudkan e-learning yang mendalam.SAMR model improvement challenge and application for deeper online learningAbstractE-learning becomes an urgent solution to be able to deliver learning in the midst of a pandemic. The implementation of e-learning relies heavily on technology integration. This is a new challenge for educators due to the unpreparedness, the limitations of digital literacy, and the difficulty in determining the appropriate technology in e-learning. In order to overcome these problems, the application of the SAMR model (Substitution, Augmentation, Modification, Redefinition) is one of the solutions. Education practitioners have widely applied the SAMR model because of its clarity, simplicity, easiness, and adaptability. However, the SAMR model has three drawbacks that can be improved. This study answers the challenge in improving the application of the SAMR model in learning and assessing the suitability of the SAMR model applied to e-learning which requires technology.
Pengembangan media komik berbasis pendidikan karakter peduli sosial pada pembelajaran tematik-integratif Deby Gemysa Faradiba; C. Asri Budiningsih
Jurnal Inovasi Teknologi Pendidikan Vol 7, No 2 (2020): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (639.126 KB) | DOI: 10.21831/jitp.v7i2.24758

Abstract

Penelitian ini bertujuan: 1.) Menghasilkan media komik berbasis pendidikan karakter peduli sosial; 2.) Mengetahui tingkat kelayakan media komik berbasis pendidikan karakter peduli sosial; dan 3.) Mengetahui keefektifan komik berbasis pendidikan karakter peduli sosial. Jenis penelitian ini adalah penelitian dan pengembangan menggunakan model pengembangan ADDIE. Subyek dalam penelitian ini adalah ahli media, ahli materi, guru sekolah dasar, dan siswa kelas 5 Sekolah Dasar Islam Terpadu (SDIT) Ulul Albab 2 Purworejo. Instrumen yang digunakan berupa pedoman wawancara, angket penilaian kualitas kelayakan media komik, angket respon siswa, angket kepedulian sosial siswa, dan tes. Analisis data dilakukan dengan analisis deskriptif dan uji t-test. Hasil penelitian: 1.) Telah dihasilkan media komik berbasis pendidikan karakter peduli sosial pada pembelajaran tematik-integratif kelas 5 SD; 2.) Media komik yang dikembangkan layak berdasarkan hasil uji kelayakan oleh ahli media, ahli materi, dan guru SD untuk seluruh aspek memperoleh kategori sangat baik; dan 3.) Media komik berbasis pendidikan karakter peduli sosial efektif berdasarkan data angket respon siswa, tes, dan angket kepedulian sosial. Data angket respon siswa memperoleh kategori sangat baik. Hasil uji-t diperoleh thitung sebesar 9.543 dengan df sebesar 50 dan ttabel sebesar 2.008 pada taraf signifikan 5%, maka thitung lebih besar ttabel (th: 9.543 tt: 2.008) atau signifikansi 0.000 di bawah nilai p 0.05 sehingga dapat dinyatakan bahwa terdapat perbedaan hasil postest secara signifikan pada kelas eksperimen dan kelas kontrol. Hasil perhitungan angket kepedulian sosial siswa kelas eksperimen dengan media komik menunjukkan peningkatan sebesar 75% termasuk kriteria sangat tinggi.Development of comic media based on social care character education in thematic-integrative learningAbstractThis study aimed to 1.) Produce comic learning media based on social caring character education; 2.) Determine the feasibility of comic learning media based on social caring character education; and 3.) Determine the effectiveness of comic learning media based on social caring character education. The type of research is Research and Development using the ADDIE development model. The research subjects are media expert, material expert, elementary school teacher, class 5 in SDIT Ulul Albab 2 Purworejo. The instruments used were interview guides, questionnaires assessing the quality of comic media feasibility, student response questionnaires, student social care questionnaires, and tests. Data analysis was carried out by descriptive analysis and independent samples t-test. The result showed that: 1.) Has been produced of comic learning media based on social caring character education thematic-integrative learning in grade 5 elementary school; 2.) Comic learning media that are developed are based on the results of feasibility test by media experts, material experts, and elementary school teachers, the categories were very good; and 3.) Comic learning media based on social care character education is effective based on student response questionnaire data, tests, and social care questionnaires. Student questionnaire response data obtained a very good category. The result of t-test is thitung of 9.543 with df of 50 and ttabel of 2.008 at a significant level of 5% then thitung greater then ttabel (th: 9.543 tt: 2.008) or significant 0.000 below value p 0,05 so that it can be stated that there are significant differences in posttest results in the experimental class and the control class. The results of the calculation of the social care questionnaire data of students in the experimental class given the comic media showed an increase of 75%, including very high criteria.
Persepsi dan pengembangan peta kognitif mahasiswa dalam blended learning Mumpuniarti Mumpuniarti
Jurnal Inovasi Teknologi Pendidikan Vol 8, No 2 (2021): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.071 KB) | DOI: 10.21831/jitp.v8i2.25787

