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PUBLICATION MANUSCRIPT

IMPLEMENTATION OF THE ADDIE MODEL IN THE


DEVELOPMENT OF ANDROID-BASED LEARNING MEDIA
IN COMPUTER INTRODUCTION LEARNING

Muhammad Yusril Swandy A, Faldi, Sayekti Haris Suryawan

ARRANGED BY:

MUHAMMAD YUSRIL SWANDY A


1811102441114

INFORMATION ENGINEERING S1 STUDY PROGRAM


FACULTY OF SCIENCE AND TECHNOLOGY
UNIVERSITAS MUHAMMADIYAH KALIMANTAN TIMUR
2022
Publication Manuscript

Implementation of the ADDIE Model in the Development of


Android-Based Learning Media in Computer Introduction
Learning

Muhammad Yusril Swandy A, Faldi, Sayekti Haris Suryawan

Arranged By:

Muhammad Yusril Swandy A


1811102441114

INFORMATION ENGINEERING S1 STUDY PROGRAM


FACULTY OF SCIENCE AND TECHNOLOGY
UNIVERSITAS MUHAMMADIYAH KALIMANTAN TIMUR
2022
Implementation of the ADDIE Model in the Development of
Android-Based Learning Media in Computer Introduction Learning

Muhammad Yusril Swandy A1, Faldi2 , Sayekti Haris Suryawan3

1.2,3
Universitas Muhammadiyah Kalimantan Timur
1,2,3
Information Engineering S1 Study Program Faculty Of Science And Technology
e-mail: 1myusril.swandy17@gmail.com,2fal146@umkt.ac.id, 3shs500@umkt.ac.id

Abstrak

Media pembelajaran interaktif ialah sebuah teknik pembelajaran yang


diaplikasikan dengan sistem komunikasi dua arah. Pada metode pembelajaran interaktif,
guru pada ketika menyajikan bahan ajar, guru menjadi aktor utama dalam membentuk
situasi interaktif yang edukatif. Dalam penelitian Ini, penulis melanjutkan penelitian yang
dilakukan sebelumnya, dalam mengembangkan media pembelajaran interaktif. Pada
penelitian sebelumnya telah dilakukan pengembangan media pembelajaran interaktif .
tujuan dari penelitian ini ialah mengembangkan media pembelajaran interaktif pada
materi pengenalan komputer dengan menggunakan model ADDIE. Model pengembangan
yang digunakan adalah ADDIE model (analyze, design, development, implemention,
evaluation). Penelitian adalah penelitian pengembangan. Subjek dalam penelitian ini
adalah peserta didik kelas X TKJ di SMKN5 samarinda dengan menghitung kelayakan
menggunakan skala likert.

Kata kunci : Model ADDIE, Development, Android, Unity,

Abstract

Interactive learning media is a learning technique that is applied with a two-way


communication system. In the interactive learning method, the teacher when presenting
teaching materials, the teacher becomes the main actor in forming educative interactive
situations. In this study, the authors continue the research conducted previously, in
developing interactive learning media. In previous studies, the development of interactive
learning media has been carried out. The purpose of this research is to develop
interactive learning media on computer introduction materials using the ADDIE model.
The development model used is the ADDIE model (analyze, design, development,
implement, evaluate). Research is development research. The subjects in this study were
students of class X TKJ at SMKN 5 Samarinda by calculating eligibility using a Likert
scale.

.Keyword: Model ADDIE, Development, Android, Unity,

1. INTRODUCTION
Entering 2020 is the beginning of the COVID-19 pandemic phenomenon which is still
ongoing today. The bad impact of COVID-19 has an impact on the world of education in
Indonesia, namely one of SMKN 5 Samarinda, namely SMKN 5 Samarinda, where the learning
process of students and teachers does not have to meet face-to-face or face-to-face but must be
done online or face-to-face. distance learning. These impacts make the learning process less
enjoyable or interesting for students. Many new technological innovations have emerged from
these problems in supporting distance learning, one of which is the development of android-based
learning media. SMKN 5 Samarinda did not escape the impact of the COVID-19 pandemic, so
face-to-face learning switched to using E-learning media, one of which was Google Classroom.

