PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF DENGAN APLIKASI SWISHMAX PADA MATERI PERBAIKAN PERANGAKAT PHERIPERAL KOMPUTER DI JURUSAN TEKNIK KOMPUTER DAN JARINGAN SEKOLAH MENENGAH KEJURUAN

Penulis

  • Lisa Nofriani Putri
  • Zulfa Amrina
  • Adlia Alfi Riani

Abstrak

Purpose of this study is to produce an interactive learning media with swishmax application on the pheriperal’s device in computer to repair material at network engineering vocational schools (SMK) a valid and practical. This research study used three-stage development of a 4-D model, which consists of the define phase (definition), design (design) and develop (development). The subjects of this study consisted of 2 people validator and to test the practicalities conducted by 2 teachers and 25 students in class X at SMKN 3 Pariaman. This research data is primary data obtained from validity and practicalities’ questionnaire, then analyzed with descriptive analysis. This research produced in the form of interactive learning media products with swishmax application. Media interactive learning with swishmax application declared valid by the lecturer both the feasibility of content’s variable, media and linguistic forms with value 93.43%. Media interactive learning with swishmax applications also has been expressed practically by teachers and students from  students’ interest, the using process, increasing of student activity, using of time and evaluation of the value of 89.4% and 90.2%. Based on the results of this study, the writer can concluded that interactive learning media using swishmax application on the pheriperal’s device in computer to repair material in students majoring TKJ is valid and practical.

Key Words : Interactive learning media, swishmax applications, valid and practical.

 

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Diterbitkan

2015-02-10