cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kab. sleman,
Daerah istimewa yogyakarta
INDONESIA
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.
Arjuna Subject : -
Articles 302 Documents
Analisis program dan model kemitraan blended partisipatif sekolah dan orang tua Deni Hardianto
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 2 (2022): Agustus
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (400.666 KB) | DOI: 10.21831/jitp.v9i2.54117

Abstract

Penelitian ini bertujuan untuk mengetahui partisipasi orangtua siswa dalam mengikuti program kelas orangtua serta analisis kebutuhan program kemitraan sekolah dan orangtua siswa Sekolah Dasar. Penelitian ini merupakan penelitian kuantitatif. Populasi dalam penelitian ini adalah orangtua siswa Sekolah Dasar (SD) di Yogyakarta dengan sampel 334 orangtua siswa SD yang berada di 10 sekolah dasar dari 5 kabupaten di Yogyakarta. Teknik pengambilan data adalah kuesioner dan diperkuat dengan wawancara, observasi dan dokumentasi sebagai teknik pengambilan data pendukung. Hasil penelitian diketahui partisipasi orangtua siswa dalam program kelas orangtua masih termasuk minim yaitu 19% tidak pernah mengikuti, 36% jarang mengikuti, 31% sering dan hanya 14% yang selalu mengikuti program kelas orangtua. Sementara berdasarkan hasil analisis awal ditemukan bahwa; belum ada model pembelajaran untuk orang tua siswa SD yang diselenggarakan secara terprogram, komprehensif, dan sistematis, orang tua siswa SD belum terlibat secara partisipatif pada penyelenggaraan program pembelajaran di satuan pendidikan, orang tua siswa SD memiliki keterbatasan untuk menghadiri dan berpartisipasi secara langsung pada kelas orang tua dan kelas inspirasi karena kesibukan dalam pekerjaan dan waktu yang kurang tepat, orang tua siswa SD merupakan generasi yang sudah melek digital dan sudah memiliki akses ke perangkat teknologi informasi.  Rekomendasi model kemitraan blended partisipatif yang memiliki karakteristik: fleksibel, partisipatif, berlangsung secara synchronous dan asynchronous dapat menjadi alternatif untuk dikembangkan. This study aims to determine parents' participation in the parent class program and to analyze the need for a partnership program between schools and parents of elementary school students. This research is quantitative. The population in this study were parents of elementary school students (SD) in Yogyakarta, with a sample of 334 elementary school parents who were in 10 elementary schools from 5 districts in Yogyakarta. This data collection technique is a questionnaire strengthened by interviews, observations, and documentation as supporting data collection techniques. The results showed that the participation of parents in the parent class program was still minimal; namely, 19% never attended, 36% rarely participated, 31% often, and only 14% always followed the parent class program. Meanwhile, based on the results of the initial analysis, it was found that; there is no learning model for parents of elementary school students that are programmed, comprehensive, and systematic; parents of elementary school students have not been involved in a participatory manner in the implementation of learning programs in the education unit, parents Elementary school students have limitations to attend and participate directly in parent classes and inspiration classes due to busy work and inappropriate times, elementary school parents are a generation that is digitally literate and already has access to information technology devices. The recommendation of a participatory blended partnership model that is flexible, participatory, takes place synchronously, and asynchronously can be an alternative to be developed.
Pengembangan media augmented reality sistem tata surya (solar system) pada anak usia 5–7 tahun Meivi Naura Zsalsabilla; Benny Hendriana; Khusniyati Masykuroh
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 2 (2022): Agustus
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (711.514 KB) | DOI: 10.21831/jitp.v9i2.51771