Abstract

Tujuan dari artikel ini adalah untuk merefleksikan manfaat perkuliahaan perkembangan anak berkebutuhan khusus melalui perkuliahaan blended learning dari aspek persepsi secara kuantitatif dan peningkatan peta kognitif secara kualitatif. Metode penelitian dengan angket dari respon mahasiswa secara kuantitatif, sedangkan peta kognitif diambil secara kualitatif terhadap fakta refleksi mahasiswa dalam mendalami materi kuliah. Respon angket meliputi sangat sesuai, sesuai, dan tidak sesuai terhadap komponen-komponen substansi perkuliahaan. Analisis data menggunakan persentase bagi data kuantitatif dan kategorial peta kognitif pada data kualitatif. Hasil diperoleh bahwa pada waktu kuantitatif persepsi mahasiswa dalam kondisi stabil, namun fakta peta kognitif secara kualitatif terjadi perubahan meningkat secara bervariasi. Dari sebelas mahasiswa peserta kuliah perkembangan anak berkebutuhan khusus ketika respon terhadap kesesuaian materi kuliah dengan capaian pembelajaran sebelum dam sesudah blended learning ternyata stabil. Peningkatan peta kognitif pada refleksi materi perkuliahaan sebelum dan sesudah blended learning bervariasi tergantung minat dan ketertarikan mahasiswa pada masing-masing komponen dari substansi perkuliahaan. Jadi, mata kuliah perkembangan anak berkebutuhan khusus bermanfaat bagi pencapaian profil lulusan.Perception and development of cognitive map's student through blended learningAbstractThe purpose of the article reflects the benefits of lecturing on the development of children with special needs through blended learning from quantitative aspects of perception and improving cognitive maps qualitatively. The research method with a questionnaire from the students' responses quantitatively, while the cognitive map is taken qualitatively to the fact of student reflection in studying lecture material. The questionnaire response includes very suitable, appropriate, and incompatible with the components of the lecture substance. Next, they were asked to reflect descriptively about the contents of the material in each lecture component. Data analysis uses percentages for quantitative and categorical cognitive map data on qualitative data. The results obtained that in quantitative time the perceptions of students are in a stable condition, but the facts of cognitive maps qualitatively change changes vary. Of the 11 (eleven) students participating in the development of children with special needs when the response to the suitability of the course material with learning outcomes before the dam after blended learning turned out to be stable. Increasing cognitive maps on reflection of lecture material before and after blended learning varies depending on student interest and interest in each component of the lecture substance. So, the developmental course of children with special needs is useful for achieving graduate profiles.
Penerimaan mahasiswa terhadap pembelajaran daring selama pandemi Covid-19 dengan pendekatan Technology Acceptance Model (TAM) Nur Latifah; Sulis Rokhmawanto; Purwanto Purwanto; Laili Syarifah
Jurnal Inovasi Teknologi Pendidikan Vol 8, No 2 (2021): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (561.924 KB) | DOI: 10.21831/jitp.v8i2.39755

