PENGEMBANGAN ALAT EVALUASI BERBANTU MEDIA KOTAK DAN KARTU MISTERIUS PADA MATA PELAJARAN MARKETING KOMPETENSI DASAR MELAKUKAN STRATEGI PEMASARAN BARANG DAN JASA DI SMKN 4 SURABAYA
Abstract
Abstrak
Penelitian ini bertujuan untuk memberikan alternativ alat evaluasi berbantu media kotak dan kartu misterius pada mata pelajaran marketing kompetensi dasar melakukan strategi pemasaran barang dan jasa, bagaimana kelayakan alat evaluasi berbantu media kotak dan kartu misterius dan bagaimana respon siswa terhadap alat evaluasi berbantu media kotak dan kartu misterius (kokami). Penelitian ini merupakan penelitian pengembangan (R&D) dengan model 4D yang terdiri dari 4 tahap, yaitu: define, design, develop, dan disseminate. Namun, penelitian ini dilakukan hanya sampai pada tahap pengembangan, selanjutnya dilakukan validasi oleh ahli media dan ahli materi dan diuji cobakan pada 10 siswa untuk uji coba kelompok kecil dan 28 siswa pada uji coba lapangan dikelas X BDP SMKN 4 Surabaya. Hasil penelitian menunjukkan bahwa rata-rata persentase dari validasi ahli materi adalah 86% dengan kriteria sangat layak dan rata-rata persentase dari ahli media adalah 80% dengan kriteria layak. Sementara hasil angket respon siswa dari uji kelompok kecil menunjukkan rata-rata persentase 93% dengan kriteria sangat layak dan uji lapangan menunjukkan rata-rata persentase 92% dengan kategori sangat layak. Sehingga dapat disimpulkan bahwa alat evaluasi berbantu media teka-teki silang layak digunakan dalam proses pembelajaran.
Kata kunci : alat evaluasi, media kokami, strategi pemasaran barang dan jasa
Abstract
The research purpose is to know the development of evaluation tool assisted box and mysterious cards media on the subject of basic competence marketing make marketing strategies for goods and services in smkn 4 surabaya, to know feasibility of evaluation tool assisted box and mysterious cards, and to know student response of evaluation tool assisted box and mysterious cards.This research is a development research (R & D) with 4D model which consists of 4 stages, namely: define, design, develop, and disseminate. However, this research was carried out only until the development stage. then validated by media experts and material experts and tested on 10 students for small group test and 28 students in a field test in class X BDP of SMK 4 Surabaya.The result of research showed that percentage average from material expert validation is 86% with very feasible criteria and percentage average from media expert validation is 80% with feasible criteria. While the result of student response from the small group test showed percentage average is 93% with very feasible criteria, and the field test showed percentage average is 92% with very feasible criteria.
Keyword : Evaluation tool, box and mysterious cards, marketing strategies for goods and services
Authors who publish with this journal 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 License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- 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 acknowledgement of its initial publication in this journal.
- 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).
Jurnal Pendidikan Tata Niaga (JPTN) is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
PDF Downloads: 65 PDF Downloads: 0