In developing teaching materials, it is necessary to pay attention to the development


model to ensure the quality of teaching materials in supporting the effectiveness of learning
because the development of teaching materials is a linear process with the learning process. The
availability of teaching materials is still minimal, and teaching materials must be arranged based
on the needs of learning objectives. One of the teaching materials development designs that are
often used is the ADDIE Model through 5 stages, namely Analysis, Design, Development,
Implementation, and Evaluation. The development process requires several times of testing a team
of experts, and individual research subjects, on alimited widescale scalele (in the field) and
revisions to perfect the final product so that even though the development procedure is shortened,
it includes a process of testing and revision so that the developed product meets thcriteriaia (
Cahyadi, 2019)[1].

Not only Google Classroom Android- based interactive learning media is needed to
clarify the presentation of learning information to simplify and improve the quality of subjects.
More direct interaction between students and their environment and opportunities for students to
learn independently according to their abilities. Learning media can transcend sensory, spatial, and
time boundaries, provide students with a shared experience of what is happening in their
environment, and allow teachers to interact directly with their environment. More direct
interaction between students and their environment and opportunities for students to learn
independently according to their abilities. Learning media can transcend sensory, spatial, and time
boundaries, provide students with a shared experience of what is happening in their environment,
and allow teachers to interact directly with their environment. More direct interaction between
students and their environment and opportunities for students to learn independently according to
their abilities. Learning media can transcend sensory, spatial, and time boundaries, provide
students with a shared experience of what is happening in their environment, and allow teachers to
interact directly with their environment.

With this research, it is expected that students majoring in TKJ SMKN 5 Samarinda class
X (ten) can learn more interactively with android-based learning media, which will be developed
using the ADDIE research and development model development methodology (analyst, design,
development, implementation, evaluation). It is hoped that it can provide a different learning
experience for users of X TKJ SMKN 5 Samarinda students.

. 2. RESEARCH METHODS

The research stage has been carried out in a series of implementation steps from
beginning to end which have been adapted to needs. In addition, there are steps, namely
introduction, analysis, development, design, implementation, evaluation, feasibility test, final
application, and final report. The stages of the research can be seen in Figure 1.
Fiture 1. Research Stage

Based on Figure 3.1, it can be seen that the development of learning media for the introduction of
Android-based informatics in the tests that will be carried out later only reaches the final test,
namely testing data based on the results of validation from experts and students. The feasibility
test carried out aims to identify the application, whether it is by the objectives, content of the
material, and the interactivity of applications made by developing learning media by taking into
account the feasibility of learning media. The stages of developing the ADDIE model (Analysis,
Development, Design, Implementation, Evaluation) are more fully explained in the ADDIE
development model.
In this interactive learning media research stage, the development model refers to the ADDIE
development model which was adapted from Cennamo, Abell, & Chung in 1996 in the ADDIE
model development research book. (Rayanto & Sugianti, 2020)[2]
The following are the steps for developing the ADDIE model, which can be seen in Figure 1.2.

Figure 1. 1 ADDIE Development Model


Based on the ADDIE development model framework above, it can be arranged into a procedure
for the stages of learning media development, namely from the stages of analysis, design,
development, implementation, and evaluation by (Khoerunisa, 2018)[3], which was adapted from
Cennamo, Abell, & Chung in 1996 with the following explanation:

2.1 Data Collection


The data collection stage is one of the most important stages in research. Correct data collection
techniques will produce data that has high credibility and vice versa. So it is needed as a research
basis to get the information needed in building a learning application. It uses 4 data collection
methods which include:

1. Main data
Primary data in the form of verbal data were obtained directly from interviews with informants
consisting of the head of the department and a teacher as well as direct observation of SMKN 5
Samarinda.