Abstract

Penelitian ini bertujuan menghasilkan sebuah produk berupa aplikasi augmented reality atau AR tentang sistem tata surya untuk anak usia 5-7 tahun. Karena pada saat ini sumber belajar untuk mengenal sistem tata surya hanya bisa melalui buku bergambar, alat peraga dan berkunjung ke planetarium namun tidak semua bisa dengan mudah mengakses itu semua dengan menggunakan teknologi akan sangat membantu untuk dapat mengenal sistem tata surya.  Metode yang digunakan dalam penelitian ini ialah metode penelitian RD (Research and Development) dengan model pengembangan ADDIE yang dibagi menjadi lima tahap yaitu analyze, design, development, implementation, dan evaluation. Media pembelajaran augmented reality sistem tata surya ini telah diverifikasi oleh pakar media dan pakar materi. Ahli media mendapatkan hasil rata-rata 92% kategori sangat valid dan ahli materi hasilrata-rata 92% kategori sangat valid. Selain telah divalidasi oleh para ahli, media pembelajaran ini juga telah diujicobakan kepada guru dan orangtua. Hasil tes guru TK Al Munawwarah adalah 89% dalam kategori sangat valid, dan hasil tes orang tua adalah 81% dikategorikan valid. Dapat disimpulkan bahwa media augmented reality sistem tata surya pada anak usia 5-7 tahun dapat dikategorikan valid dan layak digunakan serta dapat dikembangkan.This study aims to produce an augmented reality application about the solar system for 5-7 years old of early childhood education students as the solar system learning resources could only be accessed by books, props, or by visiting the planetarium. However, not all access could be provided by the media mentioned above to help students learn more about the solar system. The RD (Research and Development) method with Addie was employed in this research. Five steps are used in this research: analyze, design, development, implementation, and evaluation. This augmented reality learning media has been validated by several experts, such as media and material experts. The average result by media experts is 92%, and 92% by material experts. This indicates that the categories are highly reliable. Besides this, learning media has also been tested on teachers and parents. Thus, the test result shows that TK Al Munawwarah teachers 89% and student parents show 81% of test results categorized as valid. From the result, it can be concluded that the Augmented Reality learning media for early childhood students aged 5-7 years could be a valid category, preferred to use by an early childhood student, and can be developed.
Model pembelajaran self-directed learning berbantuan website notion: meningkatkan kemampuan berpikit kritis siswa SMA Rifdah Ananda Baharuddin; Fatiya Rosyida; Listyo Yudha Irawan; Dwiyono Hari Utomo
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (614.592 KB) | DOI: 10.21831/jitp.v9i3.52017

Abstract

Self-Directed Learning merupakan model belajar mandiri yang memberikan kebebasan bagi siswa untuk mengidentifikasi kebutuhan belajar mereka, menetapkan tujuan pembelajaran, menemukan sumber belajar, memilih dan menggunakan strategi pembelajaran, dan mengevaluasi hasil belajar mereka. Website Notion digunakan dalam penelitian ini sebagai aplikasi untuk membantu guru dan siswa mendorong pembelajaran mandiri. Partisipan dalam penelitian ini adalah SMAN 1 Tumpang, dengan kelas XI IPS 1 sebagai kelas kontrol dan kelas XI IPS 2 sebagai kelas eksperimen, dan data dikumpulkan melalui pretest-posttest control group design. Uji Mann Whitney digunakan sebagai analisis terakhir untuk mengetahui efektivitas penelitian. Hasil analisis menunjukkan bahwa model SDL berbantuan konsep website Notion berpengaruh terhadap berpikir kritis siswa karena hasil uji hipotesis menunjukkan nilai 0,00 menunjukkan bahwa H₀ ditolak dan H₁ diterima karena nilai signifikansinya adalah kurang dari 0,05. Perbedaan skor antara kelompok eksperimen dan kontrol, yang masing-masing menunjukkan kenaikan besar 0,618 dan kenaikan kecil 0,005, adalah hal lain yang perlu dipertimbangkanAbstractSelf-directed learning, allows students to identify their learning requirements, set learning goals, find learning resources, pick and use learning strategies, and evaluate their learning outcomes. The website called Notion is used in this study as an application to help teachers and students encourage self-directed learning. Participants in the study were SMAN 1 Tumpang, and the control and experimental groups were classes XI IPS 1 and XI IPS 2, respectively. A control group design with a pretest-posttest was used to gather the data. The effectiveness of the study was evaluated in the final data analysis using the Mann-Whitney test. According to the survey, the website-based autonomous learning technique impacts students' performance. The hypothesis test resulted in a value of 0.00, suggesting that H₀ is rejected and H₁ is accepted because the significance value is less than 0.05. This indicates that the autonomous learning model supported by the website impacts students' critical thinking. The score difference between the experimental and control groups, which showed a significant gain of 0.618 and a small gain of 0.005, respectively, is something else to consider.
Analisis kebutuhan pengembangan e-Book mitigasi bencana tanah longsor berbasis Android untuk disabilitas anak di Kabupaten Klaten Sepfiana Dari Ningsih; Ika Candra Sayekti; Siti Azizah Susilawati; Dias Aziz Pramudita
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (494.52 KB) | DOI: 10.21831/jitp.v9i3.52215

