Pengembangan Elektronik Modul FlipBook pada Materi Mendesain Logo dengan Aplikasi Ibis Paint di SMK Negeri 5 Surabaya
Sekolah Menengah Kejuruan (SMK) mempersiapkan peserta didiknya untuk bekerja pada bidang tertentu sesuai dengan jurusannya. Sama halnya seperti SMK Negeri 5 Surabaya yang mendidik siswa-siswanya agar menjadi lulusan yang siap bekerja di industri maupun berwirausaha. Produk-produk yang dihasilkan oleh SMK Negeri 5 Surabaya, terutama jurusan Teknik Kimia Industri dinilai cukup unik namun kurang menarik dari segi tampilan terutama logo. Maka dari itu, diperlukan pembelajaran mengenai desain logo sehingga membantu siswa dalam berwirausaha di masa mendatang. Kurangnya jam pembelajaran Seni Budaya di sekolah takni hanya diajarkan pada kelas X saja dengan durasi 2 JP per minggunya serta tidak adanya materi mengenai mendesain logo pada kurikulum sekolah menjadi permasalahan dalam penelitian ini. Oleh karena itu, diperlukan media pembelajaran mengenai logo yang dapat diakses dimana saja dan kapan saja.
Tujuan dari penelitian ini adalah (1) mengetahui konsep pengembangan modul elektronik, (2) mengetahui proses pembuatan modul elektronik, serta (3) mengetahui efektivitas penerapan modul elektronik dalam proses pembelajaran.
Metode penelitian yang digunakan adalah Research and Development (RnD) yang dikembangkan oleh Sugiyono. Tahapan penelitian dan pengembangan disederhanakan menjadi delapan tahap yaitu identifikasi potensi dan masalah, pengumpulan data, desain produk, validasi desain dan materi, revisi produk, uji coba pemakaian, revisi modul, dan produk modul. Proses pengumpulan data dilakukan melalui observasi lapangan, wawancara dengan guru Seni Budaya, serta melalui pengisian angket oleh guru Seni budaya, siswa X-TKI 2, validator media, validator materi, serta dokumentasi. Analisis validitas data menggunakan metode trianggulasi data untuk mengecek kesesuaian antara hasil observasi, wawancara, angket, dan dokumentasi yang diperoleh saat penelitian berlangsung
Berdasarkan hasil penelitian dan data di lapangan, proses pembuatan modul memerlukan waktu selama satu bulan setengah menggunakan aplikasi Corel-Draw X7 serta FlipBook. Sedangkan proses validasi baik desain maupun materi serta revisi memerlukan waktu selama dua minggu. Setelah proses revisi dan validasi selesai, modul kemudian diujicobakan kepada siswa X-TKI 2 SMK Negeri 5 Surabaya dengan jumlah 26 siswa.
Proses penerapan modul elektronik menghabiskan waktu selama satu bulan di SMK Negeri 5 Surabaya dengan subjek penelitian 26 siswa. Pertemuan pertama dan kedua disampaikan materi mengenai logo sekaligus siswa membuat karya pre-test dan post-test. Pertemuan ketiga diisi dengan pengisian lembar angket oleh siswa.
Hasil perolehan data efektivitas modul elektronik terhadap peserta didik diperoleh melalui angket dan karya peserta didik. Hasil karya peserta didik dinilai sesuai instrumen penilaian karya sehingga hasil karya peserta didik terukur. Efektivitas modul elektronik dianggap telah terpenuhi apabila siswa berhasil membuat logo sesuai dengan panduan modul elektronik.
Kesimpulan dari pembuatan modul elektronik untuk siswa X-TKI 2 SMK Negeri 5 Surabaya yang telah dilakukan yakni validasi materi pertama mendapat skor sebesar 75% dan validasi desain pertama mendapatkan skor sebesar 81,25%. Setelah dilakukan revisi, hasil validasi materi mendapatkan skor sebesar 95,83% dan validasi desain mendapatkan skor sebesar 93,33% yang mana termasuk dalam kategori sangat layak digunakan. Hasil angket respons siswa terhadap modul mendapatkan skor sebesar 85,71%. Jika diambil rata-rata dari kedua respons, didapatkan nilai sebesar 80,35% yang termasuk dalam kategori layak digunakan. Pada tahap uji coba pemakaian, keberhasilan modul dinilai melalui aspek keterampilan siswa. Berdasarkan penilaian yang telah dilakukan, diperoleh data bahwasannya nilai rata-rata soswa mengalami kenaikan sebesar 31%. Apabila dianalisis menggunakan rumus Richard Hake, kenaikan nilai sebesar 31% termasuk dalam kategori tidak efektif.
Vocational High School (SMK) prepares students to be able to work in certain fields according to their majors. It's the same as SMK Negeri 5 Surabaya, which educates its students to become graduates who are ready to work in industry or entrepreneurship. The products produced by SMK Negeri 5 Surabaya, especially the Industrial Chemical Engineering major, are considered quite unique but less attarctive in terms of appearance, especially the logo. Therefore, learning about logo design is needed so that it can help student in entrepreneurship in the future. The lack of learning hours for Cultural Art in schools, namely only being taught to class X with a duration of 2 lesson hours per week, and the absence of material regarding designing logos in the school curriculum are the problems in this study. Therefore, learning media regarding logos are needed that can be accessed anywhere and anytime.
The aims of this study were (1) to know the concept of developing electronic modules, (2) to know the process of making electronic modules, and (3) to find out the effectiveness of implementing electronic modules in the learning process.
The research method used is Research and Development (Rnd), developed by Sugiyono. The research and development stages are simplified into eight stages: identification of potential and problems, data collection, product design, design and material validation, product revision, usage trial, module revisions, and module products. The data collection process was carried out through field observation, interviews with Cultural Arts teachers, and filling out questionnaires by Cultural Arts teachers, X-TKI 2 students, media validators, material validators, and documentation. Data validity analysis used the data triangulation method to check the suitability between the results of observations, interviews, questionnaires, and documentation obtained during the research. Based on research results and data in the field, the module creation process takes one and a half months using Corel-Draw X7 and FlipBook applications. While the validation process for both design and materials, as well as revisions, takes two weeks. After the revision and validation process was completed, the module was then tested on X-TKI 2 students at SMK Negeri 5 Surabaya, with a total of 26 students. The process of implementing the electronic module took one month at SMK Negeri 5 Surabaya, with 26 students as research subjects. The first and seconf meetings delivered material regarding logos as well as students making pre-test and post-test works. The third meeting was filled with students filling out questionnaires.
The results of obtaining data on the effectiveness of electronic modules for students were obtained through questionnaires and students work. The students work is assessed according to the wotk assessment instrument so that student work is measurable. The effectiveness of the electronic module is considered fulfilled if students succeed in making a logo according to the electronic module guidelines.
The conclusion from making an electronic module for X-TKI 2 students at SMK Negeri 5 Surabaya that has been done is that the first material validation gets a score of 75% and the first design validation gets a score of 81,25%. After revision, the material validation results obtained a score of 95,83% and the design validation results obtained a score 93,33%, which is included in the very feasible category. The results of the student response questionnaires to the module obtained a score of 85,71%. If the average of the two response is taken, a value of 80,35 is obtained, which is included in the category suitable for use. At the usage trial stage, the success of module assessed through aspects for student skills. Based on the assessment that has been carried out, data shows that the average value of students has increased by 31%. When analyzed using Richard Hake formula, an increase in values of 31% is included in the ineffective category.