Analisis Praktikalitas Media Pembelajaran Interaktif Berbasis Swishmax Dalam Materi Hukum Newton Dan Penerapannya Kelas VIII SMP

Main Article Content

Ratna Indriasari
Andi Muh Akbar Saputra
Enny Zarvianti

Abstract

In the era of technology and information that continues to develop, the use of interactive learning media is an important focus in education. However, in-depth research is still needed to test the effectiveness of SwishMax-based interactive learning media in improving student learning outcomes. This study aims to analyze the effectiveness of SwishMax-based interactive learning media on Newton's law material and its application in class VIII SMP. The method used in this research is 4D (Define, Design, Develop, Disseminate) in the development of learning media. This research trial involved students and teachers to collect data on the practicality of the developed learning media. The results showed that SwishMax-based interactive learning media was very practical for students to use in learning with a practicality percentage of 89.37%. In addition, this learning media was also found to be very practical when used in other classes. In conclusion, interactive learning media based on SwishMax on  Newton's Laws and Their Applications in class VIII of junior high school meets the criteria of being very practical and effective.

Article Details

How to Cite
Indriasari, R., Muh Akbar Saputra, A., & Zarvianti, E. (2023). Analisis Praktikalitas Media Pembelajaran Interaktif Berbasis Swishmax Dalam Materi Hukum Newton Dan Penerapannya Kelas VIII SMP. Journal on Education, 6(1), 3494-3499. https://doi.org/10.31004/joe.v6i1.3419
Section
Articles

References

Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11.
Ashabul Taufik, & Andi Muh. Akbar Saputra. (2023). Desain Media Pembelajaran Berbasis Smartphone Android Menggunakan Adobe Flash Cs6 Pada Mata Pelajaran Sistem Operasi Komputer Smk Gunung Sari 1 Makassar. Jurnal Publikasi Teknik Informatika, 2(1), 68-77. https://doi.org/10.55606/jupti.v1i1.1195
Melati, E., Fayola, A., Hita, I., Saputra, A., Zamzami, Z., & Ninasari, A. (2023). Pemanfaatan Animasi sebagai Media Pembelajaran Berbasis Teknologi untuk Meningkatkan Motivasi Belajar. Journal on Education, 6(1), 732-741. https://doi.org/10.31004/joe.v6i1.2988
Nurbasmala. 2013. Pengembangan Media Pembelajaran Matematika Berbasis Multimedia Menggunakan Softwere SwishMax Pada Pokok Bahasan Luas Dan Volume Bangun Ruang Sisi Datar. Skripsi. Universitas Sriwijaya: Palembang.
Rianto, T. Y. (2019). Pengembangan Media Pembelajaran Interaktif Berbasis SwishMax Pada Materi Hukum Newton. Jurnal Inovasi Pendidikan IPA, 5(2), 165-174.
Richey, R. C., Klein, J. D., & Nelson, W. A. (2004). Developmental research: Studies of instructional design and development. In R. C. Richey (Ed.), Instructional Design Theories and Models: A New Paradigm of Instructional Theory (Vol. 2, pp. 65-90). Routledge.
Tomcho, T. J., & Foels, R. (2012). Meta-analysis of group learning activities: Empirically based teaching recommendations. Teaching of Psychology, 39(3), 159-169.
Zarvianti, E., Pilendia, D., & Sandra, L. (2022). Validasi Media Pembelajaran Fisika Berbasis Canva Pada Materi Impuls Dan Momentum Di Kelas X SMKN 4 Kerinci. Jurnal Pendidik Indonesia (JPIn), 5(2), 519-527.

Most read articles by the same author(s)