2. Secondary data
Secondary data in the form of books or comments regarding teacher data and competencies and
Collecting the data needed in this research, by reading and searching from several books,
research reports, and previous scientific articles related to interactive learning media, from
basic aspects of computer introduction material using models ADDIE.

3. Observation and interview


Observation is done by observing or identifying problems that occur in students regarding the
lack of learning Media. These observations resulted in an analysis needed to find the problem
to be researched and used as a basis for conducting research and development of learning
media.

4. List of questions
Giving a set of questions to students (respondents) to answer, here are the stages of data using a
survey conducted in this survey to answer a series of questions using a google form to
respondents.

2. 2 Test Design
In the process of designing this test, it can be seen based on the stages of research that
have been carried out, namely at the development stage, a formative validation process is carried
out by each validator, material expert, and media expert. Then the next stage, namely the
implementation stage, also carried out summative validation of respondents (students) using a
questionnaire. The next process is to conduct a feasibility test to get the feasibility results. Then
the evaluation process, which at this stage makes improvements from the suggestions that have
been given by material experts, media experts, and respondents.

Next is the revision stage; if there are complex problems or unusual problems in the computer
introduction learning media, it is necessary to apply the Scrum framework, namely the steps used
to fix complex or urgent problems in the learning media.

The next stage at the research stage is at the development and implementation stage as well as the
results of qualitative data that have been obtained from the test results by distributing
questionnaires or questionnaires to media experts and material experts and respondents (students),
in which the results of qualitative data will be converted into quantitative data. . Through the due
diligence process, to present the results of the feasibility level test for interactive learning media.
Here are some steps according to(Khoerunisa, 2018) [3] adapted from Sugiyono in 2015 include:
1. Collect qualitative data from the questionnaire and then convert it into quantitative data using a
Likert scale. The Likert scale is used to measure or assess attitudes and assess the attitudes and
opinions of respondents who are asked to provide several questions. Furthermore, respondents
were asked to provide answers or responses by choosing one value from the measuring scale
that has been used.

2. The Likert scale used is a positive or even Likert scale. There are 4 levels, which means there
is no middle value. This aims to reduce the possibility of respondents answering choices in the
medium category, which applies to all assessments from experts and respondents (students).
The Likert scale used as the measurement scale is 4,3,2,1 with qualitative descriptions of Very
Good, Good, Less Good, and Not Good. The Likert scale interpretation is shown in Table 2.1

Score Sign
Interval n
Very good 4

Good 3

Not good 2

Very Bad 1
Table 2.1 Likert Scale Interpretation

3. The next process is to calculate the total weight value obtained from the answers to each
question item regarding the feasibility of interactive learning media. Then look for the score
using a formula that can be explained as follows:

∑𝑥̅
𝑥̅ =
𝑛

Information:

x̅ = Average Score

∑x = Total Score of each

n = Number of question items

4. Then the next step is to find the percentage of the feasibility score by calculating the totalscore
of all the answers to each question in the assessment aspect using a formula that can be
explained as follows:

∑Observased Score
𝑃𝑒𝑟𝑐𝑒𝑛𝑡𝑎𝑔𝑒 𝐸𝑙𝑖𝑔𝑖𝑏𝑖𝑙𝑖𝑡𝑦 (%) = 𝑋 100%
∑Expected Maximum Score

5. After the percentage value of eligibility can be obtained, then proceed to the stage of
determining or appointing the predicate by changing the value into the form of a predicate
which is interpreted into a qualitative form based on the measurement scale (Twig scale).
Interpretation of the feasibility category of interactive learning media can be classified using
the rating scale shown in Table 2.2.
Table 2.2 Eligibility Category Based on Rating Scale

Eligibility Category
Score In Percent %
Very unworthy
0 – 30%
Not feasible
31 – 50%

51 – 75% Decent enough

Very worth it
76 – 100%
The results of the assessment from the stage of determining the feasibility of the interactive
learning media above can be used as the final determination of the feasibility of the product
made, whether it is suitable for use or not. For example, the results of the feasibility assessment
fall into the good or decent category. In this case, the product made can be said to be feasible
and is expected to be useful and used in the learning process by students majoring in TKJ at
SMK Negeri 5 Samarinda.

