Pembelajaran Seni Musik di SMPN 12 Surabaya Melalui Multimedia Interaktif Microsoft Sway
Music Learning Through Microsoft Sway Interactive Multimedia at SMPN 12 Surabaya
Teknologi dalam dunia pendidikan semakin menunjukkan perannya. Oleh sebab itu pemanfaatan media belajar semakin variatif dan interaktif. Salah satu kegiatan yang memanfaatkan media berbasis teknologi ialah kegiatan pembelajaran seni musik di SMPN 12 Surabaya. Penelitian ini bertujuan menganalisis pembelajaran seni musik di SMPN 12 Surabaya melalui multimedia interaktif Microsoft Sway. Teori sebagai landasan penelitian ini ialah multimedia interaktif, Microsoft Sway¸ dan pembelajaran seni budaya khususnya bidang musik. Penelitian ini menggunakan pendekatan kuantitatif-kualitatif dengan teknik pengumpulan data wawancara, observasi, dan dokumentasi. Subjek penelitian antara lain: kepala sekolah, guru seni budaya, dan siswa. Keabsahan data menggunakan triangulasi teknik. Dalam tahap analisis data dimulai dari proses reduksi data, penyajian data, dan kesimpulan. Kegiatan belajar diamati melalui instrumen penelitian yang dianalisis menggunakan Skala Likert. Proses pembelajaran melalui beberapa tahap yakni; pembuatan media, proses pembelajaran selama empat pertemuan serta tahap evaluasi untuk mengamati respon dan hasil belajar siswa. Temuan penelitian mengenai proses pembelajaran melalui Microsoft Sway termasuk kategori efektif dengan rata-rata 87,5%. Hasil belajar siswa melalui proyek sajian vokal grup mendapatkan rata-rata nilai 91.06. Media pembelajaran yang interaktif, dapat memotivasi siswa dalam belajar yang membuat akselerasi penyerapan materi lebih meningkat yang dapat berimplikasi pada hasil belajar.
Kata Kunci : Media Pembelajaran, Microsoft Sway, Seni Budaya, Seni Musik.
Technology in realm of education is increasingly showing its role. Therefore, the use of learning media is more varied and interactive. One of the activities that utilize technology-based media is music learning activities at SMPN 12 Surabaya. This study aims to analyze music learning at SMPN 12 Surabaya through interactive multimedia, namely Microsoft Sway. The theories those are used as the basis for this research are: interactive multimedia, Microsoft Sway¸ and arts and culture learning, especially in realm of music. This study used quantitative-qualitative approach with data collection techniques included: interview, observation, and documentation. Research subjects included: school principal, arts and culture teachers, and also students. The data validity using triangulation techniques. In the data analysis stage, starting from the data reduction process, data presentation, and conclusions. Learning activities were observed through research instruments which were analyzed using Likert Scale. The learning process has gone through several stages, namely; making media, the learning process for four meetings and the evaluation stage to observe student responses and learning outcomes. Research findings regarding the learning process through Microsoft Sway are in the effective category with an average of 87.5%. Students’ learning outcomes through the group vocal presentation project got an average score of 91.06. Interactive learning media can motivate students in learning which makes the acceleration of material absorption got increased, which can have implications for learning outcomes.
Keywords: Learning Media, Microsoft Sway, Arts and Culture Education, Music Education.