Berdasarkan hasil analisis masalah di SMA Negeri 22 Surabaya, ditemukan kesenjangan pada pembelajaran bahasa Jepang. Ketuntasan belajar siswa pada mata pelajaran bahasa jepang masih sangat minim, hal ini didasarkan oleh data bahwa hanya 30% siswa yang tuntas belajar. Siswa cenderung kurang termotivasi dalam belajar karena dirasa sulit dan disampaikan secara monoton, sehingga tujuan belajar sulit tercapai. Pemanfaatan media juga hanya terbatas pada buku ajar, sehingga metode pembelajaran yang disampaikan kurang variatif dan menarik.
Tujuan penelitian pengembangan ini untuk mengembangkan produk media mobile learning yang layak dan efektif digunakan untuk materi identitas diri pada mata pelajaran bahasa Jepang di SMA Negeri 22 Surabaya. Pengembangan dilakukan secara prosedural dan sistematis menggunakan model ADDIE (Analyze, Design, Develop, Implementation and Evaluate). Subjek penelitian adalah siswa kelas XI di SMA Negeri 22 Surabaya yang menempuh pelajaran bahasa Jepang, subjek dibagi menjadi 2 kelas yakni kelas kontrol dan eksperimen. Jenis data yang digunakan dalam penelitian ini adalah data kuantitatif dan kualitatif. Data kualitatif diperoleh melalui review dari para ahli pada kuesioner terkait kelayakan media yang dikembangkan, data kuantitatif diperoleh melalui kuesioner dan uji tes yang diberikan peserta didik dan ahli guna memperoleh penilaian terhadap kelayakan media. Analisa data hasil tes diolah menggunakan uji-t guna membandingkan pengaruh pemanfaatan media pada proses pembelajaran.
Berdasarkan hasil analisis data terkait kelayakan media melalui review dengan ahli terkait, didapatkan persentase sebagai berikut: 100% layak pada RPP, 100% layak pada materi, dan 100% layak pada media yang dikembangkan. Hal ini dapat disimpulkan bahwa keseluruhan media yang dikembangkan layak untuk digunakan pada proses pembelajaran. Data kuantitatif diperoleh melalui uji tes pada dua kelas melalui pre-test dan post-test, dengan db = (N1+N2)-2 = 68, dan taraf signifikan 5% diperoleh t tabel 1,670. Pada uji t pre-test yang dilakukan pada dua kelas diperoleh hasil thitung = 0,593 < ttabel (1,670), dapat disimpulkan bahwa pada pre-test kedua kelas tidak memiliki beda signifikan. Pada uji t post-test yang dilakukan pada dua kelas diperoleh hasil thitung = 12,431 > ttabel (1,670), hasil ini dapat disimpulkan terdapat beda signifikan antara kelas kontrol dan kelas eksperimen, sehingga media mobile learning efektif digunakan dalam proses pembelajaran.
Kata Kunci: Pengembangan, Mobile Learning, ADDIE
Abstract
Based on the results of the analysis of problems in SMA Negeri 22 Surabaya, found gaps in Japanese language learning. Completeness of student learning in Japanese subjects is still very minimal, this is based on data that only 30% of students can reach minimum standard. Students tend to be less motivated in learning because it is difficult and delivered monotonously, so learning goals are difficult to achieve. The use of media is also limited to textbooks, so the learning methods delivered are less varied and interesting.
The purpose of this development research is to develop mobile learning media products that are feasible and effectively used for self-identification material in Japanese subjects at SMA Negeri 22 Surabaya. Development is carried out procedurally and systematically using the ADDIE model (Analyze, Design, Develop, Implementation and Evaluate). The research subjects were students of class XI at SMA Negeri 22 Surabaya who took Japanese lessons, the subjects were divided into 2 classes, control and experiment classes. The type of data used in this study is quantitative and qualitative data. Qualitative data were obtained through the review of experts on the questionnaire related to the feasibility of the media being developed, quantitative data obtained through questionnaires and tests provided by students and experts in order to obtain an assessment of the feasibility of the media. Data analysis of test results is processed using t-test to compare the effect of media use on the learning process
Based on the results of data analysis related to the feasibility of the media through a review with relevant experts, obtained the following percentages: 100% feasible in RPP, 100% worthy of material, and 100% worthy of developed media. It can be concluded that the entire media developed is suitable for use in the learning process. Quantitative data were obtained through tests in two classes through pre-test and post-test, with db = (N1 + N2) -2 = 68, and a 5% significance level was obtained for t table 1,670. In the t-test pre-test conducted in the two classes obtained the results of tcount = 0.593 <ttable (1.670), it can be concluded that the pre-test of the two classes did not have a significant difference. In the post-test t test conducted in two classes, the results of tcount = 12,431> ttable (1,670), these results can be concluded that there are significant differences between the control class and the experimental class, so that the mobile learning media is effectively used in the learning process.
Keywords: Development, Mobile learning, ADDIE