PENGEMBANGAN MEDIA PEMBELAJARAN PUZZLE MATERI SIKLUS HIDUP PRODUK PADA MATA PELAJARAN MARKETING DI KELAS X BISNIS DARING DAN PEMASARAN SMK NEGERI 1 LAMONGAN
Abstract
Abstrak
Kebaruan penelitian adalah media pembelajaran puzzle berupa software aplikasi yang dapat digunakan sewaktu-waktu menggunakan alat bantu elektronik berupa komputer atau laptop atau handphone android. Tujuan penelitian ini adalah mendeskripsikan proses pengembangan media pembelajaran puzzle, mengetahui kelaiakan media pembelajaran puzzle mengetahui respon siswa terhadap media pembelajaran puzzle dan mengetahui efektivitas media pembelajaran puzzle materi siklus hidup produk di kelas X BDP SMKN 1 Lamongan.
Metode penelitian yang digunakan yaitu R&D model pengembangan ADDIE. Subjek penelitian sejumlah 64 siswa dibagi menjadi 2 kelas, yakni 32 siswa kelas kontrol dan 32 siswa kelas ujicoba. Teknik analisis data kelayakan media dilakukan melalui proses validasi oleh para ahli dan angket respon siswa menggunakan skala likert dan untuk mengetahui efektivitas menggunakan analisis uji beda (uji-t) melalui hasil nilai siswa. Media pembelajaran puzzle layak digunakan dalam pembelajaran di kelas dari segi kelayakan materi dan kelayakan media. Berdasar analisis uji beda (uji-t) menggunakan SPSS dapat disimpulkan bahwa media pembelajaran puzzle Efektivitas digunakan dalam pembelajaran.
Kata Kunci :Media Pembelajaran, puzzle, Efektivitas
Abstract
Novelty this research is the media of learning the puzzle of software applications that can be used electronic using the tools of a computer or a laptop or cell phone. android The purpose of this research is to describe the process of media development learning, puzzle knowing the feasibility of the media of learning the puzzle knowing response media students against learning the puzzle and knows the effectiveness of the media puzzle learning material product life cycle in the class X BDP SMKN 1 Lamongan.
The research methodology used is R&D the model of development ADDIE. The subject of study several 64 students divided into 2 class, namely 32 students for class control and 32 students for class testing. Technique data analysis feasibility media be conducted through validation by the experts and chief response students use Likert Scale and to know the effectiveness of using analysis test different (uji-t) through the results of the students. Media learning that is used in their experiences in the class in terms of feasibility matter and feasibility media. Based on an analysis test different (uji-t) using SPSS can be concluded that media learning that the effectiveness of used in learning.
Keywords: Learning Media, Puzzle, Effectiveness
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: 264