Abstract

Tujuan penelitian yakni mendeskripsikan hasil uji analisis kebutuhan pengembangan e-book mitigasi bencana tanah longsor berbasis android sebagai media pembelajaran ramah difabel sesuai dengan kebutuhannya. Jenis penelitian kualitatif dengan data diperoleh melalui penyebaran angket  kepada siswa dan guru. Berdasarkan hasil analisis uji kebutuhan pengembangan e-book diketahui bahwa siswa dan guru SLB se-Kabupaten Klaten membutuhkan adanya pengembangan e-book mitigasi bencana tanah longsor berbasis android sebagai media pembelajaran interaktif dengan data diperoleh 100% responden siswa menjawab perlu dikembangkan dan 99,2% responden guru  menjawab perlu dikembangkan. Pengembangan e-book yang dibuat disesuaikan dengan kebutuhan disabilitas anak sekolah dasar sesuai dengan aspek materi, penyajian, kebahasaan serta kegrafikan untuk memudahkan guru dalam menyampaikan materi pembelajaran.The purpose of the research is to describe the results of the needs analysis of the development e-book of an android-based landslide mitigationThis type of research is RnD research with the ADDIE model on a needs test with one stage, namely the analysis of material aspects, presentation, language, and personality. Based on the study of the needs test for developing e-books, it is known that SLB students and teachers in Klaten Regency need the development e-book of an android-based landslide mitigation teacher respondents answered that it needs to be developed. Developing e-books tailored to the needs of elementary school children with disabilities by aspects of the material, presentation, language, and graphics to make it easier for teachers to deliver learning materials. Learning media in the form of e-books can attract students to be more active in studying landslide disaster mitigation.  E-book learning media should be applicable in various special schools to attract students' interest in learning and make it easier for teachers to deliver the material.
Rancang bangun game edukasi “Noxious” sebagai media pembelajaran bagi pendidikan karakter remaja (Studi kasus di Kabupaten Bandung) Wineu Siti Rachmawati; Ayung Candra Padmasari; Feri Hidayatullah Firmansyah
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (469.973 KB) | DOI: 10.21831/jitp.v9i3.50991

Abstract

Pendidikan karakter kepada remaja melalui game menjadi perhatian khusus, terutama di tengah pelabelan dunia terhadap Indonesia yang dianggap memiliki masyarakat paling tidak sopan se-Asia di tahun 2020. Tujuan penelitian ini adalah untuk mengetahui cara merancang game edukasi yang tepat untuk media pendidikan karakter bagi remaja dan mengetahui hasil uji kelayakan media untuk. Game edukasi ini dinamai “NOXIOUS” yang dirancang menggunakan model pengembangan ADDIE dan dilakukan uji kelompok kepada 60 orang siswa di Kabupaten Bandung. Hasil uji coba mendapat poin rata-rata yaitu 0,76 dan jika dibulatkan menjadi 1. Di dalam severity rating, poin 1 dapat diartikan ke dalam kategori cosmetic problem, sehingga permasalahan tidak perlu diperbaiki kecuali waktu pengerjaan proyek masih tersedia dan game edukasi NOXIOUS layak digunakan sebagai media pembelajaran karakter. Rekomendasi untuk studi lanjutan dapat menelusuri efektivitas game sejenis pada variabel karakter yang lebih spesifik. Character education for teenagers through games is of particular concern, especially amid the world's labeling of Indonesia as having the most impolite society in Asia in 2020. This research aims to find out how to design educational games that are appropriate for character education media for teenagers and find out the results of the media feasibility test. This educational game is called "NOXIOUS" which was designed using the ADDIE development model, and group tests were carried out on 60 students in Bandung Regency. The test results get an average point of 0.76, and if it is rounded up to 1. In terms of severity rating, point 1 can be interpreted as a cosmetic problem category, so the problem only needs to be fixed if the project time is still available and the NOXIOUS educational game is suitable for use as a character learning medium. Recommendations for further studies can explore the effectiveness of similar games on more specific character variables.
Media pembelajaran perpipaan sistem refrigerasi berbasis aplikasi Android Irman Maolani; Kamin Sumardi; Ega Taqwali Berman
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (347.547 KB) | DOI: 10.21831/jitp.v9i3.54103

