PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATERI ROUTING STATIS
Abstract
Kata Kunci: Media Pembelajaran Berbasis Android, ADDIE, Routing Statis
Abstract This study aims to develop and find out the feasibility of android-based learning media on the subjects of Network Infrastructure Administration, Static Routing material. This research was carried out because students were difficult to understand the material and there needed to be other alternatives to help students understand the material being studied, one of the alternatives was the use of technology for education by using smartphones as learning media. This study is a research and development. This research consists of two stages, the first stage is the development stage of android-based learning media using the ADDIE development. The second stage is the feasibility of android-based learning media, namely by media experts, material experts, and student responses.. Based on the results of the study at the stage of development of android-based learning media is the application of learning media developed has been good and can help students to understand learning material. At the stage of the feasibility of the application of learning media, the results obtained from Media Experts are Very Good, Material Experts are Good, and the Student's response is Good.
Keywords: Android-Based Learning Media, ADDIE, Static Routing
Full Text:
PDFReferences
DAFTAR PUSTAKA [1] Budiman, H. (2017). Peran Teknologi Informasi dan Komunikasi dalam Pendidikan, Al-Tadzkiyyah Jurnal Pendidikan Islam, 8(1), 31–43. [2] Alhafidz, M. R. L., & Haryono, A. (2018). Pengembangan Mobile Learning Berbasis Android Sebagai Media Pembelajaran Ekonomi, Jurnal Pendidikan Ekonomi, 11(2), 118–124. [3] Indaryati, J. (2015). Pengembangan Media Komik Pembelajaran Matematika Meningkatkan Motivasi dan Prestasi Belajar Siswa Kelas V, Jurnal Prima Edukasia, 3(1), 84–96. [4] Sakti, I., Puspasari, Y. M., & Risdianto, E. (2012). Pengaruh Model Pembelajaran Langsung (Direct Instruction) Melalui Media Animasi Berbasis Macromedia Flash Terhadap Minat Belajar dan Pemahaman
Konsep Fisika Siswa di SMA Plus Negeri 7 Kota Bengkulu, Jurnal Exacta, X(1), 1–10. [5] Krisnawan, I. B. D. (2014). Rancang Bangun Game Edukasi “ Lawar Bali ” pada Platform Android, Merpati, 2(1), 58–66. [6] Sastrawangsa, G., Harsemadi, I. G., & Surya, M. U. (2017). Mobile Game 2D Side Scrolling Swarnangkara si Penjaga Hutan, Seminar Nasional Teknologi Informasi dan Multimedia, 4(4), 25–30. [7]Asmiatun, S., & Putri, A. N. (2017). Belajar Membuat Game 2D dan 3D Menggunakan Unity. Yogyakarta: Deepublish. [8] Kurniawan, A. (2013). Seni Belajar Mandiri: Pemograman C# Untuk Pemula. Berlin,Jerman: People Enterprise Press. [9] Wibowo, A. G., & Wicaksono, A. P. (2012). Rancang Bangun Aplikasi untuk Menentukan Jalur Terpendek Rumah Sakit di Purbalingga dengan Metode Algoritma Dijkstra ( An Application Design for Determining the Shortest Path of Hospital in Purbalingga Using Dijkstra Algorithm Method ), Jurnal Informatika,II(1), 21–35. [10] Patwiyanto, Wahyuni, S., & Prasetyo, S. A. (2018). Administrasi Infrastruktur Jaringan Kompetensi Keahlian : Teknik Komputer dan Jaringan. Yogyakarta: Penerbit ANDI.
DOI: https://doi.org/10.21107/edutic.v6i1.6387
Refbacks
- There are currently no refbacks.
Copyright (c) 2019 Asti Amalina Puspitaningrum, Endar Suprih Wihidayat, Pusanda Hatta
This work is licensed under a Creative Commons Attribution 4.0 International License.
J. Ilm. Edutic is licensed under a Creative Commons Attribution 4.0 International License.