PENGEMBANGAN MEDIA PEMBELAJARAN MOBILE LEARNING BERBASIS ANDROID DALAM PEMBELAJARAN ATLETIK UNTUK SISWA SMP KELAS VII

Maranthika Setyantoko

Abstract


Abstrak Permasalahan yang dihadapi adalah belum terciptanya media pembelajaran atletik yang menarik dan memotivasi siswa untuk belajar terutama dalam bentuk mobile learning berbasis android. Penelitian ini bertujuan untuk mengembangkan aplikasi Athletic Smart Apps dan mengetahui kelayakan produk berdasarkan validasi ahli dan faktor usability. Jenis penelitian ini merupakan penelitian pengembangan atau Research and Development (R&D) yang menggunakan model pengembangan ADDIE. Subjek dari penelitian ini adalah 1 orang ahli media, 1 orang ahli materi, dan siswa kelas VII SMP N 2 Playen yang berjumlah 32 siswa, Instrumen yang digunakan bertujuan untuk mengukur kelayakan produk berdasarkan validator dan faktor usability. Hasil penelitian ini diperoleh: (1) Terciptanya Produk Athletic Smart Apps; (2) Kelayakan telah teruji dengan baik dari segi materi, segi media maupun faktor usability dengan kategori “sangat layak”. Hasil pengujian validasi ahli: (1) Ahli Materi sebesar 4,25 berada pada rentang > 4,0 sehingga masuk kategori “sangat layak”; (2) Nilai Validasi Ahli Media sebesar 4,70 berada pada rentang >4,0 sehingga masuk kategori “sangat layak”. Hasil uji kelayakan faktor usability sebesar 6,24 berada pada rentang >5,5 sehingga masuk pada kategori “sangat layak”. Kata Kunci: Athletic Smart Apps, Android, Media Pembelajaran, ADDIE DEVELOPING ANDROID-BASED MOBILE LEARNING APPLICATION ON ATHLETICS FOR GRADE VII STUDENTS OF JUNIOR HIGH SCHOOL Abstract The fundamental problem was that there is no Athletic learning media especially an interesting and motivating Athletic mobile learning media for the students designed in Android. The objective of this study was to develop an application named Athletic Smart Apps and to know the eligibility based on the expert validation and the usability factor. The study was Research and Development (R&D) which used ADDIE instructional design model. The research subjects were 1 media expert, 1 material expert, and 32 Grade VII students of SMP Negeri 2 Playen. The instruments were used to measure the product eligibility based on the expert validation and the usability factor. The results of this study were: (1) Athletic Smart Apps product development (2) The eligibility had been well-tested in terms of the materials, the media, and the usability factor which was categorized as "highly appropriate". The results of the validation testing were: (1) The material expert validation with a score of 4.25 was in the range of >4.0 so it was categorized as "highly appropriate "; (2) The media expert validation with a score of 4.70 was in the range of >4.0 which was also categorized as "highly appropriate". The results of the eligibility test of usability factor with a score of 6.24 was in the range of >5.5, thus it was categorized as "highly appropriate". Keywords: Athletic Smart Apps, Android, Learning media, ADDIE

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