Anugrah,, Addin Septyan Ridho and Ir. Tri Afirianto,, S.T., M.T. and Aswin Suharsono,, S.T., M.T. (2024) Pengembangan Gim Edukasi Berbasis Android pada Mata Pelajaran Administrasi Sistem Jaringan di Kelas XI TKJ SMK Negeri 11 Malang. Sarjana thesis, Universitas Brawijaya.
Abstract
Sarana dan prasarana dalam lingkungan pembelajaran dapat mempengaruhi kinerja belajar peserta didik. Observasi di jurusan Teknik Komputer dan Jaringan SMK Negeri 11 Malang menunjukkan bahwa sarana dan prasarana masih kurang dalam menunjang proses pembelajaran. Keterbatasan komputer sebagai media pembelajaran membuat peserta didik harus bergantian saat pembelajaran praktikum berlangsung. Media pembelajaran berupa gim edukasi dapat menjadi alternatif pengaplikasian pemahaman selama pembelajaran praktikum. Penelitian ini bertujuan untuk mengembangkan sebuah media pembelajaran interaktif berupa gim edukasi yang dapat diakses melalui ponsel bersistem operasi Android yang mampu memfasilitasi kegiatan belajar siswa secara mandiri. Gim edukasi ini dirancang dengan menggunakan tipe penelitian Research & Development dengan model ADDIE yang terdiri dari lima tahapan yaitu Analysis, Design, Development, Implementation, dan Evaluation yang diimplementasikan dengan menggunakan software Construct 2. Pengujian kelayakan gim edukasi dilakukan oleh ahli materi dan ahli media. Hasil pengujian dari aspek materi dan media menghasilkan rata-rata nilai sebesar 2,8 dari skala 3. Berdasarkan hasil kedua pengujian tersebut, pengembangan gim edukasi ini dapat dinyatakan valid dan layak sebagai media pembelajaran mata pelajaran Administrasi Sistem Jaringan materi DNS Server.
English Abstract
Learning facilities and infrastructure in the learning environment can affect students' learning performance. Observations in the Computer and Network Engineering Department of SMK Negeri 11 Malang showed that the facilities and infrastructure are still inadequate to support the learning process. The limited number of computers as learning media requires students to take turns during practical learning. Educational game-based learning media can be an alternative for applying understanding during practical learning. This research aims to develop an interactive learning media in the form of an educational game that can be accessed on Android-based mobile phones to facilitate students' independent learning activities. This educational game is designed using the Research & Development research type with the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation, which are implemented using the Construct 2 software. The feasibility test of the educational game was conducted by material experts and media experts. The test results from the material and media aspects resulted in an average score of 2.8 on a scale of 3. Based on the results of both tests, the development of this educational game can be declared valid and feasible as a learning medium for the Network System Administration subject matter of DNS Server.
Item Type: | Thesis (Sarjana) |
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Identification Number: | 052415 |
Uncontrolled Keywords: | ADDIE, Gim Edukasi, Media Pembelajaran |
Divisions: | Fakultas Ilmu Komputer > Sistem Informasi |
Depositing User: | Unnamed user with username nova |
Date Deposited: | 07 Mar 2024 03:50 |
Last Modified: | 07 Mar 2024 03:50 |
URI: | http://repository.ub.ac.id/id/eprint/216934 |
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