Abstract

This research is motivated by the limited learning media that students can use wherever they are, as well as limited learner time in class causing low student learning outcomes. The purpose of this study is to develop an interactive media based on problem-based learning at SMK Negeri 1 Bungo that is valid, practical and effective. This media is designed to assist students in learning by utilizing information and communication technology, so that learning can be done in class directly or outside the classroom independently without having to be tied to time and place. Design This research uses four-D whose steps consist of define, design, develop, and disseminate . This type of data is primary data where the data is obtained directly from the source, namely schools, teachers, experts and students. The data analysis technique used is a descriptive analysis technique, namely by describing the validity, practicality and effectiveness of the learning media developed. Based on the findings of 0.83 media validity values with valid categories, and 0.85 material validity. The media developed is practical with a practicality value from direct observation of 89.86 from the aspect of convenience, 86.28 from the aspect of time, and 87.46 from the aspect of use, from the teacher's response of 89.55% and the student response of 87.17%, and is effective in improving student understanding obtained from the calculation of the gain score which was obtained by 0.69 with a moderate category. So that it can be implied that android-based interactive learning media is valid, practical, and effective to be used as a medium for basic computer and network learning.

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