{"title":"以ANDROID为基础的创意学习媒体生成(X班SMK Negeri 7幸福案例研究)","authors":"Ita roza Ita roza","doi":"10.35134/jpti.v8i2.73","DOIUrl":null,"url":null,"abstract":"\nAbstract This study aims to determine the effectiveness of Android-based learning media on basic creativity learning subjects at SMK Negeri 7 Padang. This study uses research & development methods. The research subjects were 35 students of the Department of Dance. This study uses a development model (ADDIE model), with the development steps as follows. (1) Analyze, (2) Design, (3) Development, (4) Implementation and (5) Evaluate. The results of the assessment of the effectiveness test of 87.20% can be interpreted as Very Effective, The results of the assessment of the practicality test are 88.57%, can be interpreted as Very Practical to use. The results of the assessment of the effectiveness test of 87.20% can be interpreted as Very Effective to use. In conclusion, based on the assessment and expert input as well as the results of the field trial of the Android-Based Learning Media Application as a learning medium, it has been tested for its feasibility, excellence, and can be used in the learning process in the Basic Creativity subject for class X SMK N 7 Padang. \n","PeriodicalId":202531,"journal":{"name":"JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA \"YPTK\" PADANG","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"PEMBUATAN MEDIA PEMBELAJARAN DASAR KREATIFITAS BERBASIS ANDROID (Studi Kasus Kelas X SMK Negeri 7 Padang)\",\"authors\":\"Ita roza Ita roza\",\"doi\":\"10.35134/jpti.v8i2.73\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\nAbstract This study aims to determine the effectiveness of Android-based learning media on basic creativity learning subjects at SMK Negeri 7 Padang. This study uses research & development methods. The research subjects were 35 students of the Department of Dance. This study uses a development model (ADDIE model), with the development steps as follows. (1) Analyze, (2) Design, (3) Development, (4) Implementation and (5) Evaluate. The results of the assessment of the effectiveness test of 87.20% can be interpreted as Very Effective, The results of the assessment of the practicality test are 88.57%, can be interpreted as Very Practical to use. The results of the assessment of the effectiveness test of 87.20% can be interpreted as Very Effective to use. In conclusion, based on the assessment and expert input as well as the results of the field trial of the Android-Based Learning Media Application as a learning medium, it has been tested for its feasibility, excellence, and can be used in the learning process in the Basic Creativity subject for class X SMK N 7 Padang. \\n\",\"PeriodicalId\":202531,\"journal\":{\"name\":\"JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA \\\"YPTK\\\" PADANG\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-11-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA \\\"YPTK\\\" PADANG\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.35134/jpti.v8i2.73\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA \"YPTK\" PADANG","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.35134/jpti.v8i2.73","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
摘要本研究旨在确定基于android的学习媒体在SMK Negeri 7 Padang基础创造力学习科目中的效果。本研究采用研究开发的方法。研究对象为35名舞蹈系学生。本研究采用开发模型(ADDIE模型),开发步骤如下。(1)分析,(2)设计,(3)开发,(4)实施,(5)评估。有效性测试的评估结果为87.20%,可解释为非常有效;实用性测试的评估结果为88.57%,可解释为非常实用。有效性测试的评价结果为87.20%,可解释为非常有效使用。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体的现场试验结果,测试了其可行性和卓越性,可以用于X班SMK n7巴东基础创造力课程的学习过程。
PEMBUATAN MEDIA PEMBELAJARAN DASAR KREATIFITAS BERBASIS ANDROID (Studi Kasus Kelas X SMK Negeri 7 Padang)
Abstract This study aims to determine the effectiveness of Android-based learning media on basic creativity learning subjects at SMK Negeri 7 Padang. This study uses research & development methods. The research subjects were 35 students of the Department of Dance. This study uses a development model (ADDIE model), with the development steps as follows. (1) Analyze, (2) Design, (3) Development, (4) Implementation and (5) Evaluate. The results of the assessment of the effectiveness test of 87.20% can be interpreted as Very Effective, The results of the assessment of the practicality test are 88.57%, can be interpreted as Very Practical to use. The results of the assessment of the effectiveness test of 87.20% can be interpreted as Very Effective to use. In conclusion, based on the assessment and expert input as well as the results of the field trial of the Android-Based Learning Media Application as a learning medium, it has been tested for its feasibility, excellence, and can be used in the learning process in the Basic Creativity subject for class X SMK N 7 Padang.