Pengembangan E-modul Interaktif Berbasis Proyek Pada Mata Pelajaran Simulasi Digital Kelas X di SMK TI Bali Global Singaraja
Abstract
Penelitian ini bertujuan untuk menghasilkan produk pembelajaran berupa e-modul berbasis proyek yang valid, praktis, dan efektif bagi siswa kelas X semester ganjil mata pelajaran simulasi digital. Penelitian pengembangan ini didasari oleh belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran simulasi digital di SMK TI Bali Global Singaraja. Prosedur pengembangan menggunakan model ADDIE yang terdiri dari lima tahap yaitu: analysis, design, development, implementation dan evaluation.
Hasil penelitian terkait bahan ajar yang dikembangkan, telah memenuhi aspek validitas, kepraktisan, dan efektivitas. Hasil uji validitas menunjukkan bahwa e-modul berbasis proyek beserta buku panduan berada pada kategori sangat baik berdasarkan uji coba para ahli. E-modul juga telah memenuhi aspek kepraktisan dilihat dari respon guru dan siswa terkait kemudahan penggunaan dan kemenarikan desain antarmuka. Hasil uji-t menunjukkan, terdapat perbedaan yang signifikan antara nilai rata-rata hasil belajar siswa sebelum dan setelah menggunakan e-modul interaktif berbasis proyek. Di mana nilai rata-rata posttest lebih lebih besar dari nilai rata-rata pretest dan telah memenuhi kriteria ketuntasan minimal yang telah ditetapkan. Berdasarkan hal tersebut, e-modul interaktif berbasis proyek telah memenuhi aspek efektivitas.
Kata Kunci : pengembangan,e-modul,simulasi digital,pembelajaran berbasis proyek
This research aims to develop learning product such as valid, practical and effective interactive e-module based on project for student grade X first semester simulation digital lesson. This development research based by unavailable innovation education material which suitable with Curriculum 2013 on digital simulation subject in SMK TI Bali Global Singaraja. The development procedure use ADDIE model, it consist of five steps are analysis, design, development, implementation and evaluation.
Results of research related teaching materials developed, fulfills the validity, practicality, and effectiveness. Validity test results indicate that the interactive e-module based on project with guide books that are in the very good category based on testing experts. E-module also fulfills the practicality on the response of teachers and students related to ease of use and attractiveness of the interface design. The results of t-test showed a significant difference between the average value of student learning outcomes before and after using the interactive e-module based on project. Where the average value posttest is greater than the average pretest and have met the minimum completeness criteria that have been set. Based on this, interactive e-module based on project fulfills the effectiveness.
keyword : development,e-module,digital simulation,project-based learning
Hasil penelitian terkait bahan ajar yang dikembangkan, telah memenuhi aspek validitas, kepraktisan, dan efektivitas. Hasil uji validitas menunjukkan bahwa e-modul berbasis proyek beserta buku panduan berada pada kategori sangat baik berdasarkan uji coba para ahli. E-modul juga telah memenuhi aspek kepraktisan dilihat dari respon guru dan siswa terkait kemudahan penggunaan dan kemenarikan desain antarmuka. Hasil uji-t menunjukkan, terdapat perbedaan yang signifikan antara nilai rata-rata hasil belajar siswa sebelum dan setelah menggunakan e-modul interaktif berbasis proyek. Di mana nilai rata-rata posttest lebih lebih besar dari nilai rata-rata pretest dan telah memenuhi kriteria ketuntasan minimal yang telah ditetapkan. Berdasarkan hal tersebut, e-modul interaktif berbasis proyek telah memenuhi aspek efektivitas.
Kata Kunci : pengembangan,e-modul,simulasi digital,pembelajaran berbasis proyek
This research aims to develop learning product such as valid, practical and effective interactive e-module based on project for student grade X first semester simulation digital lesson. This development research based by unavailable innovation education material which suitable with Curriculum 2013 on digital simulation subject in SMK TI Bali Global Singaraja. The development procedure use ADDIE model, it consist of five steps are analysis, design, development, implementation and evaluation.
Results of research related teaching materials developed, fulfills the validity, practicality, and effectiveness. Validity test results indicate that the interactive e-module based on project with guide books that are in the very good category based on testing experts. E-module also fulfills the practicality on the response of teachers and students related to ease of use and attractiveness of the interface design. The results of t-test showed a significant difference between the average value of student learning outcomes before and after using the interactive e-module based on project. Where the average value posttest is greater than the average pretest and have met the minimum completeness criteria that have been set. Based on this, interactive e-module based on project fulfills the effectiveness.
keyword : development,e-module,digital simulation,project-based learning
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PDFDOI: https://doi.org/10.23887/jtpi.v8i1.2238
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Universitas Pendidikan Ganesha
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