Abstract

Pandemi Covid-19 memberikan perubahan dalam proses pembelajaran di lembaga pendidikan termasuk pada pendidikan tinggi. Perubahan tersebut dapat dilihat dari pelaksanaan pembelajaran dalam satu tahun terakhir yang harus dilaksanakan secara daring. Pembelajaran daring dilaksanakan guna mendukung kebijakan pemerintah berupa Pembatasan Berskala Besar (PSBB). Para dosen telah berupaya melaksanakan pembelajaran daring dengan menggunakan berbagai aplikasi yang telah tersedia seperti zoom meeting, google meet, quiz dan aplikasi lainnya. Penelitian ini bertujuan untuk membuktikan secara empiris terkait intention to use dalam pembelajaran daring dengan attitude sebagai variabel mediasi. Data penelitian sebanyak 297 yang dikumpulkan secara daring. Responden penelitian merupakan mahasiswa aktif di berbagai perguruan tinggi yang ada di Kabupaten Magelang. Data penelitian dianalisis structural equation modeling dengan menggunakan software Smart PLS. Hasil pengujian membuktikan bahwa pedagogic competence, perceived ease of use dan perceived usefulness dapat mempengaruhi attitude. Hasil pengujian lainnya membuktikan perceived usefulness dan attitude berpengaruh terhadap intention to use, namun pedagogic competence tidak terbukti. Hasil pengujian pengaruh tidak langsung dapat diketahui bahwa attitude dapat memediasi hubungan antara pedagogic competence, perceived ease of use dan perceived usefulness terhadap intention to use.Student acceptance of online learning during the Covid-19 pandemic with the Technology Acceptance Model approach AbstractCovid-19 pandemic provided a change in the learning process in educational institutions included in higher education. These changes could be seen from the implementation of learning in the past year which should be implemented online. Online learning was be implemented to support government policies in the form of Large-Scale Restrictions (PSBB). The lecturers had made efforts to implement online learning by using various available applications such as zoom meetings, google meet, quizzes, and other applications. This study aims to prove empirically the intention to use online learning with attitude as a mediating variable. The research data were 297 collected online. Research respondents were active students in various universities in Magelang Regency. The research data were analyzed structural equation modeling using Smart PLS software. The test results prove that pedagogic competence, perceived ease of use, and perceived usefulness could affect attitude. Other test results prove that perceived usefulness and attitude had an effect on the intention to use, but pedagogic competence is not proven. The results of the indirect effect test show that attitude can mediate the relationship between pedagogic competence, perceived ease of use, and perceived usefulness for intention to use.
Metodologi Eduinnova: Pembelajaran kolaboratif yang diintegrasikan dangan teknologi untuk meningkatkan keaktifan dan interaksi siswa dalam pembelajaran daring Muhammad Mahsus; Eva Latipah
Jurnal Inovasi Teknologi Pendidikan Vol 8, No 1 (2021): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (395.238 KB) | DOI: 10.21831/jitp.v8i2.38706

Abstract

Penelitian ini mengkaji inovasi pendidikan yang mengintegrasikan teknologi dalam pembelajaran kolaboratif dengan pembagian kelompok-kelompok kecil yang dikenal dengan metodologi Eduinnova. Tujuan penelitian ini untuk menambah wacana inovasi pendidikan yang diintegrasikan dengan teknologi untuk menjembatani permasalahan pembelajaran kolaboratif untuk meningkatkan inteaksi sosial siswa dengan teman dan lingkungan tanpa menghilangkan unsur pembelajaran kognitif ataupun pedagogis siswa. Analisis pembelajaran tersebut kemudian diintegrasikan dengan pembelajaran daring selama masa pandemi Covid-19. Penelitian ini merupakan penelitian kualitatif. Peneliti mengambil data dari buku dan literatur lainnya menggunakan teknik library research. Sumber data primer diambil dari buku Innovations in Educational Psychology: Perspectives on Learning, Teaching, and Human Development, karya Sternberg dan Preiss. Hasil penelitian adalah adanya kesamaan pembelajaran dengan metodologi Eduinnova dengan pembelajaran daring dalam hal penggunaan teknologi portabel sebagai media pembelajaran. Penerapan metodologi Eduinnova dalam pembelajaran daring adalah dengan memanfaatkan media zoom meeting ataupun google meet sebagai ganti dari tatap muka langsung dikelas menjadi tatap muka dalam media online. Hal ini dilakukan untuk memantau pembelajaran interaksi siswa.Eduinnova methodology: Collaborative learning integrated with technology to improve student activity and interaction in online learningAbstractThis study examines educational innovations that integrate technology in collaborative learning with the division of small groups known as the Eduinnova methodology. The purpose of this study is to add to the discourse of educational innovation integrated with technology to bridge collaborative learning problems to improve student social interaction with friends and the environment without eliminating the elements of student cognitive or pedagogical learning. The learning analysis is then integrated with online learning during the Covid-19 pandemic. This research is qualitative research. Researchers took data from books and other literature using library research techniques. Primary data sources were taken from the book Innovations in Educational Psychology: Perspectives on Learning, Teaching, and Human Development, by Sternberg and Preiss. The result of this research is the similarity of learning with the Eduinnova methodology with online learning in terms of using portable technology as a learning medium. The application of the Eduinnova methodology in online learning is to use zoom media meetings or google meet instead of face-to-face in class to face-to-face in online media. This is done to monitor student interaction learning.
Pengembangan multimedia interaktif berbasis Android pada materi kualitas instrumen evaluasi pembelajaran matematika Mohamad Bayi Tabrani; Puput Puspitorini; Beni Junedi
Jurnal Inovasi Teknologi Pendidikan Vol 8, No 2 (2021): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1005.245 KB) | DOI: 10.21831/jitp.v8i2.42943