Abstract

Penelitian ini didasari oleh kebutuhan terhadap media pembelajaran yang inovatif, sesuai kemampuan, murah dan mudah diakses oleh peserta didik. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis aplikasi android yang layak dan dibuat menggunakan web program kodular pada materi perpipaan sistem refrigerasi. Penelitian ini menggunakan metode pengembangan dengan model perancangan, produksi, dan evaluasi. Sampel penelitian ini adalah peserta didik kelas XI TPTU B sebanyak 35 peserta didik. Instrumen penelitian menggunakan non-tes yaitu lembar validasi dan angket respon peserta didik. Hasil penelitian menunjukan penilaian dari pakar media sebesar 87,8% dan 55,3% dari pakar materi. Dengan hasil persentase tersebut bahwa media dinyatakan layak dan dapat digunakan dalam kegiatan proses pembelajaran. Uji coba terhadap peserta didik mendapatkan hasil rata-rata sebesar 87%, hal ini menandakan aplikasi pembelajaran disukai dan mudah digunakan. Rekomendasi dari penelitian ini yaitu penelusuran lebih lanjut efektivitas media pembelajaran perpipaan sistem refrigerasi pada kelompok eksperimen yang lebih banyak dan terkontrol. This research is based on the need for innovative learning media, according to abilities, inexpensive and easily accessible to students. This study aims to produce learning media based on android applications that are feasible and made using codular web programs on refrigeration system piping material. This research uses the development method with design, production, and evaluation models. The sample of this research was 35 students of class XI TPTU B. The research instrument uses non-tests, validation sheets, and student response questionnaires. The study results a show that the media expert assessment is 87.8% and 55.3% from material experts. With the results of these percentages, the media is declared feasible and can be used in learning activities. Tests on students obtained an average mark of 87%; this indicates that learning applications are liked and easy to use. This study concludes that the learning media for piping refrigeration systems based on Android applications with the help of codular web programs is feasible and easy to use by students. This study recommends further investigating the effectiveness of learning media on piping refrigeration systems in more numerous and controlled experimental groups.
Pengembangan buku teks Sejarah lokal Kota Palembang berbasis cronological thinking Aulia Novemy Dhita; Adhitya Rol Asmi; Muhammad Reza Pahlevi; Andromeda Aderoben; Imam Lazio Rianda
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (569.937 KB) | DOI: 10.21831/jitp.v9i3.48567

