Pengembangan Multimedia Interaktif untuk Pembelajaran Momentum dan Impuls di Sekolah Menengah Atas
Abstract
Penelitian ini bertujuan untuk menghasilkan multimedia interaktif untuk pembelajaran momentum dan impuls yang valid dan praktis serta mempunyai efektifitas pada hasil belajar peserta didik. Metode penelitian ini menggunakan penelitian pengembangan dengan menggunakan modifikasi dan kombinasi dari model pengembangan Akker dan evaluasi formatif Tessmer. Penelitian ini melalui tahap analisis, desain dan evaluasi. Multimedia interaktif yang dikembangkan selanjutnya divalidasi oleh ahli media, ahli materi dan ahli desain pembelajaran. Kevalidan media mendapatkan nilai 4,29 dengan kategori sangat valid, kevalidan materi mendapatkan nilai 4,09 dengan kategori valid dan kevalidan desain pembelajaran mendapatkan nilai 4,24 dengan kategori sangat valid. Untuk menguji kepraktisan multimedia interaktif dilokkan secara one to one dan small group yang dilakukan di SMA N 3 Pagaralam. Hasil penilaian angket peserta didik secara kuantitatif memiliki rerata sebesar 4,24 dengan kategori sangat praktis. Untuk menguji efektivitasnya pada hasil belajar peserta didik dilakukan field test. Berdasarkan hasil analisis terhadap tes hasil belajar sebelum dan sesudah menggunakan multimedia interaktif menunjukkan peningkatan hasil belajar sebesar 46,52 dengan rerata hasil pretest 36,68 dan rerata hasil postest sebesar 83,20 sehingga diperoleh N-gain score sebesar 0,75 yang termasuk kategori tinggi. Berdasarkan hasil tersebut dapat disimpulkan bahwa multimedia interaktif ini valid, praktis dan mempunyai efektifitas pada hasil belajar peserta didik.
This study aims to produce interactive multimedia for learning valid and practical momentum and impulses and effectively improve student learning outcomes. This research method uses development research using modifications and combinations of the Akker development model and Tessmer's formative evaluation. This research is conducted through the stages of analysis, design and evaluation. Interactive multimedia was further validated by media, material, and learning design experts. The validity of the media gets a score of 4.29 with a very valid category, the validity of the material gets a score of 4.09 with a valid category, and the validity of the learning design gets a score of 4.24 with a very valid category. It was tested one to one and in small groups to test the practicality of interactive multimedia. The results of the questionnaire assessment of students quantitatively have a mean of 4.24 with a very practical category. To test its effectiveness on student learning outcomes, carried out field tests. Based on the results of the analysis of the learning outcomes test before and after using interactive multimedia showed an increase in learning outcomes by 46.52 with a mean result of pretest 36.68 and a mean posttest result of 83.20, so obtained an N-gain score of 0.75, which belongs to to the high category. Based on these results, it can be concluded that this interactive multimedia is valid, practical and has effectiveness in pupil learning outcomes.
Keywords
Full Text:
PDFReferences
Akker, J. v., Branch, R. M., Gustafson, K., Nieveen, N., & Plomp, T. (1999). Design approaches and tools in education and training. London: Kluwer Academic Publisher.
Bennett, S. J., & Brennan, M. J. (1996). Interactive multimedia learning in physics. Australasian Journal of Educational Technology, 8-17.
Djamas, D., & Tinedi, V. (2018). Development of interactive multimedia learning for improving critical thinking skills. International Journal of Information and Comunication Technology Education, 14(4), 66-84.
Hake, R. (1998). Interactive engagement versus traditional methods: a six thousand student survey of mechanics test data for inductory physics course. American Journal of Physics, 66(1), 64-74.
Koh, J. H. (2017). Designing and integrating reusable learning object for meaningfull learning: case from a graduate programme. Australasian Journal of Educational Technology, 33(5), 136-151.
Komalasari, K., & Saripudin, D. (2017). Value-based interactive multimedia development through integrated practice for the formation of student’s character. The Turkish Online Journal Of Educational Technology, 16(4), 179-186.
Khumaidi, A., & Sucahyo, I. (2018). Pengembangan mobile pocket book fisika sebagai media pembelajaran berbasis android pada materi momentum dan impuls. Inovasi Pendidikan Fisika, 7(2).
Ngurahrai, A. H., Farmaryanti, S. D., & Nurhidayati, N. (2019). Media pembelajaran materi momentum dan impuls berbasis mobile learning untuk meningkatkan kemampuan berpikir kritis siswa. Berkala Ilmiah Pendidikan Fisika, 7(1), 62-70.
Rusipal, R. (2014). Pengembangan multimedia mata pelajaran fisika pokok bahasan listrik statis di sma negeri 2 muara beliti. Jurnal Inovasi Dan Pembelajaran Fisika, 1(2), 162-171.
Sugiyono, S. (2008). Metode penelitian pendidikan: Pendekatan kualitatif, kuantitatif dan R & D. Bandung: Alfabeta.
Tambunan, H., & Napitupulu, E. (2016). Effectiveness of interactive multimedia based learning model in engineering mechanics. International Education Studies, 9(10), 155-162.
Teoh B. S.-P., & NEO, T.-K. (2007, Oktober). Interactive multimedia learning: students' attitudes and learning impact in an animation course. The Turkish Online Journal of Educational Technology, 6(4).
Tessmer, M. (1998). Planning and conducting fromative evaluation. London: Kogan Page Limited.
Young, S., & Kwok, D. (2017). A study of student's attitudes towards using ict in a social constructivist environment. Australasian Journal Of Educational Technology, 33(5), 50-62.
Yusuf, A. M. (2015). Pengembangan media pembelajaran berbasis adobe flash untuk mata kuliah fisika modern radiasi benda hitam. Jurnal Sains Dan Pendidikan Fisika, 11(1).
Zainuddin, Z., Hasanah, A. R., Salam, M. A., Misbah, M., & Mahtari, S. (2019). Developing the interactive multimedia in physics learning. In Journal of Physics: Conference Series, 1171(1), 1-5.
DOI: https://doi.org/10.20527/jmscedu.v2i2.6731
Refbacks
- There are currently no refbacks.
This work is licensed under a Creative Commons Attribution 4.0 International License.
Journal Of Mathematics Science and Computer Education is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.