Abstract

Multimedia interaktif berbasis android merupakan salah satu sistem operasi yang mendukung program   pembelajaran, memiliki karakteristik dalam mendorong mahasiswa untuk dapat melakukan belajar secara mandiri tanpa harus dibimbing. Multimedia interaktif berbasis android perlu dikembangkan di setiap jenjang pendidikan merupakan inovasi dalam penyajian materi pembelajaran. Tujuan penelitian adalah mengembangakan multimedia interaktif berbasis android yang valid pada materi kualitas instrumen evaluasi. Metode penelitian yang digunakan merupakan penelitian dan pengembangan (research development) dengan model pengembangan 4D Thiagarajan terdiri dari pendefenisian (define), perancangan (design), pengembangan (develop), dan penyebaran (disseminate). Hasil pengembangan multimedia interaktif berbasis android memperoleh respon positif dari ahli materi, media serta bahasa dengan kategori kevalidan tinggi dan sudah layak digunakan.Development of Android-based interactive multimedia on the quality of mathematics learning evaluation instruments AndroidAndroid-based interactive multimedia is an operating system that supports learning programs, has characteristics in encouraging students to be able to study independently without having to be guided. Android-based interactive multimedia needs to be developed at every level of education as an innovation in the presentation of learning materials. This research aims to develop a valid Android-based interactive multimedia on the quality material of the evaluation instrument. The research method used is research and development with the Thiagarajan 4D development model consisting of definition, design, development, and dissemination. The results of the development of interactive multimedia based on Android received a positive response from the material, media, and language experts with categories suitable for use.
Digitalisasi sistem jimpitan Dukuh Ngluar Desa Tepisari Yoga Widi Sejati; Bana Handaga
Jurnal Inovasi Teknologi Pendidikan Vol 8, No 2 (2021): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1927.903 KB) | DOI: 10.21831/jitp.v8i2.40457

Abstract

Sistem jimpitan desa adalah salah satu penerapan teknologi informasi yang mempermudah pengambilan uang dari satu rumah warga ke rumah warga yang lain. Selama ini sistem yang dijalankan dalam suatu desa masih menggunakan sistem manual seperti meletakkan uang di dalam wadah plastik kemudian petugas desa akan mengambilnya. Oleh karena itu, diperlukan sebuah sistem jimpitan dengan tujuan untuk memudahkan petugas dalam pendataan jimpitan yang berbasis Quick Response Code (QR Code). Tugas akhir ini menggunkan metode Waterfall salah satu dari metode Developing Life Cycle (SDLC) dengan menggunakan bahasa pemrograman Codeigniter. basisdata MySQL, dan laptop sebagai hardwarenya. Hasil yang diperoleh yaitu sistem jimpitan yang dirancang untuk layanan publik dan memiliki fitur scan QR Code, pengelolaan data, dan menyajikan laporan keuangan jimpitan yang dapat dipertanggungjawabkan. Pengujian sistem jimpitan mengunakan teknik Blackbox yang mampu menghasilkan nilai 96% di dapat melalui presentase seluruh jawaban responden. Kesimpulan dari penelitian ini adalah dengan adanya sistem jimpitan diharapkan mampu meningkatkan produktiftas desa.Digitizing the jimpitan system in Dukuh Ngluwar, Tepisari Village AbstractVillage pinch system is one application of information technology that makes it easy to withdraw money from one resident's house to another resident's home. During this time, the system that is run in a village is still using a manual system such as putting money in plastic containers, and then village officials will take it. Therefore, it requires a pinch system to facilitate the officer in the data collection of the pinch-based Quick Response Code (QR Code). This final project uses the Developing Life Cycle (SDLC) method, Code Igniter programming language, MySQL for database loading, and laptop hardware. The results obtained are a pinch system which is designed for public service and has a QR Code scan feature, data management, and presents a financial report on the pinch that can be accounted for. Testing the jimpitan system using the Blackbox technique, which can produce 96%, can be done through the presentation of all respondents' answers. This study concludes that the existence of a Jimpitan system is expected to improve village productivity.
Analisa faktor penentu penerimaan dan penggunaan aktual mahasiswa terhadap sistem e-Learning Siska Rahmadani; Agus Salim; Supriadi Panggabean; Dwiza Riana
Jurnal Inovasi Teknologi Pendidikan Vol 8, No 2 (2021): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (477.318 KB) | DOI: 10.21831/jitp.v8i2.38886