Abstract

Penelitian ini berdasarkan permasalahan yaitu bagaimana mengembangkan buku teks sejarah lokal di kelas XI IPS di SMA Negeri di Kota Palembang. Adapun populasi penelitian ini yaitu guru mata pelajaran sejarah kelas XI Social Studies Sekolah Menengah Atas Negeri di Kota Palembang. Sedangkan sampel penelitian yaitu guru mata pelajaran sejarah yang tersebar di Sekolah Menegah Atas Negeri di 14 Kecamatan di Kota Palembang. Metode penelitian yang digunakan yaitu penelitian dan pengembangan model ADDIE. Hasil penelitian menunjukkan bahwa buku teks sejarah lokal Kota Palembang dikembangkan berdasarkan konsep berpikir kronologis pada materi Pemerintahan Kolonial Belanda dan Pendudukan Jepang di Palembang. Diperoleh data bahwa menurut para ahli buku teks sangat layak (88,5%). Begitu pula hasil hasil evaluasi dari para guru mata pelajaran sejarah kelas XI IPS Sekolah Menengah Atas di Kota Palembang, bahwa buku teks tersebut sangat layak untuk diterapkan (85,53%). Dari data-data tersebut dapat disimpulkan bahwa buku teks yang dikembangkan telah memenuhi komponen sebagai buku teks yang valid (berdasarkan pendapat para ahli) dan efektif digunakan oleh para guru mata pelajaran sejarah kelas XI IPS SMA Negeri di Kota Palembang. Hasil penelitian ini direkomendasikan untuk para guru sejarah sebagai pegangan dalam kegiatan pembelajaran sejarah.This research is based on the problem of how to develop local history textbooks for class XI Social Sciences at SMA Negeri in Palembang City. The population of this study was history teachers for class XI Social Studies at State Senior High Schools in Palembang City. Meanwhile, the research sample was history teachers from state senior high schools in 14 sub-districts in Palembang City. The research method used is the ADDIE research and development model. The results showed that local history textbooks for Palembang City were developed based on the concept of chronological thinking on the material of the Dutch Colonial Government and the Japanese Occupation in Palembang. According to experts, the data is that textbooks are very feasible (88.5%). Likewise, the evaluation results from the history subject teachers of class XI Social Sciences at Senior High Schools in Palembang City showed that the textbook was feasible to apply (85.53%). From these data, it can be concluded that the developed reader has fulfilled the components of a good book (based on experts' opinions) and is effectively used by history teachers for class XI Social Sciences at SMA Negeri in Palembang City.  The results of this study are recommended for history teachers as a guide in history learning activities.
Effect of Powtoon Media and Problem Based Learning Model on Accounting Student Learning Outcomes Merlyana Agnes Yhonara; Elly Astuti; Farida Styaningrum
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.764 KB) | DOI: 10.21831/jitp.v9i3.53635

Abstract

This study aims to determine whether there is a difference in the effect of the Problem Based Learning learning model and Powtoon learning media and the interaction of the influence between the learning model and learning media on student learning outcomes. This research was conducted on students of SMK Accounting with a total of 131 students. The research was conducted using a quantitative method of quasi-experimental research with data collection techniques using multiple-choice learning outcomes tests that have been tested through a two-way ANOVA test and followed by the Pos hoc Tukey test. Data processing in this study used SPSS 16. The results showed that: (1) There was a significant difference in the effect of the Problem Based Learning learning model on student learning outcomes. (2) There is a significant difference in the effect of Powtoon learning media on student learning outcomes. (3) There is a significant interaction effect between the Problem Based Learning learning model and Powtoon learning media on student learning outcomes. 
The effectiveness of using interactive multimedia in solving problems for class VIII MTS Nurul Jadid students in Informatics learning Rifki Firdaus; Miftahus Surur; Siti Seituni
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (550.943 KB) | DOI: 10.21831/jitp.v9i3.50554

