Development of an Android-Based Reward System to Enhance the Activity of Learning
Ratih Isnaini, Study Program of Informatics and Computer Engineering Education, Sebelas Maret University, Indonesia, Indonesia
Anisa Setyowati, Study Program of Informatics and Computer Engineering Education, Sebelas Maret University, Indonesia, Indonesia
Deuansvanh Phommavongsa, Department of Mechanical Engineering, National University of Laos, Laos, Lao People's Democratic Republic
Abstract
The students’ learning activity is an influential factor in the success of learning. New technology can be used to design applications to facilitate the learning process. The objectives of this study were (1) to produce a reward application system to improve the students’ activity, (2) to examine the feasibility of the developed application, and (3) to analyse the difference and the effectiveness of the application in learning compared to conventional learning. This study used the development research method adopting the 4D (define, design, develop, disseminate) model. The application was tested using ISO 25010 standards by media experts, teachers, and ten students of class X Axioo in Vocational High School also known as Sekolah Menengah Kejuruan Negeri 5 Surakarta. The effectiveness was tested using an experimental design. This study produced a proper and an efficient reward system application. The feasibility of the application for functionality, portability, usability and efficiency were 100%, 100%, 86.2% and 77% respectively. The results showed different effectiveness in learning activities between learning using the reward system application and using the conventional model.
Keywords
Full Text:
PDFReferences
Arief, R. & Umniati, N. 2012. Pengembangan Virtual Class untuk Pembelajaran Augmented Reality Berbasis Android. Jurnal Pendidikan Teknologi dan Kejuruan. 23.4, 114-122
Aunurrahman. 2012. Belajar dan Pembelajaran. Bandung: Alfabeta
Baartman, L.K.J. & Bruijn, E. 2011. Integrating Knowledge, Skills, and Attitudes: Conceptualising Learning Processes towards Vocational Competence. Educational Research Review. 6, 125–134
Edgar, M., Eduardo, J., Rossana, A., Rosemeiry, M. & Windson, V. 2016. Mobile Phone Text Messaging to Increase Student Participation: An Experience in a Blended Course. Proceedings of the 31st Annual ACM Symposium on Applied Computing. New York: McGraw-Hill
Lijanporna, S. & Khlaisang, J. 2014. The Development of an Activity-Based Learning Model Using Educational Mobile Application to Enhance Discipline of Elementary School Students. Procedia Social and Behavioral Sciences. 174, 1707 – 1712
Paisal, K. 2015. Learning Activities that Promote Ability the Proof Groups using the Internet Network. Procedia - Social and Behavioral Sciences .197, 1661 – 1664
Riduwan. 2013. Skala Pengukuran Variabel-variabel Penelitian. Bandung: CV. Alfabeta
Sugiyono. 2013. Metode Penelitian Pendidikan. Bandung: Alfabeta
Sundayana. 2015. Statistika Penelitian Pendidikan. Bandung : Alfabeta
Suryanto, A. & Kusumawati, D. A. 2017. Developing a Virtual Reality Application of the Lawang Sewu Building as Educational Media for the Subject of History. Jurnal Pendidikan Teknologi dan Kejuruan. 23.4, 362-268
Vermunt, J. D., & Verloop, N. 1999. Congruence and Friction between Learning and Teaching. Learning and Instruction. 9, 257–280
DOI: https://doi.org/10.21831/jptk.v24i1.18088
Refbacks
- There are currently no refbacks.
Copyright (c) 2018 Jurnal Pendidikan Teknologi dan Kejuruan
This work is licensed under a Creative Commons Attribution 4.0 International License.
Online (e-ISSN): 2477-2410 || Printed (p-ISSN): 0854-4735
Jurnal Pendidikan Teknologi Kejuruan by http://journal.uny.ac.id/index.php/jptk was distributed under a Creative Commons Attribution 4.0 International License.
View My StatsSupported by:
Social Media: