Keywords: development, android application, learning, and keroncong music.
This research aims to describe: (1) the process of developing the Kromo
Application, and (2) the quality of the Kromo Application in terms of product
results, user response results and learning outcomes. Various theoretical studies
were used as the foundation for the development research, including cognitive,
humanistic, and constructivist learning theories, studies on Android-based Mobile
Learning media, studies on vocational art education, and the concept of keroncong
music. The research development method used the Four-D Thiagarajan model,
consisting of the Define, Design, Development, and Disseminate stages. The
Define stage was conducted to determine the needs and objectives of developing
the Kromo Application as a supporting tool for learning keroncong music. Based
on the analysis, the design of the learning materials and graphics was formulated,
resulting in a Kromo Application. This application was then developed
(Development) through a series of validations, revisions, and trials before
becoming a fully distributable Kromo Application (Disseminate).
The results of the research showed that the quality of the Kromo Application,
based on the product, was determined through the validation process by expert
validators in keroncong music and media. The second validation of the Keroncong
Application learning materials was deemed "very appropriate" with a percentage
score of 85%, while the graphic validation of the Kromo Application was only
conducted once as it was already considered "very appropriate" in the first
validation. The quality of the Kromo Application was also determined through
user responses, including teachers and students, through a large-scale trial. The
teacher response indicated that the Kromo application was "very suitable" for use,
with a percentage score of 85%. Similarly, the overall response from students
stated that the Kromo Application was "very suitable" for use, with a percentage
score of 93%. In addition to user assessments, the quality of the Kromo
Application was also evaluated based on students' learning outcomes related to the
task of creating simple keroncong music through the keroncong music simulator
within the Kromo Application. The overall results achieved a percentage score of
87%, indicating that the use of the Kromo Application could improve students'
learning outcomes in achieving the Mulok Keroncong Fase F assignment at
SMKN 12 Surabaya. In conclusion, the findings of this development research
demonstrate that the Kromo Application has successfully become a high-quality,
effective, and practical product in supporting keroncong music learning,
ultimately enhancing students' learning outcomes.