Abstract

Tujuan penelitian ini adalah untuk melihat efektivitas pemanfaatan multimedia interaktif pada siswa dalam pemecahan masalah informatika ditinjau dari kemampuan siswa MTs Nurul Jadid tahun pelajaran 2021/2022. Jenis penelitian ini adalah deskriptif kualitatif. Subjek penelitian ini adalah dua siswa kelas VIII MTs Nurul Jadid dengan kemampuan Informatika yang berbeda yaitu tinggi dan sedang. Teknik pengumpulan data dalam penelitian ini adalah observasi, wawancara, tes pemecahan masalah, dan dokumentasi. Analisis data dalam penelitian ini dianalisis pada setiap teknik pengumpulan data. Hasil analisis data menunjukkan bahwa tingkat efektivitas pemanfaatan multimedia interaktif dalam pemecahan masalah dari masing-masing siswa adalah berbeda, pada siswa berkemampuan informatika tinggi menunjukkan efikasi diri yang tinggi, siswa berkemampuan informatika sedang menunjukkan efikasi diri yang rendah, namun secara keseluruhan penggunaan multimedia interaktif dalam proses pembelajaran efektif karena tidak membuat siswa jenuh dalam proses pembelajaran. Kontribusi penelitian ini terletak pada penguatan posisi multimedia interaktif untuk terus dimanfaatkan, terutama dalam implementasi pemecahan masalah.The purpose of this study was to see the effectiveness of using interactive multimedia for students in solving informatics problems in terms of the student's abilities at MTs Nurul Jadid for the 2021/2022 academic year. This type of research is descriptive qualitative. The subjects of this study were two class VIII students of MTs Nurul Jadid with different Informatics abilities, namely high and medium. Data collection techniques in this study were observation, interviews, problem-solving tests, and documentation. Data analysis in this study was analyzed in each data collection technique. The results of the data analysis show that the level of effectiveness of using interactive multimedia in solving the problems of each student is different. Students with high informatics skills show high self-efficacy, and moderate informatics students show low self-efficacy. However, overall the use of interactive multimedia in the process is effective learning because it does not make students bored in the learning process. The contribution of this research lies in strengthening the position of interactive multimedia to continue to be utilized, especially in the implementation of problem-solving.
Pengembangan Aplikasi Hybrid Mobile Sosiometri sebagai media pendukung pembelajaran di laboratorium bimbingan konseling Agus Nur Khomarudin; Rina Novita; Rezza Shafitri Anita
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1136.379 KB) | DOI: 10.21831/jitp.v9i3.52232

Abstract

Sosiometri merupakan instrumen pengukuran hubungan sosial pada sebuah kelompok individu dengan dasar penelitian terhadap relasi sosial dan status sosial dari setiap anggota dalam kelompok tersebut. Saat ini pelayanan instrumen sosiometri di laboratorium bimbingan konseling Universitas Islam Negeri Bukittinggi menggunakan teknik offline, yaitu dengan menggunakan aplikasi Ms.Excel yang dan dikombinasikan dengan Ms.Acces sehingga hanya dapat berfungsi dan beroperasi secara intranet di labor saja. Selain itu aplikasi yang ada saat ini telah lama berakhir masa berlakunya atau telah expired. Permasalahan selanjutnya yaitu aplikasi sosiometri tersebut belum dapat menampilkan laporan sosiometri secara grafik atau yang dikenal dengan sosiogram. Metode penelitian ini termasuk dalam metode penelitian dan pengembangan Research and Development (RD) dengan model pengembangan sistemnya adalah System Development Life Cycle versi waterfall dengan tahapannya: Communication, Planning, Modeling, Construction, Deployment. Dari uji produk yang dilakukan, diperoleh hasil: uji validitas diperoleh nilai 0,85 dengan kriteria valid, uji praktikalitas diperoleh nilai 0,83 dengan kriteria sangat praktis dan uji efektivitas diperoleh nilai 0,75 dengan kriteria sangat efektif. Berdasarkan hasil uji produk yang telah diuraikan, disimpulkan bahwa produk penelitian ini yaitu aplikasi mobile sosiometri layak untuk digunakan sebagai media pembelajaran di laboratorium Bimbingan Konseling, UIN Bukittinggi.Sociometry is an instrument for measuring social relations in a group of individuals based on research on each group member's social relations and social status. Currently, the service of sociometric instruments at the Guidance and Counseling laboratory of UIN Bukittinggi has used the Ms.Excel application combined with Ms.Acces. However, it can only function and operate via the intranet in the laboratory and has long expired or expired. In addition, the sociometric application has not been able to display sociometric reports graphically, known as sociograms. This study aims to produce a hybrid sociometric mobile application in the Counseling Guidance laboratory as a valid, practical, effective learning support media. This research method is included in the Research and Development (RD) research and development method. The system development model is the Waterfall version of the System Development Life Cycle with the stages: Communication, Planning, Modeling, Construction, and Deployment. From the product test carried out, the results obtained: the validity test obtained a value of 0.85 with valid criteria, the practicality test obtained a value of 0.83 with convenient criteria, and the effectiveness test obtained a value of 0.75 with very effective criteria. It is concluded that the sociometric mobile application can be used as a learning medium in the Counseling Guidance laboratory.