PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY UNTUK MATERI GERBANG LOGIKA PADA MATA PELAJARAN DASAR KEJURUAN ELEKTRONIKA KELAS X DI SMKN 3 SURABAYA
DEVELOPMENT OF AUGMENTED REALITY-BASED LEARNING MEDIA FOR LOGIC GATE MATERIALS IN VOCATIONAL ELECTRONICS CLASS X AT SMKN 3 SURABAYA
Pengamatan pembelajaran di kelas X Teknik Audio Video SMK Negeri 3 Surabaya memperlihatkan penggunaan media pembelajaran berupa buku cetak, dan presentasi power point kurang membangkitkan minat belajar peserta didik. Mengacu pada permasalahan tersebut, peneliti memutuskan untuk mengembangkan media pembelajaran yang menarik dan mudah digunakan dengan berbasis augmented reality pada materi gerbang logika. Guna memastikan kelayakan media perlu dilakukan analisis untuk mengetahui (1) Kevalidan media pembelajaran berbasis augmented reality. (2) Kepraktisan media pembelajaran berbasis augmented reality. (3) Keefektifan media pembelajaran berbasis augmented reality. Penelitian pengembangan ini menggunakan model ADDIE yang terdiri dari Analyze, Design, Development, Implementation, dan Evaluation. Desain eksperimen yang digunakan pada penelitian ini adalah Before-After, dengan teknik pengumpulan data menggunakan angket, observasi, dan tes. Subjek penelitian adalah 33 peserta didik kelas X Teknik Audio Video 3 SMK Negeri 3 Surabaya dan validator yaitu dua dosen dan satu guru. Analisis hasil penelitian diperoleh tingkat validitas media pembelajaran 90% dengan kriteria sangat valid. Tingkat kepraktisan media pembelajaran sebesar 86% dengan kriteria sangat praktis. Hasil belajar aspek pengetahuan menunjukkan rata-rata nilai pretest sebesar 64,3, sedangkan rata-rata nilai posttest sebesar 88,4. Hasil uji Wilcoxon menunjukkan nilai signifikansi 0,000 < 0,05, sehingga nilai pretest dan posttest memiliki perbedaan yang signifikan. Hasil belajar aspek keterampilan memperoleh rata-rata nilai 82,8 dengan hasil uji Binomial memperoleh nilai signifikansi 0,000 < 0,05, maka H0 ditolak dan H1 diterima sehingga dapat dinyatakan ketuntasan belajar tercapai pada nilai keterampilan. Dengan demikian dapat disimpulkan bahwa media pembelajaran yang dikembangkan efektif dalam meningkatkan hasil belajar peserta didik.
Observation of learning in class X Audio Video Engineering at SMK Negeri 3 Surabaya showed that learning media in the form of printed books and power point presentations did not improve students' interest in learning. Referring to these problems, researchers decided to develop interesting and easy-to-use learning media based on augmented reality on logic gates material. To ensure the feasibility of the media, an analysis must be conducted to find out (1) the validity of augmented reality-based learning media. (2) The practicality of learning media based on augmented reality. (3) The effectiveness of augmented reality-based learning media. This development research uses the ADDIE model which consists of Analyze, Design, Development, Implementation, and Evaluation. The experimental design used in this study was Before-After, with data collection techniques using questionnaires, observations, and tests. The research subjects were 33 students of class X Audio Video Engineering 3 SMK Negeri 3 Surabaya and the validators are two lecturers and one teacher. Analysis of the results of the study obtained a validity level of learning media of 90% with very valid criteria. The practicality level of learning media is 86% with very practical criteria. The learning outcomes of the knowledge aspect show an average pretest score of 64.3, while an average posttest score is 88.4. The Wilcoxon test results show a significance value of 0.000 <0.05, so that the pretest and posttest values have a significant difference. The learning outcomes of the skills aspect obtained an average value of 82.8 with the results of the Binomial test obtaining a significance value of 0.000 <0.05, then H0 was rejected and H1 was accepted so that it could be stated that learning mastery was achieved at the skill value. Thus it can be concluded that the developed learning media is effective in improving student learning outcomes.