Pengembangan aplikasi “SIMBA” (Social studies instructional media based android) untuk mata pelajaran IPS kelas VII SMP

Authors

  • Neni Wahyuningtyas Program Studi S1 Pendidikan IPS, FIS, Universitas Negeri Malang
  • M. Haris Yahya Program Studi S1 Pendidikan IPS, FIS, Universitas Negeri Malang

DOI:

https://doi.org/10.22219/jinop.v7i2.15918

Keywords:

Application, Learning Media, Social Studies Learning

Abstract

Media is an important component in multidisciplinary social studies learning that must be presented in an integrated method. This study aimed to design learning media "SIMBA" (Social Studies Instructional Media Based on Android) and to analyze the feasibility based on an assessment by experts and students. The stages in this research and development were carried out by adopting 4D development, namely: define, design, develop, and disseminate. Due to limitations, the research was only carried out at the development stage, The research data is a feasibility assessment using a Likert scale from expert and VII grade students at SMP Negeri 21 Malang were collected using a questionnaire. The data were then analyzed by using the percentage descriptive technique. The results of the development were learning media which contains six menu components, namely: the competency and objectives, learning materials, our surroundings, videos, quizzes, and the developer menu. The results of the assessment from experts are “Very Appropriate”. While the students showed similar things which means the learning media "SIMBA" was feasible and could meet the needs of students in the learning process. Based on the weaknesses of this study, it is necessary to develop similar applications in other subjects that are capable of producing offline applications and can be accessed by teachers and students in the future.

Downloads

Download data is not yet available.

References

Abelson, H., & Harunani, F. 2012. Mit Apps Inventor: About Us. Massachusetts: Massachusetts Institute of Technology, dikases 7 Oktober 2019 on-line https://appinventor.mit.edu/about-us.

Abidin, Z. 2017. Penerapan Pemilihan Media Pembelajaran. Edcomtech Jurnal Kajian Teknologi Pendidikan, (Online), 1 (1): 9-20, (http://journal2.um.ac.id/index.php/edcomtech/article/view/1784), diakses 5 April 2021.

Afriani, A. 2018. Pembelajaran Kontekstual (Cotextual Teaching and Learning) dan Pemahaman Konsep Siswa. Jurnal Al-Muta`aliyah : Jurnal Pendidikan Guru Madrasah Ibtidaiyah, (Online), 1 (3): 80-88, (http://ejournal.kopertais4.or.id/sasambo/index.php/mutaaliyah), diakses 5 April 2021.

Akbar, S. 2017. Instrumen perangkat pembelajaran. Remaja Rosdakarya.

Alhassan, R. 2016. Mobile Learning as a Method of Ubiquitous Learning: Students’ Attitudes, Readiness, and Possible Barriers to Implementation in Higher Education. Journal of Education and Learning, (Online), 5(1): 176-189, (https://doi.org/10.5539/jel.v5n1p176), diakses 8 Maret 2021.

Anwariningsih, S. H., & Ernawati, S. 2013. Development of Interactive Media for ICT Learning at Elementary School Based on Student Self Learning. Journal of Education and Learning (EduLearn), (Online), 7(2): 121-128, (https://doi.org/10.11591/edulearn.v7i2.226), diakses 8 Maret 2021.

Apsari, F. Y., Rama, M. D., & Prasetyo, E. 2018. Konseling Berbasis Teks Menggunakan Riliv-Aplikasi Android. EXPERIENTIA : Jurnal Psikologi Indonesia, 6(1): 45–50, (https://doi.org/10.33508/EXP.V6I1.1790), diakses 8 Maret 2021.

Drigas, A. S., & Angelidakis, P. 2017. Mobile Applications within Education An Overview of Application Paradigms in Specific Categories. International Journal of Interactive Mobile Technologies (IJIM), (Online), 11(4): 17–29. (https://doi.org/10.3991/ijim.v11i4.6589), diakses 8 Maret 2021.

Elfmi, A. F., & Nayono, S. E. 2017. Pengembangan Mobile Encyclopedia Berbasis Android Sebagai Media Pembelajaran Mandiri. E-Journal Pend. Teknik Sipil Dan Perencanaan, (Online), 5(8): 1–7, (http://journal.student.uny.ac.id/ojs/index.php/sipil/article/view/8540), diakses 6 April 2021.

Endayani, H. 2018. Sejarah dan Konsep Pendidikan IPS. ITTIHAD: Jurnal Pendidikan, (Online), 2(2): 117–127, (http://ejournal-ittihad.alittihadiyahsumut.or.id/index.php/ittihad/article/view/43/36), diakses 5 April 2021.

Hakky, M. K., Wirasasmita, R. H., & Uska, M. Z. 2018. Pengembangan Media Pembelajaran Berbasis Android untuk Siswa Kelas X Pada Mata Pelajaran Sistem Operasi. Edumatic : Jurnal Pendidikan Informatika, (Online), 2(1): 24–33. (http://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/ 868), diakses 6 April 2021.

Hanafi, Y., Murtadho, N., Alifudin Ikhsan, M., & Diyana, T. N. 2020. Reinforcing Public University Student’s Worship Education by Developing and Implementing Mobile-Learning Management System in the ADDIE Instructional Design Model. International Journal of Interactive Mobile Technologies (IJIM), (Online), 14(2): 215–241, (https://doi.org/10.3991/ijim.v14i02.11380), diakses 6 April 2021.

