DEVELOPING INTERACTIVE MULTIMEDIA LEARNING FOR PSYCHOMOTOR DOMAIN TO STUDENTS OF VOCATIONAL HIGH SCHOOL

Chandra Adhitama Nugraha, Universitas Negeri Yogyakarta, Indonesia
Sugeng Bayu Wahyono, Teknologi pembelajaran Program Pascasarjana UNY, Indonesia

Abstract


PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF UNTUK RANAH PSIKOMOTORIK SISWA SEKOLAH MENENGAH KEJURUAN

Abstrak

Penelitian ini bertujuan untuk menghasilkan multimedia yang layak dan memiliki kontribusi dalam proses pembelajaran dengan memperhatikan ranah psikomotorik. Subjek penelitian adalah siswa kelas XI Sekolah Menengah Kejuruan. Penelitian ini menggunakan metode peneltian Research and Development yang diadaptasi dari Borg and Gall. Strategi pembelajaran menggunakan model ASSURE. Penelitian ini menempuh proses validasi masing-masing dua ahli materi dan ahli media. Validasi ahli bertujuan untuk menilai tingkat kelayakan dari multimedia. Penelitian ini menggunakan analisis deskriptif kuantitatif. Pengumpulan data menggunakan pedoman wawancara, lembar observasi, angket kelayakan multimedia oleh ahli media, angket kelayakan multimedia oleh ahli materi dan angket kelayakan multimedia oleh siswa. Skala penilaian menggunakan skala Likert dengan skala 1-5. Hasil dari penelitian menunjukan bahwa produk multimedia pembelajaran yang dikembangkan layak digunakan dan memiliki kontribusi pada ranah psikomotorik siswa. Hasil dari validasi ahli dan uji coba produk diperoleh hasil dengan rentang skor minimal memiliki kriteria “baik”, sehingga dikatakan produk yang dikembangkan “layak”.

Abstract

This study aims to produce a viable multimedia that contributes in the learning process by paying attention to the psychomotor domain. The subject of research students of Grade XI Vocational High School. This research and development referred to the nine steps of Borg and Gall’s development model. This learning strategies using ASSURE model. This product was validated by two material experts and two media experts. Validating the material aimed to know the feasibility level of the multimedia. This research uses quantitative descriptive analysis. The data were collected by using interview guidelines, observations sheet, and a multimedia feasibility questionnaire by a media expert, a multimedia feasibility questionnaire by a material expert and a multimedia feasibility questionnaire by students. Scale assessment using Likert scale with scale 1-5. The result of this research showed that the multimedia learning is feasible to use and contribute in student psychomotor field. The results of experts validation and product trial results obtained with a minimum score range having a "good" criterion, so that said the developed product is "feasible".
Keywords: multimedia, psychomotor, Research and Development


Keywords


multimedia, psychomotor, Research and Development

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References


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DOI: https://doi.org/10.21831/jk.v3i2.21797

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