Abstract

Sistem pembelajaran online melalui media e-learning merupakan solusi agar kegiatan belajar mengajar tetap terjaga selama pandemi. Agar penerapan dalam penggunaan sistem e-learning berhasil, perlu diperhatikan faktor-faktor yang dapat mempengaruhi penerimaan sistem tersebut. Penelitian ini bertujuan untuk mencari faktor utama yang mempengaruhi penerimaan dan penggunaan aktual sistem e-learning pada mahasiswa. Metode yang digunakan diadopsi dari model Unified Theory of Acceptance and Use of Technology (UTAUT) ditambah variabel baru yaitu course design, course content support, course assessment, dan instructor characteristics. Analisa data menggunakan SmartPLS dengan model PLS-SEM. Dari hasil penelitian course content support, course assessment, dan behavioral intention to use mempunyai pengaruh signifikan terhadap actual use sistem e-learning. Course design, course content support, dan course assessment mempunyai pengaruh signifikan terhadap performance expectancy, dan yang mempunyai pengaruh signifikan terhadap behavioral intention to use dari sistem e-learning adalah performance expectancy dan social influence. Penelitian ini bisa digunakan sebagai bahan referensi bagi perguruan tinggi untuk meningkatkan penerimaan dan penggunaan sistem e-learning.Analysis of determinants of acceptance and actual use of students e-learning systemsAbstractThe online learning system through e-learning media is a solution to maintain teaching and learning activities during the pandemic. In order for the application in the use of e-learning systems to be successful, it is necessary to consider the factors that can affect the system's acceptance. This study aims to find the main factors that influence students' acceptance and actual use of e-learning systems. The method used was adapted from the Unified Theory of Acceptance and Use of Technology (UTAUT) model plus new variables, namely course design, course content support, course assessment, and instructor characteristics. Data analysis using SmartPLS with PLS-SEM model. From the research results, course content support, course assessment, and behavioral intention to use significantly influence the actual use of the e-learning system. Course design, course content support, and course assessment have a significant influence on performance expectancy, and those that have a significant influence on behavioral intention to use the e-learning system are performance expectancy and social influence. This research can be used as reference material for universities to increase the acceptance and use of e-learning systems.
Pengembangan aplikasi ARTS (articulate storyline) materi nilai-nilai budaya masa praaksara di Indonesia Elviana Febrianti; Neni Wahyuningtyas; Nurul Ratnawati
Jurnal Inovasi Teknologi Pendidikan Vol 8, No 2 (2021): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2185.746 KB) | DOI: 10.21831/jitp.v8i2.43111

Abstract

Penelitian ini bertujuan untuk menghasilkan produk aplikasi ARTS sebagai media pembelajaran pada materi Nilai-Nilai Budaya Masa Praaksara di Indonesia untuk kelas VII SMP. Penelitian ini termasuk jenis penelitian dan pengembangan dengan model Lee Owens yang terdiri atas 5 tahapan yaitu penilaian dan analisis, desain, pengembangan, implementasi dan evaluasi. Hasil penilaian validasi yang dilakukan kepada tim validator kemudian di uji cobakan kepada peserta didik kelas VII. Kelayakan media rata-rata mencapai hasil (96,31%), kelayakan materi rata-rata mencapai hasil (92,18%) dengan kriteria sangat layak, angket respon peserta didik dengan kriteria sangat baik (96,62%) dan keefektifan memperoleh kriteria nilai sangat efektif dengan perbandingan nilai pretest (76) lebih rendah dari nilai posttest (93). Berdasarkan penelitian dan pengembanganaplikasi ARTS dapat disimpulkan bahwa aplikasi ini efektif dalam meningkatkan hasil belajar peserta didik, mencapai tujuan pembelajaran, menumbuhkan motivasi dan membuat peserta didik belajar secara mandiri yang dapat mendukung proses pembelajaran.The development of ARTS (articulate storyline) application materials cultural values praaksara period in IndonesianAbstractThis research aims to produce ARTS application products as a learning medium on the materials of Praaksara Period Cultural Values in Indonesia for grade VII SMP. This research includes a type of research and development with the Lee and Owens model consisting of 5 stages: assessment and analysis, design, development, implementation, and evaluation. The results of the validation assessment conducted to the validator team are then tested on students of grade VII. Media feasibility averaged results (96.31%), material feasibility averaged results (92.18%) with very decent criteria, questionnaires of responses of learners with excellent criteria (96.62%) and effectiveness obtained highly effective value criteria with a comparison of pretest values (76) lower than posttest values (93). The research and development results can be concluded that arts applications are packaged in the form of files.apk that can be operated online and offline through a smartphone. Content entry adopting interactive multimedia development. Effective in improving student learning outcomes, achieving learning goals, fostering motivation, and making learners learn independently to support the learning process.