Skripsi
Pengembangan bahan ajar digital mata pelajaran Pemrograman Web bermuatan priject based learning untuk menumbuhkan kreatifitas siswa kelas X Program Keahlian Rekayasa Perangkat Lunak di SMK Negeri 2 Singosari / Nena Erviana
Abstrak
ABSTRAK Nena Erviana. 2017. Pengembangan Bahan Ajar Digital Mata Pelajaran Pemrograman Web Bermuatan Project Based Learning Untuk Menumbuhkan Kreativitas Siswa Kelas X Program Keahlian Rekayasa Perangkat Lunak di SMKN 2 Singosari. Skripsi Jurusan Teknik Elektro Fakultas Teknik Universitas Negeri Malang. Pembimbing (I) Drs. Setiadi C.P. M.Pd. M.T (II) M. Zainal Arifin S.Si. M.Kom Kata Kunci Pengembangan Bahan ajar digital Pemrograman Web Project Based Learning Bahan ajar merupakan informasi alat dan teks yang diperlukan guru atau instruktur untuk perencanaan proses pembelajaran namun kenyataan yang ada bahan ajar yang sekarang digunakan belum mampu menujang proses pembelajaran khususnya dalam menumbuhkan kreativitas belajar siswa. Bahan ajar digital yang di kembangkan terintegrasi dengan model pembelajaran project based learning yang di harapkan dapat meningkatkan kreativitas belajar peserta didik. Penelitian ini bertujuan untuk merancang bahan ajar digital membuat bahan ajar digital dan mengetahui kelayakan bahan ajar digital untuk mata pelajaran Pemrograman Web. Model penelitian yang digunakan adalah model penelitian ADDIE untuk pengembangan media dan model penelitian DICK AND CAREY untuk pengembangan konten/isi. Model penelitian dan pengembangan ADDIE terdiri dari lima langkah antara lain (1) analyze (analisis) (2) design (desain) (3) development (pengembangan) (4) implementation (implementasi) dan (5) evaluation (evaluasi). Model penelitian dan pengembangan DICK AND CAREY terdiri dari sepuluh langkah antara lain (1) menganalisis kebutuhan untuk mengidentifikasi tujuan (2) menganalisis pembelajaran (3) menganalisis pebelajar dan konteksnya (4) menuliskan tujuan unjuk kerja (5) mengembangkan instrumen penilian (6) mengembangkan strategi pembelajaran (7) mengembangkan dan memilih bahan pembelajaran (8) merancang dan melaksankan evauasi formatif (9) merevisi pembelajaran dan (10) merancang dan melaksanakan evaluasi sumatif. Subyek penelitian ini adalah peserta didik kelas X program keahlian Rekayasa Perangkat Lunak di SMKN 2 Singosari yang sedang menempuh mata pelajaran Pemrograman Web. Teknik pengumpulan data dengan menggunakan lembar validasi kepada ahli materi lembar validasi kepada ahli media lembar uji coba produk awal lembar uji coba produk akhir dan lembar observasi kreativitas. Berdasarkan hasil penelitian dan analisis data maka didapatkan presentase hasil validasi konten dari ahli materi I sebesar 95% yang tergolong sangat layak hasil validasi konten dari ahli materi II sebesar 90 63% yang tergolong sangat layak hasil validasi media dari ahli media sebesar 95% yang tergolong sangat layak hasil uji coba awal sebesar 79 25% yang terglong cukup layak dan hasil uji coba akhir sebesar 86 31% yang tergolong sangat layak. Dari hasil tersebut dapat disimpulkan produk pengembangan layak digunakan pada mata pelajaran Pemrograman Web. ABSTRACT Nena Erviana.2017. Development of Digital Learning Materials Web Programming Lessons Integrated Project Based Learning To Enhance Student Creativity X Class Software Engineering Skills in SMK Negeri 2 Singosari. Thesis Department of Electrical Engineering Faculty of Engineering State University of Malang. Advisor (I) Drs. Setiadi C.P. M.Pd. M.T. (II) M. Zainal Arifin S.Si. M.Kom Kata Kunci Development Digital Book Web Programming Project Based Learning Learning materials are information tools and text needed by teachers or instructors to plan the learning process but the fact that there are materials that are now used has not been able to support the learning process especially in fostering student learning creativity. The developed digital instructional materials are integrated with the learning-based learning model. The objective of the research is to develop digital teaching materials for Web-Based Course Programming Learning subjects get the feasibility of digital teaching materials for Web Programming subjects and get the students level of creativity using digital learning materials for Web Programming subjects. The research model used is the ADDIE research model for media development and the Dick and Carey research model for content development. The ADDIE research and development models to consist of five steps (1) analyze (2) design (3) development (4) implementation and (5) evaluation. The Dick And Carey research and development models to consist of ten steps including (1) analyzing the need to identify objectives (2) analyzing learning (3) to analyzing learners and the context (4) writing performance goals (5) Develop assessment instruments (6) develops learning strategies (7) developing and selecting learning materials (8) designing and implementing formative evaluation (9) revising learning and (10) designing and executing summative evaluations. The subject of this research is the X class student of software engineering skill program at SMKN 2 Singosari who is studying Web programming subjects. Data collection techniques using validation sheet by material expert validation sheet by media expert initial product trial sheet final producttrial sheet and creative observation sheet. Based on the results of research and data analysis then got the percentage of content validation results from material experts I of 95% is quite reasonable the content validation results from material experts II of 90.63% which is very reasonable media validation results from media experts of 95% Which is considered very feasible the initial test results of 79.25% which which classified quite feasible quite feasible the final test results of 86.31% which belongs very decent and the results of the student creativity test in the amount of data high above 15 with the percentage 93 3% 28 students moderate category between grades 11 to 14 had percentage of 67 7% as many as two students and lower value category below 10 with 0% percentage of 0 students.