DEVELOPMENT OF ANDROID-BASED MULTIMEDIA E-MODULES FOR JUNIOR HIGH SCHOOL STUDENTS

  • Riski Arjoni Universitas Muhammadiyah Metro, Indonesia
  • Ira Vahlia Universitas Muhammadiyah Metro, Indonesia
  • Satrio Wicaksono Universitas Muhammadiyah Metro, Indonesia
  • Nego Linuhung Universitas Muhammadiyah Metro, Indonesia
Keywords: cartesian coordinates, development, e-module

Abstract

The research carried out is in the form of development to produce an Android-based math multimedia e-module development product. Model Pengembangan yang digunakan dalam penelitian ini yaitu 4D (define, design, develop, dan dessiminate). From the development process, a product resulting from the development of an Android-based math multimedia e-module for junior high schools is valid and very feasible. The results of material validation from 2 material validators were 86% (very feasible) and 92% (very feasible). Meanwhile, from the media validator, the results obtained were 57.33% (fairly feasible) and 86.33% (very feasible). The developed e-module contains correct material and can be easily accessed by students. As for the practicality test results, the average result was 82.57% (very feasible). This shows that the developed e-module meets the very feasible criteria. The presence of this developed e-module has an impact, namely it can be an alternative teaching material to support learning activities by educators in schools.

Penelitian yang dilakukan berupa pengembangan dengan tujuan menghasilkan produk pengembangan multimedia e-modul matematika berbasis Android. Model Pengembangan yang digunakan dalam penelitian ini yaitu 4D (define, design, develop, dan dessiminate). Dari proses pengembangan diperoleh produk hasil pengembangan multimedia e-modul matematika berbasis Android untuk SMP yang valid dan sangat layak. Hasil dari validasi materi dari 2 validator materi adalah sebesar 86% (sangat layak) dan 92% (sangat layak). Sedangkan dari validator media diperoleh hasil 57,33% (cukup layak) dan 86,33% (sangat layak). E-modul yang dikembangkan sudah memuat materi yang benar serta dapat dengan mudah diakses oleh peserta didik. Sedangkan untuk hasil uji kepraktisan didapatkan hasil rata-rata 82,57% (sangat layak). Hal ini menunjukkan bahwa e-modul yang dikembangkan sudah memenuhi kriteria sangat layak. Hadirnya e-modul yang dikembangkan ini memiliki dampak yaitu dapat menjadi bahan ajar alternative untuk menunjang kegiatan pembelajaran oleh pendidik di sekolah.

References

Asghar, M., Akpinar, E., & Intepeler, S. S. (2023). Continuing higher education through the social media-based community of inquiry during the crisis: evidence from Turkey and Pakistan. Behavior & Information Technology, 1–20. https://doi.org/10.1080/0144929x.2023.2232043.

Azis, A., Kusnafizal, T., & Alfian, A. (2024). Information and Communication Technology in the Learning Process. Jurnal Teknologi Pendidikan, 26(1), 158–170. https://doi.org/10.21009/jtp.v26i1.33561.

Daudova, A. A., & Katsueva, A. A. (2024). The role of information and communication technologies in the modern learning process. Èkonomika i Upravlenie: Problemy, Rešeniâ, 12/5(153), 191–198. https://doi.org/10.36871/ek.up.p.r.2024.12.05.022.

Diantari, L. P. E., Damayanthi, L. P. E., Sugihartini, N. S., & Wirawan, I. M. A. (2018). Pengembangan e-Modul Berbasis Mastery Learning Untuk Mata Pelajaran KKPI Kelas XI. Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI, 7(1), 33-47. https://doi.org/10.23887/janapati.v7i1.12166.

Doz, E., Cuder, A., Caputi, M., Pellizzoni, S., & Passolunghi, M. C. (2022). Distance learning environment: perspective of Italian primary and secondary teachers during COVID-19 pandemic. Learning Environments Research, 26(2), 555–571. https://doi.org/10.1007/s10984-022-09451-9.

Gaspard, H., Parrisius, C., Piesch, H., Kleinhansl, M., Wille, E., Nagengast, B., Trautwein, U., & Hulleman, C. S. (2021). The potential of relevance interventions for scaling up: A cluster-randomized trial testing the effectiveness of a relevance intervention in math classrooms. Journal of Educational Psychology. https://doi.org/10.31234/OSF.IO/AHJ3M.

Goos, M. (2014). Creating opportunities to learn in mathematics education: a sociocultural perspective. Mathematics Education Research Journal, 26(3), 439–457. https://doi.org/10.1007/S13394-013-0102-7.

Indriyani, E., ES, Y. R., & Vahlia, I. (2021). Pengembangan Media Pembelajaran Matematika Berbasis Android Menggunakan Pendekatan Realistic Mathematics Education (RME). EMTEKA: Jurnal Pendidikan Matematika, 2(1), 1-10. https://doi.org/10.24127/emteka.v2i1.727.

