Developing Android App-Based Interactive Learning Media for Mechanical Engineering Basics: Enhancing Vocational School Student Learning Outcomes
DOI:
10.29303/jppipa.v10i7.7567Published:
2024-07-25Issue:
Vol. 10 No. 7 (2024): JulyKeywords:
Android, Interactive Learning Media, Basics of Mechanical Engineering, Learning OutcomesResearch Articles
Downloads
How to Cite
Downloads
Metrics
Abstract
This study is to provide valid, practical, and effective Android application-based interactive learning media for the Basics of Mechanical Engineering subject in class X Mechanical Engineering at SMK Dhuafa Padang. This medium is intended to boost students' comprehension, motivation, and independence, allowing them to achieve better learning outcomes. The research approach employed is Research and Development (R&D), using a 4D development model (define, design, develop and disseminate). The primary data utilized in this study came from validators, teachers, and students. Data was analyzed descriptively to characterize the validity, practicality and effectiveness of the learning media developed. The validity test findings show that this learning medium, which had a media aspect score of 0,892 and a material aspect score of 0,950, was deemed valid by expert review. This media was also declared practical with a practicality score of 96,94% from teacher responses and 92,25% from student responses. In the effectiveness test, the Gain Score was 0,68, placing it in the medium category. Meanwhile, the t-test shows a Sig value (2-tailed) of 0.002 (2-tailed < 0,05) and a tcount value of 3,372 (tcount ˃ ttable), indicating a significant difference in learning outcomes between students who use this learning media (experimental class) and those who do not use the media (control class). Thus, this Android application-based interactive learning media is declared valid, practical and effective for use in the DDTM learning process.
References
Abanikannda, M. O. (2019). Effectiveness of Hypermedia and Multimedia Learning Strategies on the Academic Performance of Chemistry Students in Nigeria. Labor et Educatio, 7(7), 201–214. https://doi.org/10.4467/25439561le.19.011.11528
Ajlouni, A. O., & Jaradat, S. (2021). The Effect of Integrating an Educational Robot with Hypermedia on Students’ Acquisition of Scientific Concepts: The Case of Fifth-Grade Students. International Journal of Interactive Mobile Technologies, 15(11), 113–132. https://doi.org/10.3991/ijim.v15i11.18537
Aksit, A., Arpat, B., & Kalfa, V. R. (2017). Analysis of the Contribution to Professional Knowledge of the Job Training within the Student Perspective in the 3+1 Education Model--The Example of Honaz Vocational School. European Scientific Journal, 7881, 176–192. Retrieved from http://ezproxy.lib.uconn.edu/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=eric&AN=ED581491&site=ehost-live
Alayda, F. I., Sudira, P., & Mutohhari, F. (2022). Competency of Vocational Education Teachers in the Society Era 5.0. Jurnal Pendidikan Dan Pengajaran, 55(3), 587–598. https://doi.org/10.23887/jpp.v55i3.46812
Andrian, J., & Maksum, H. (2020). Development of Android-Based Learning Media in The Subjects of Planning and Installation Video Audio System. EDUTEC: Journal of Education And …, 3(2), 193–203. Retrieved from http://ejournal.ijshs.org/index.php/edu/article/download/152/123
Arthur, R., Septiandini, E., & Renna, N. (2022). Interactive Multimedia in Shallow Foundation Support Capacity Material. Jurnal Pendidikan Dan Pengajaran, 55(1), 64–76. https://doi.org/10.23887/jpp.v55i1.34501
Arwizet, K., & Saputra, P. G. (2019). Improvement of Student Learning Outcomes through the Implementation of Collaborative-Think Pair Share Project Based Learning Model on Vocational High School. Journal of Physics: Conference Series, 1387(1). https://doi.org/10.1088/1742-6596/1387/1/012084
Asmianto, Hafiizh, M., Rahmadani, D., Pusawidjayanti, K., & Wahyuningsih, S. (2022). Developing Android-Based Interactive E-Modules on Trigonometry to Enhance the Learning Motivation of Students. International Journal of Interactive Mobile Technologies, 16(2), 159–170. https://doi.org/10.3991/ijim.v16i02.27503
Audie, N. (2019). Peran Media Pembelajaran Meningkatkan Hasil Belajar. Posiding Seminar Nasional Pendidikan FKIP, 2(1), 586–595. Retrieved from https://jurnal.untirta.ac.id/index.php/psnp/article/view/5665
Aurum, E. V., & Surjono, H. D. (2021). The Development of Mobile Base Interactive Learning Multimedia For Critical Thinking Improvement. Journal of Educational Science and Technology, 7(2), 174–187.
