Pengembangan Media Pembelajaran Papan Dan Kartu Misteri (PAKARMIS) Berbasis Quiz Team Pada Mata Pelajaran Korespondensi di SMK Adhikawacana Surabaya

F. Damayanti, Durinda Puspasari
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Abstract

The purpose of this study was to determine the results of the development of quiz team-based board and mystery learning media (PAKARMIS) on correspondence subjects at Vocational School Adhikawacana Surabaya, the feasibility of board and card learning media mystery (PAKARMIS) based on quiz teams on correspondence subjects at SMK Adhikawacana Surabaya, and students' responses to the quiz team-based board and mystery learning media (PAKARMIS) on correspondence subjects at SMK Adhikawacana Surabaya. This type of research is research and development (R&D) using the ADDIE model. The trial subjects were 20th grade OTKP 3 students of Vocational School Adhikawacana Surabaya, totaling 20 people chosen randomly. Data collection instruments used in this study were expert validation sheets and student questionnaire responses. The results showed that the media developed were included in the feasible category by obtaining a percentage of ratings from material experts at 89% and media experts at 88%, all of which were included in very strong interpretations. While the results of student responses to the learning media developed obtained a percentage of 87% with a very strong interpretation. The results of the trial show that students are more interested in conducting learning activities using quiz team-based board and mystery learning cards (PAKARMIS) compared to using only blackboards and markers. Students are more active and enthusiastic in learning to use these learning media. So it can be concluded the results of this development research are said to be very feasible to be used as learning media.
本研究的目的在于确定泗水阿德卡瓦卡纳职业学校在函授科目上发展以测验团队为基础的板卡学习媒体(PAKARMIS)的结果、泗水阿德卡瓦卡纳职业学校在函授科目上发展以测验团队为基础的板卡学习媒体奥秘(PAKARMIS)的可行性。以及学生对SMK Adhikawacana Surabaya函授科目的测验小组板和神秘学习媒体(PAKARMIS)的反应。这种类型的研究是使用ADDIE模型的研究与开发(R&D)。试验对象为泗水Adhikawacana职业学校OTKP 3年级20年级学生,随机抽取共20人。本研究使用的资料收集工具是专家验证表和学生问卷回答。结果表明,通过获得材料专家89%的评分和媒体专家88%的评分,所开发的媒体被纳入可行类别,所有这些都被纳入非常强的解释。而学生对开发的学习媒体的反应结果达到87%,具有很强的解释性。实验结果表明,与单纯使用黑板和记号笔相比,学生对使用基于测验团队的板卡和神秘学习卡(PAKARMIS)进行学习活动更感兴趣。学生在学习使用这些学习媒体时更加主动和热情。因此可以得出结论,这个发展研究的结果可以说是非常可行的,作为学习媒体。
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