Idzhar, A., Negeri, S., & Abstrak, B. 2016. Peranan Guru Dalam Meningkatkan Motivasi Belajar Siswa. Jurnal Office, (Online), 2(2): 221-228 (https://doi.org/10.26858/JO.V2I2.2956), diakses 5 April 2021

Jiwanti, H. 2017. Pengembangan Media Pembelajaran Dasar Rias Berbasis Aplikasi Andriod Menggunakan App Inventor. Skripsi tidak diterbitkan. Semarang: Universitas Negeri Semarang.

Lestari, S. 2018. Peran Teknologi dalam Pendidikan di Era Globalisasi. EDURELIGIA: Jurnal Pendidikan Agama Islam, (Online), 2(2): 94–100, (https://doi.org/10.33650/edureligia.v2i2.459), diakses 5 April 2021.

Maimunah, M. 2019. Peran Media Gambar dalam Meningkatkan Pemahaman Siswa Tentang Konsep Hak Anak. Jurnal Visi Ilmu Pendidikan, (Online), 11(1): 53-61, (https://doi.org/10.26418/jvip.v11i1.30042), diakses 5 April 2021.

MCML. 2016. What is App Inventor?. Massachusetts: Massachusetts Institute of Technology, dikases 21 Oktober 2019 on-line https://appinventor.mit.edu/about-us.

Nurrita, T. 2018. Pengembangan Media Pembelajaran Untuk Meningkatkan Hasil Belajar Siswa. MISYKAT: Jurnal Ilmu-Ilmu Al-Quran, Hadist, Syari’ah Dan Tarbiyah, (Online), 3(1): 171-187, (https://doi.org/10.33511/misykat.v3n1. 171), diakses 5 April 2021.

Oktiana, G. D. 2015. Pengembangan Media Pembelajaran Berbasis Android dalam Bentuk Buku Saku Digital Untuk Mata Pelajaran Akuntansi Kompetensi Dasar Membuat Ikhtisar Siklus Akuntansi Perusahaan Jasa di Kelas XI MAN 1 Yogyakarta Tahun Ajaran 2014/2015. Skripsi tidak diterbitkan. Yogyakarta: Universitas Negeri Yogyakarta.

Oyelere, S. S., Suhonen, J., & Sutinen, E. 2016. Paper M-Learning: A New Paradigm Of Learning Ict In Nigeria M-Learning: A New Paradigm of Learning ICT in Nigeria. International Journal of Interactive Mobile Technologies (IJIM), (Online), 10(1): 35–44, (https://doi.org/10.3991/ijim. v10i1.4872), diakses 8 Maret 2021.

Ridha, M. 2021. Efektifitas Penggunaan Media Video pada Pembelajaran Tematik Terpadu di Sekolah Dasar Saat Pandemi Covid-19. Jurnal Pendidikan Tambusai, (Online), 5(1): 154-162, (https://doi.org/10.31004/JPTAM.V5I1. 925), diakses 5 April 2021.

Rusdi, M. 2018. Penelitian Desain dan Pengembangan Peendidikan : Konsep, Prosedur dan Sitesis Pengetahuan Baru. PT Raja Grafindo Persada.

Salsabila, U. H., Habiba, I. S., Amanah, I. L., Istiqomah, N. A., & Difany, S. 2020. Pemanfaatan Aplikasi Quizizz Sebagai Media Pembelajaran Ditengah Pandemi Pada Siswa SMA. Jurnal Ilmiah Ilmu Terapan Universitas Jambi, (Online), 4(2): 163–173, (https://doi.org/10.22437/jiituj.v4i2.11605), diakses 5 April 2021.

Sugiyono. (2016). Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Alfabeta.

Tafonao, T. (2018). Peranan Media Pembelajaran Dalam Meningkatkan Minat Belajar Mahasiswa. Jurnal Komunikasi Pendidikan, (Online), 2(2): 103-114, (https://doi.org/10.32585/jkp.v2i2.113), diakses 6 April 2021.

Thiagarajan, S., Semmel, D., & Semmel, M. (1976). Instructional development for training teachers of exceptional children: A sourcebook. Journal of School Psychology, (Online), 14(1): 75-195, (https://doi.org/10.1016/0022-4405(76)90066-2), diakses 5 April 2021.

Undang-Undang Sistem Pendidikan Nasional (UURI No. 20 Tahun 2003. 2003. Jakarta: Kementerian Pendidikan dan Kebudayaan RI.

Undang-Undang Dasar 1945. 2002. Jakarta: DPR RI.

Wahyuningtyas, N. 2019. Developing edmodo-based online learning media to support student’s skill of social studies in 21th century. IOP Conference Series: Earth and Environmental Science, (Online), 243(1): 1-9, (https://doi.org/10.1088/1755-1315/243/1/012160), diakses 8 Maret 2021.

Wahyuningtyas, Neni, & Rosita, F. A. D. 2019. Pengembangan Multimedia Interaktif Berbasis Android Pada Materi Kehidupan Sosial Masyarakat Indonesia. Sejarah Dan Budaya Jurnal Sejarah Budaya Dan Pengajarannya, (Online), 13(1):34–41, (https://doi.org/10.17977/um020v13i12019p034), diakses 6 April 2021.

Zhao, F. 2019. Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom. International Journal of Higher Education, (Online), 8(1): 31-43, (https://doi.org/10.5430/ijhe.v8n1p37), diakses 5 April 2021.

Downloads

Published

11/30/2021

How to Cite

Wahyuningtyas, N. ., & Yahya, M. H. . (2021). Pengembangan aplikasi “SIMBA” (Social studies instructional media based android) untuk mata pelajaran IPS kelas VII SMP. JINoP (Jurnal Inovasi Pembelajaran), 7(2), 153–166. https://doi.org/10.22219/jinop.v7i2.15918

Similar Articles

You may also start an advanced similarity search for this article.