Budiarto, M. K., Rejekiningsih, T., & Sudiyanto, S. (2021). Students’ opinions on the need for interactive multimedia development for entrepreneurship learning. International Journal of Evaluation and Research in Education, 10(4), 1290–1297. https://doi.org/10.11591/ijere.v10i4.21411
Cahyo, A. D. (2021). Pengembangan Media Pembelajaran Interaktif Berbasis Android Pada Mata Pelajaran Pekerjaan Dasar Teknik Mesin Di SMKN 7 Surabaya. JPTM, 11(01), 145–150. Retrieved from https://ejournal.unesa.ac.id/index.php/jurnal-pendidikan-teknik-mesin/article/view/44273
Damanik, S. F., Nasution, N. S., Hasibuan, J. R., & Gintings, I. P. (2023). Development of Android-based Listening Practice Application (FunNy-Fun&Handy) with Popular Culture Topic as An Innovative Learning Media. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 9(4), 1206. https://doi.org/10.33394/jk.v9i4.9251
Damopolii, I., Lumembang, T., & İlhan, G. O. (2021). Digital Comics in Online Learning During COVID-19: Its Effect on Student Cognitive Learning Outcomes. International Journal of Interactive Mobile Technologies, 15(19), 33–47. https://doi.org/10.3991/ijim.v15i19.23395
Danardono, D., Hadibasyir, H. Z., Fikriyah, V. N., Sunariya, M. I. T., & Latief, M. A. (2022). Peningkatan Keterampilan Pemetaan pada Pendidikan Kejuruan (SMK) Jurusan Kehutanan. GERVASI: Jurnal Pengabdian Kepada Masyarakat, 6(1), 265–279. https://doi.org/10.31571/gervasi.v6i1.2977
El-Sofany, H. F., El-Seoud, S. A., Alwadani, H. M., & Alwadani, A. E. (2014). Development of mobile educational services application to improve educational outcomes using android technology. International Journal of Interactive Mobile Technologies, 8(2), 4–9. https://doi.org/10.3991/ijim.v8i2.3509
Ewais, A., Hodrob, R., Maree, M., & Jaradat, S. (2021). Mobile Learning Application for Helping Pupils in Learning Chemistry. International Journal of Interactive Mobile Technologies, 15(1), 105–118. https://doi.org/10.3991/IJIM.V15I01.11897
Falah, A. N. E., & Arsana, I. M. (2023). Pengembangan Media Interaktif Articulate Storyline Untuk Materi Perpindahan Panas Siswa Smk Negeri 1 Driyorejo. JPTM Unesa, 12(02), 20–24. Retrieved from https://ejournal.unesa.ac.id/index.php/jurnal-pendidikan-teknik-mesin/article/view/51602
Fitriani, W., Abdulah, A., & Mustadi, A. (2021). The Use Of PBL-Based Interactive Multimedia To Develop Student Science Process Skill. Jurnal Pendidikan Dan Pengajaran, 54(1), 150. https://doi.org/10.23887/jpp.v54i1.34256
Harliansyah, & Amon, L. (2022). Analisis Kompetensi Manajerial Kepala Sekolah Dalam Perencanaan Peningkatan Mutu Pendidikan Menengah Kejuruan. Jimak, 1(1), 147–146. https://doi.org/10.55606/jimak.v1i1.258
Hasyim, N., Gani, H. A., & Hatta, S. (2020). Android Based Multimedia Learning for Vocational High Schools. Journal of Educational Science and Technology (EST), 6(2), 193–204. https://doi.org/10.26858/est.v6i2.14275
Hingide, M. N., Mewengkang, A., & Munaiseche, C. P. C. (2021). Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif Platform Android Pada Mata Pelajaran Ppkn Smk. Edutik : Jurnal Pendidikan Teknologi Informasi Dan Komunikasi, 1(5), 557–566. https://doi.org/10.53682/edutik.v1i5.2922
Insani, P., & Body, D. R. (2021). Pengembangan Media Pembelajaran Mobile Learning Berbasis Android Pada Mata Pelajaran Gambar Teknik di SMK Negeri 1 Bukittinggi. Applied Sciences In Civil Engineering (ASCE), 2(3), 325–333. Retrieved from http://repository.unp.ac.id/45418/
Irawati, D., Masitoh, S., & Nursalim, M. (2022). Filsafat Pendidikan Ki Hajar Dewantara sebagai Landasan Pendidikan Vokasi di Era Kurikulum Merdeka. JUPE : Jurnal Pendidikan Mandala, 7(4), 1015–1025. https://doi.org/10.58258/jupe.v7i4.4493