Kurniawan, D., & Dewi, S. V. (2017). Pengembangan Perangkat Pembelajaran Dengan Media Screencast-o-Matic Mata Kuliah Kalkulus 2 Menggunakan Model 4-D Thiagarajan. Jurnal Siliwangi: Seri Pendidikan, 3(1), 214-219.

Li, Y., Wang, K., Xiao, Y., & Froyd, J. E. (2020). Research and trends in STEM education: a systematic review of journal publications. International Journal of STEM Education, 7(1), 1–16. https://doi.org/10.1186/S40594-020-00207-6.

Nopriyanti, N., & Sudira, P. (2015). Pengembangan Multimedia Pembelajaran Interaktif Kompetensi Dasar Pemasangan Sistem Penerangan Dan Wiring Kelistrikan di SMK. Jurnal Pendidikan Vokasi, 5(2), 222-235. https://doi.org/10.21831/jpv.v5i2.6416.

Okoye, K., Rodriguez-Tort, J. A., Escamilla, J., & Hosseini, S. (2021). Technology-mediated teaching and learning process: A conceptual study of educators’ response amidst the Covid-19 pandemic. Education and Information Technologies, 26(6), 1–33. https://doi.org/10.1007/S10639-021-10527-X.

Osińska, V., Poręba, K., Osiński, G., & Buttliere, B. (2022). Multimedia Application for Analyzing Interdisciplinary Scientific Collaboration. In Asian Conference on Intelligent Information and Database Systems. Cham: Springer International Publishing, 688-700. https://doi.org/10.1007/978-3-031-21743-2_55.

Pribowo, F. S. P. (2018). Pengembangan Instrumen Validasi Media Berbasis Lingkungan Sekitar. Didaktis: Jurnal Pendidikan dan Ilmu Pengetahuan, 18(1), 1-12.

Rahayu, W., & Irawan, A. (2020). Rancangan Aplikasi Pembelajaran Rumus Trigonometri Berbasis Android. JKPM (Jurnal Kajian Pendidikan Matematika), 6(1), 49-56. https://doi.org/10.30998/jkpm.v6i1.7525.

Riduwan & Akdon. (2013). Rumus dan Data Dalam Analisis Statistik. Alfabet. Bandung.

Saputra, D. I. S., Hatta, H. R., Kamila, V. Z., & Wijono, S. (2023). Multimedia As a Tools To Improve Critical Thinking: A Systematic Literature Review. In AIP Conference Proceedings (2798, 1). AIP Publishing. https://doi.org/10.1063/5.0154906.

Sari, E. R., ES, Y. R., & Vahlia, I. (2021). Pengembangan Bahan Ajar Matematika Berbasis Android dengan Pendekatan Realistic Mathematics Education (RME) Materi Koordinat Kartesius. EMTEKA: Jurnal Pendidikan Matematika, 2(1), 61-72. https://doi.org/10.24127/emteka.v2i1.764.

Scherer, R., & Beckmann, J. F. (2014). The acquisition of problem-solving competence: evidence from 41 countries that math and science education matters. Large-Scale Assessments in Education, 2(1), 10. https://doi.org/10.1186/S40536-014-0010-7.

Sugiyono, (2017). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: CV. Alfabeta

Tafonao, T. (2018). Peranan Media Pembelajaran Dalam Meningkatkan Minat Belajar Mahasiswa. Jurnal Komunikasi Pendidikan. 2(2), 103-114. https://doi.org/10.32585/jkp.v2i2.113.

Tjiptiany, E. N., As’ari, A. R., & Muksar, M. (2016). Pengembangan Modul Pembelajaran Matematika Dengan Pendekatan Inkuiri Untuk Membantu Siswa SMA Kelas X Dalam Memahami Materi Peluang (Doctoral dissertation, State University of Malang).

Ulmeanu, M.-E., Doicin, C.-V., & Spânu, P. (2021). Comparative Evaluation of Sustainable Framework in STEM Intensive Programs for Secondary and Tertiary Education. Sustainability, 13(2), 978. https://doi.org/10.3390/SU13020978.

Vahlia, I., & Agustina, R. (2016). Perbandingan Hasil Belajar Discovery Learning Berbasis Problem Solving Dan Group Investigation Berbasis Problem Solving Pada Pembelajaran Metode Numerik. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 5(1), 82-93. https://doi.org/10.24127/ajpm.v5i1.469.

Winarto, W., Rahmawati, D., & Vahlia, I. (2023). Pengembangan Bahan Ajar Gamifikasi Berbasis Contextual Teaching Learning (CTL) Berbantu Android. EMTEKA: Jurnal Pendidikan Matematika, 4(1), 141-152. https://doi.org/10.24127/emteka.v4i1.3156.

Zhakieva, S. A., Berdibai uulu, Z., & Taalaibek uulu, K. (2024). The role of information and communication technologies in the effective organization of educational processes. https://doi.org/10.69722/1694-8211-2024-58-154-160.

Published
2025-03-26
Section
Articles