Perancangan dan Pembuatan Aplikasi Media Pembelajaran Berbasis Android pada Mata Pelajaran Produk Kreatif dan Kewirausahaan

N. Nurhayati, Yuliawati Yunus, A. Juwita
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引用次数: 1

Abstract

This study aims to determine the validity, practicality and effectiveness of designing and making Android-based learning media applications in the subject of Creative Products and Entrepreneurship for Class XII TKJ 2 at SMK Negeri 8 Padang Odd Semester, Academic Year 2020/2021. This study uses a research development method (research & Development). The research subjects were 35 people. The research model used is the development research model (ADDIE model), with the design of the development steps as follows. (1) Analyze, (2) Design, (3) Development, (4) Implementation and (5) Evaluate. The results of the validity test by the experts as a whole validator test assessment of Android-Based Learning Media Applications in the subject of Creative Products and Entrepreneurship Class XII TKJ 2 SMKN 8 Padang amounting to Odd Semester 82.20%, so that the level of validity can be interpreted as valid to use. The results of the overall practicality test assessment of the practicality of Android-Based Learning Media Applications in the subject of Creative Products and Entrepreneurship Class XII TKJ 2 SMKN 8 Padang Odd Semester is 90.79%, so that the level of practicality can be interpreted as Very Practical to use. The results of the overall effectiveness test assessment of the effectiveness of the Android-Based Learning Media Application in the subject of Creative Products and Entrepreneurship Class XII TKJ 2 SMKN 8 Padang Odd Semester is 84.91%, so that the level of effectivenesscan be interpreted Effectively used. In conclusion, based on the assessment and expert input and the results of the field trial of the Android-Based Learning Media Application as a learning medium, it has been tested for feasibility, excellence, and can be used in the learning process in Creative Products and Entrepreneurship subjects in class XII TKJ 2 SMKN 8 Padang.
以Android为基础的学习媒体应用程序的设计和创建,以创意产品和创业为基础
本研究旨在确定设计和制作基于android的学习媒体应用程序在SMK Negeri 8学年2020/2021学年巴东零时学期12班TKJ 2“创意产品与创业”课题中的有效性、实用性和有效性。本研究采用研究开发方法(research & development)。研究对象是35人。本文采用的研究模型为开发研究模型(ADDIE模型),其开发步骤设计如下。(1)分析,(2)设计,(3)开发,(4)实施,(5)评估。经专家整体验证者测试评估的《基于android的学习媒体应用程序在创意产品与创业第十二课TKJ 2 SMKN 8巴东》的效度结果达奇数学期82.20%,使效度水平可以解释为有效使用。创意产品与创业第十二课TKJ 2 SMKN 8巴东奇数学期科目中基于android的学习媒体应用的实用性整体测试评估结果为90.79%,因此实用性水平可以解释为Very Practical to use。基于android的学习媒体应用在创意产品与创业第十二课TKJ 2 SMKN 8巴东奇数学期科目的有效性的整体有效性测试评估结果为84.91%,从而可以解释有效使用的有效性水平。综上所述,基于评估和专家意见以及基于android的学习媒体应用程序作为学习媒介的现场试验结果,测试了其可行性和卓越性,并可用于第十二班TKJ 2 SMKN 8巴东创意产品和创业学科的学习过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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