Irsyadunas, Marry, T., Maizeli, A., & Lina, R. (2021). Pengembangan Media Pembelajaran Pemahaman Sintak Model Pembelajaran Abad 21 Berbasis Mobile. Jurnal Riset Fisika Edukasi Dan Sains), 8(1), 46–59. https://doi.org/10.22202/jrfes.2021.v8i1.4845
Irwanto. (2021). Link And Match Pendidikan Kejuruan dengan Dunia Usaha dan Industri di Indonesia. JIP Jurnal Inovasi Penelitian, 2(2), 549–562. https://doi.org/10.47492/jip.v2i2.714
Jayanti, M. A. (2023). Pengembangan E-Modul Interaktif Materi Sistem Pencernaan Untuk Meningkatkan Kemampuan Analisis Siswa Sma. Jurnal Kependidikan Penelitian Inovasi Pembelajaran, 7(1), 103–114. https://doi.org/10.21831/jk.v7i1.48412
Kus Eddy Sartono, E., Ambarsari, R., & Herwin, H. (2022). Interactive multimedia based on Indonesian cultural diversity in Civics learning in elementary schools. Cypriot Journal of Educational Sciences, 17(4), 1192–1203. https://doi.org/10.18844/cjes.v17i4.7136
Lutfiana, D. (2022). Penerapan Kurikulum Merdeka Dalam Pembelajaran Matematika Smk Diponegoro Banyuputih. VOCATIONAL: Jurnal Inovasi Pendidikan Kejuruan, 2(4), 310–319. https://doi.org/10.51878/vocational.v2i4.1752
Mulyana, S., Munir, S., Jamilus, & Abrori, F. M. (2023). Jurnal Inovasi Pembelajaran (JINoP). JINoP (Jurnal Inovasi Pembelajaran), 2(9), 165–177. https://doi.org/10.22219/jinop.v1i1.2441
Murdiono, M., Suyato, Rahmawati, E. N., & Aziz, M. A. (2020). Developing an android-based mobile application for civic education learning. International Journal of Interactive Mobile Technologies, 14(16), 180–193. https://doi.org/10.3991/ijim.v14i16.14967
Murtiningsih, M., Darsinah, D., Wulandari, M. D., Minsih, M., & Prastiwi, Y. (2022). Analysis of android-based game learning media needs on elementary thematic learning. Jurnal Kependidikan Penelitian Inovasi Pembelajaran, 6(2), 229–238. https://doi.org/10.21831/jk.v6i2.49190
Muskhir, M., Luthf, A., Julian, R., & Fortuna, A. (2023). Exploring iSpring Suite for Android-Based Interactive Instructional Media in Electrical Lighting Installation Subject. International Journal of Interactive Mobile Technologies, 17(22), 67–84. https://doi.org/10.3991/ijim.v17i22.42625
Novaliendry, D., Huda, A., Sanita, D., Putra, D. A., Nasution, M. D. F., Putra, R. S., & Hidayati, R. N. (2021). Android-Based Network Services Application Learning Media for Vocational High Schools. International Journal of Interactive Mobile Technologies, 15(20), 83–100. https://doi.org/10.3991/ijim.v15i20.23745
Nugraha, C. A., & Wahyono, S. B. (2019). Pengembangan Multimedia Pembelajaran Interaktif untuk Ranah Psikomotorik Siswa Sekolah Menengah Kejuruan. Jurnal Kependidikan: Penelitian Inovasi Pembelajaran, 3(2), 220–235. http://dx.doi.org/10.21831/jk.v3i2.21797
Nurhikmah, Arnidah, A., & Hasfat, H. (2021). The Development Of Multimedia-Based Digital Simulation E-Book For Vocational Schools. Journal of Educational Science and Technology (EST), 7(1), 84–96. https://doi.org/10.26858/est.v7i1.19193
Pattaufi, Aswan, D., & Hakim, A. (2023). The Development of Teaching Material for Blended Learning: A Strategy to Improve Students’ Creativity and Innovation in the 21st Century. Journal of Educational Science and Technology, 9(1), 19–27. https://doi.org/10.26858/est.v9i1.37916
Prasetyowati, I. S., & Setyasto, N. (2023). The Effectiveness of the Mind Mapping Model Assisted by Microsoft Sway Media on Social Studies Learning Outcomes. Jurnal Pendidikan Dan Pengajaran, 56(2), 428–440. https://doi.org/10.23887/jpp.v56i2.65818
