PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID UNTUK MENINGKATKAN HASIL BELAJAR EKONOMI DI SMA

None Dani Kurniawati, None Mohamad Arief Rafsanjani
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Abstract

This is motivated by the low learning outcomes of students on the material price index and inflation. This is due to a lack of understanding of the material and the limitations of the learning media used for the learning delivery process. So this development research aims to find out how Android-based interactive media can improve student learning outcomes. This R&D research uses the thiagarajan model known as 4D namely Define, Design, Develop, and Disseminate. The subjects of this research were students of class XI IPS 2 at SMAN 15 Surabaya, which consisted of 34 students. Android-based interactive media obtained a material validity feasibility value of 97% and media experts 95%, namely with a very feasible interpretation. Meanwhile, the students' responses obtained a score of 96% with a very proper interpretation. In measuring the increase in learning outcomes carried out by the N-Gain test which obtained a result of 0.69 which is included in the medium category. Therefore it can be seen that there is an increase in student learning outcomes. This increase occurred because the presentation of media designs that were developed was attractive and fun, supplemented by animated video illustrations of material, supplemented by learning evaluations with multilevel methods, ease of operation and flexible use of media, and media designed interactively to increase student motivation in obtaining better learning outcomes. better. So the conclusion that is obtained is that Android-based interactive media is recommended for use in the learning process and is able to improve student learning outcomes.
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以ANDROID为基础的互动学习媒体发展,以提高高中经济学习成果
这是由于学生在材料价格指数和通货膨胀方面的学习成果较低。这是由于缺乏对材料的理解以及用于学习交付过程的学习媒体的局限性。因此,这项发展研究的目的是找出基于android的互动媒体如何改善学生的学习成果。这项研发研究使用了被称为4D的thiagarajan模型,即定义、设计、开发和传播。基于android的互动媒体获得了97%的材料效度可行性值和95%的媒体专家,即具有非常可行的解释。同时,学生的回答得到了96%的分数,并且解释非常正确。通过N-Gain测试测量学习成果的增加,结果为0.69,属于中等类别。由此可见,学生的学习成果有所提高。之所以出现这种增长,是因为所开发的媒体设计的呈现具有吸引力和趣味性,辅以材料的动画视频插图,辅以多层次方法的学习评估,易于操作和灵活使用媒体,以及交互式设计的媒体以提高学生的动机,以获得更好的学习成果。更好。因此得出的结论是,基于android的互动媒体在学习过程中被推荐使用,并且能够提高学生的学习效果。
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID UNTUK MENINGKATKAN HASIL BELAJAR EKONOMI DI SMA PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK ELEKTRONIK (E-LKPD) MENGGUNAKAN APLIKASI KVISOFT FLIPBOOK MAKER PADA MATA PELAJARAN EKONOMI
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