Pengembangan Multimedia Interaktif Berbasis Unity Pada Mata Pelajaran Manajemen Logistik
Unity-Based Interactive Multimedia Development for Logistics Management Subjects
Penelitian ini memiliki tujuan untuk mengetahui pengaruh multimedia interaktif berbasis Unity sebagai media pembelajaran terhadap hasil belajar siswa Jurusan Manajemen Perkantoran di SMK Negeri 1 Surabaya. Metode penelitian yang digunakan adalah ADDIE (Analys, Design, Development, Implementation, and Evaluation). Desain penelitian menggunakan quasi experimental design dengan pendekatan Nonequivalent Control Group Design. Sampel terdiri dari 35 siswa kelas XI MP 2 sebagai kelas kontrol,dan 35 siswa dari kelas XI MP 1 sebagai kelas eksperimen. Data penelitian diperoleh dari observasi, wawancara, uji validasi ahli,tes hasil belajar, dan angket respon siswa. Teknik analisis data menggunakan uji normalitas, uji homogenitas, uji hipotesis, dan uji N-Gain Score. Kelayakan media mendapat skor 84% dari validasi ahli materi dan 93% dari validasi ahli media, sehingga multimedia interaktif berbasis Unity dinyatakan layak untuk digunakan. Hasil uji hipotesis diperoleh nilai signifikansi Sig. (2-tailed) sebesar 0,002 < 0,05. Maka hipotesis H1 diterima, yang berarti dapat dinyatakan bahwa multimedia interaktif terbukti efektif dan berpengaruh terhadap hasil belajar siswa, dibandingkan dengan media pembelajaran konvensional. Siswa memberikan respon positif, dibuktikan dengan rata – rata hasil respon siswa sebesar 87,35% yang berarti siswa memberikan respon sangat baik. Penelitian ini menunjukkan hasil yang positif dalam kelayakan media dan efektivitasnya, maka untuk penelitian selanjutnya diharap dapat menambah fitur evaluasi otomatis, dan menyesuaikan dengan perkembangan teknologi untuk menjadi lebih kompatibel dengan sistem operasi IOS.
Kata kunci : Multimedia Interaktif, Hasil Belajar Siswa, Manajemen Rantai Pasok, dan Unity
This research aims to determine the effect of Unity-based interactive multimedia as a learning medium on the learning outcomes of Office Management students at SMK Negeri 1 Surabaya. The research method used was ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The research design used a quasi-experimental design with a Nonequivalent Control Group Design approach.. The sample consisted of 35 students of class XI MP 2 as the control class, and 35 students from class XI MP 1 as the experimental class. Research data were obtained from observations, interviews, expert validation tests, learning outcome tests, and student response questionnaires. Data analysis techniques used normality tests, homogeneity tests, hypothesis tests, and N-Gain Score tests. The feasibility of the media received a score of 84% from the validation of material experts and 93% from the validation of media experts, so that Unity-based interactive multimedia was declared feasible to use. The results of the hypothesis test obtained a significance value of Sig. (2-tailed) of 0.002 <0.05. The hypothesis H1 is accepted, which means that it can be stated that interactive multimedia is proven to be effective and has an effect on student learning outcomes, compared to conventional learning media. Students responded positively, as evidenced by an average response rate of 87.35%, indicating a very positive response. This research shows positive results in media feasibility and effectiveness, so for further research it is hoped that automatic evaluation features can be added, and adapted to technological developments to be more compatible with the iOS operating system.
Keywords: Interactive Multimedia, Student Learning Outcomes, Supply Chain Management, and Unity