Pratama, A. P., & Sofyan, H. (2020). Pengembangan Kamus Perbaikan Bodi Otomotif Berbasis Android Untuk Siswa Sekolah Menengah Kejuruan. Jurnal Kependidikan: Penelitian Inovasi Pembelajaran, 4(2), 226–240. https://doi.org/10.21831/jk.v4i2.34515
Pratiwi, S. A., Marlina, R., & Kurniawan, F. (2023). Analisis Penerapan Kurikulum Merdeka Belajar dalam Pembelajaran Pendidikan Jasmani pada Siswa SMK Texar Karawang. Jurnal Ilmiah Wahana Pendidikan, 2023(1), 525–535. https://doi.org/10.5281/zenodo.7551222
Prawiyogi, A. G., Dwimarwati, R., Afryanto, S., DS, Y. N., & Asmara, A. S. (2023). Bloom’s Taxonomy Theory in the Pedagogical Value of Domyak Art: An Ethnopedagogical Perspective. Journal of Innovation in Educational and Cultural Research, 4(2), 311–318. https://doi.org/10.46843/jiecr.v4i2.576
Purnomo, J., & Nuryanto, A. (2021). Pengembangan Media Pembelajaran Berbasis Aplikasi Android untuk Mata Pelajaran Teori Pemesinan Gerinda. Jurnal Pendidikan Vokasional Teknik Mesin, 9(1), 81–86. Retrieved from https://journal.student.uny.ac.id/index.php/mesin/article/download/17454/16829
Rahayu, R., Rosita, R., Rahayuningsih, Y. S., Hernawan, A. H., & Prihantini. (2022). Implementasi Kurikulum Merdeka Belajar di Sekolah Penggerak. Jurnal Basicedu, 6(4), 6313–6319. https://doi.org/10.31004/basicedu.v6i4.3237
Rismita, & Bunyamin. (2022). Implications of Knowledge Management in Vocational Education. Journal of Educational Science and Technology, 8(1), 45–53. https://doi.org/10.26858/est.v8i1.23876 Implications
Riyan, M. (2021). Penggunaan Media Pembelajaran Berbasis Android Pada Pembelajaran Teks Eksposisi. Diksi, 29(2), 205–216. https://doi.org/10.21831/diksi.v29i2.36614
Rizki, I. A., Saphira, H. V., Alfarizy, Y., Saputri, A. D., Ramadani, R., & Suprapto, N. (2023). Integration of Adventure Game and Augmented Reality Based on Android in Physics Learning. International Journal of Interactive Mobile Technologies, 17(1), 4–21. https://doi.org/10.3991/ijim.v17i01.35211
Saman, A., Ahmad, M. A., & Ilham Bakhtiar, M. (2020). The Analysis of Counselor Personal Competence in the Era of Industry 4.0 in South Sulawesi. Journal of Educational Science and Technology, 6(3), 332–346. Retrieved from https://e-prints.unm.ac.id/id/eprint/103/
Sari, A. K., Rahmiati, R., Rosalina, L., & Irfan, D. (2022). Pengembangan media pembelajaran perawatan wajah berbasis android pada kompetensi tata kecantikan di sekolah menengah kejuruan. JRTI (Jurnal Riset Tindakan Indonesia), 7(3), 602. https://doi.org/10.29210/30032220000
Sari, M. P., & Abduh, M. (2022). The Effectiveness of Using Realia Media and Video Media on Science Cognitive Learning Outcomes. Jurnal Pendidikan Dan Pengajaran, 55(3), 535–545. https://doi.org/10.23887/jpp.v55i3.51996
Setyaedhi, H. S., Mariono, A., & Sumarno, A. (2023). Development of E-Learning Teaching Materials Graphic Media Development Course for Students' Educational Curriculum and Technology. Journal of Educational Science and Technology, 9(2), 173-184. https://doi.org/10.26858/est.v9i2.36303
Stevani, F., & Sucahyo, I. (2022). Development of Android-Based Learning Media Using Microsoft Powerpoint Integrated Ispring Suite on Class X’s Work and Energy Materials. Prisma Sains : Jurnal Pengkajian Ilmu Dan Pembelajaran Matematika Dan IPA IKIP Mataram, 10(3), 688. https://doi.org/10.33394/j-ps.v10i3.5422
Sugiwati, T., Prastowo, S. B., & Farisi, M. I. (2023). Development of Interactive Animated Multimedia-Based Learning Tools in Improving Student Learning Outcomes Healthy Food Materials. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 9(4), 1254–1262. https://doi.org/10.33394/jk.v9i4.9116
Sugiyono. (2017). Metode Penelitian & Prengembangan Research and Development. Alfabeta.
Sujarwo, Herawati, S. N., Sekaringtyas, T., Safitri, D., Lestari, I., Suntari, Y., Umasih, Marini, A., Iskandar, R., & Sudrajat, A. (2022). Android-Based Interactive Media to Raise Student Learning Outcomes in Social Science. International Journal of Interactive Mobile Technologies, 16(7), 4–21. https://doi.org/10.3991/ijim.v16i07.25739
Suryawan, I. P. P., Lasmawan, I. W., & Suharta, I. G. P. (2023). Innovation of Multimodal Digital Modules Based on Ethnomathematical Problems for Meaningful Mathematics Learning in Merdeka Curriculum. Journal of Education Research and Evaluation, 7(4), 587–595. https://doi.org/10.23887/jere.v7i4.59931
Syah, M. (2019). Psikologi Pendidikan dengan Pendekatan Baru. Remaja Rosdakarya.
Tafonao, T. (2018). Peranan Media Pembelajaran dalam Meningkatkan Minat Belajar Mahasiswa. Jurnal Komunikasi Pendidikan, 2(2), 103–114. Retrieved from https://journal.univetbantara.ac.id/index.php/komdik/article/view/113
Tamami, A. A., & Dwiningsih, K. (2020). The Effectivity of 3D Interactive Multimedia to Increase the Students’ Visuospatial Abilities in Molecular. Jurnal Pendidikan Dan Pengajaran, 53(3), 307. https://doi.org/10.23887/jpp.v53i3.25883
Thahery, R., & Mahaputra Riau, S. (2023). Implementasi Kurikulum Merdeka Belajar Kampus Merdeka Dalam Menghadapi Era Society 5.0. Technical and Vacational Education International Journal Februari 2023, 3(1), 2721–9798. Retrieved from https://www.mand-ycmm.org/index.php/taveij/article/view/273
Tuwoso, Putra, A. B. N. R., & Muhammad, A. K. Bin. (2021). The Innovation of Augmented Reality Learning Media with Interactive Component Model to Improve Special Ability of Vocational Education Knowledge in the Digital Era. International Journal of Interactive Mobile Technologies, 15(21), 188–198. https://doi.org/10.3991/ijim.v15i21.24833
Xu, J., She, S., & Liu, W. (2022). Role of digitalization in environment, social and governance, and sustainability: Review-based study for implications. Frontiers in Psychology, 13, 1–15. https://doi.org/10.3389/fpsyg.2022.961057
Zhampeissova, K., Gura, A., Vanina, E., & Egorova, Z. (2020). Academic Performance and Cognitive Load in Mobile Learning. International Journal of Interactive Mobile Technologies, 14(21), 78–91. https://doi.org/10.3991/ijim.v14i21.18439
Author Biographies
Arief Juneirul Pratama, Universitas Negeri Padang
Arwizet K, Universitas Negeri Padang
Hasan Maksum, Universitas Negeri Padang
Rizky Ema Wulansari, Universitas Negeri Padang
License
Copyright (c) 2024 Arief Juneirul Pratama, Arwizet K, Hasan Maksum, Rizky Ema Wulansari
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with Jurnal Penelitian Pendidikan IPA, agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Jurnal Penelitian Pendidikan IPA.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).