2.3 Model ADDIE


This study aims to develop android-based learning media. The research and development
procedure is an adaptation of the ADDIE research and development steps developed by Dick and
Carry in designing a learning system, which consists of five stages, namely analysis, deployment,
implementation and evaluation[4].

1. Analysis (Analysis)
The first stage of this research and development is the analysis stage by making
observations at SMKN 5 Samarinda. The results of this analysis will be a reference in the
development of interactive learning media based on Android. The results of observations made
in class X TKJ, which in the learning process is less interesting in the use of learning media,
the learning media used in learning are in the form of E-learning media. What is still less
interesting is students' curiosity about the learning material. Therefore, to develop learning
media that is more interesting and interactive to the learning materials being taught.

2. Design (design)
This stage is a follow-up to the analysis stage. In the process of designing (designing)
learning media, a design sketch is needed to help make learning media. The sketch is poured
into a storyboard and use case.

3. Development (Development)
At this stage, namely the development stage, the activities carried out are essential activities
to develop the design stage into a simple application form. This activity produces an initial
model or product that is made to be tested on the design concept that has been displayed.

The following are the steps in the development stage, namely:

a. Making the initial application following the concept or design that has been created and
introduced previously.
b. Conduct initial testing using pre-prepared instruments by validating learning media in the
form of responses and assessments of media experts on the feasibility of interactive
learning media that have been made.
4. Implementation (Implementation)
The next stage is the implementation stage, the real step or system application is carried out
using an application prototype or initial application as a real test material in the field to obtain
initial values or results regarding the level of feasibility, attractiveness, and efficiency. of
learning media. This research was tested indirectly in the field but only by sending a link or
online learning media application file due to the pandemic situation. Following are the stages
of implementation:

a. the trial was conducted online by applying a learning media application that involved the
subject in this study.
b. Then carry out device validation or assessment of learning media by students.

5. Evaluation Phase (Evaluate)


This stage is the last stage of the development and evaluation of ADDIE, namely the stage
carried out through discussion. If there are still revisions or changes in learning media to
achieve research objectives, it can be useful for students, suitable for learning media.

3. RESULT AND DISCUSSION

3.1 Material expert validation

Material experts in the process of validating learning media using Android uses 1 expert.
Validation by material experts in addition to conducting a feasibility assessment, material experts
also provide comments and suggestions to improve the media. The results of the validation carried
out by material experts can be seen in table 3.1 below:

Table 3.1 Material Expert

Rerata Σhasil ΣSkor Presesntase


No Aspek Penilaian Skor Skor Maks (%)
Ahli
Materi
1 Kandungan Kognisi 3.5 28 32 87.5
2 Penyajian Informasi 3.67 44 48 91.6

Total Presentase Materi 89.6

3.2 Media expert validation

Media experts in validating learning media using this android application use 1 expert. The
validation carried out by media experts is related to the media display aspect. Validation by
material experts in addition to conducting a feasibility assessment, media experts also provide
comments and suggestions to improve the media. The results of the validation carried out by
material experts can be seen in table 3.2 below:
Table 3.2 Media Expert

Rerata ΣHasil Σskor Presentase


No Aspek Penilaian Skor Skor Maks (%)
Ahli Media

1 Kemudahan Navigasi 3,4 31 36 86.1


2 Integrasi Media 3 6 8 75.0
3 Artistik dan Estetika 8 37 48 77.1
4 Fungsi Keseluruhan 3,2 16 20 80.0
Total Presentase 79,55

3.3 Implementation student

The implementation stage is a real step or system application that is carried out using an
application prototype or initial application as a real test material in the field to obtain initial values
or results about the level of feasibility, attractiveness and efficiency of the learning media.

The results of student responses to learning media using android applications can be seen in 4.3
below:

Table 3.3 Student

Jumlah Nilai Jumlah Rerata


No Aspek Item Ideal Nilai Nilai (%)

1 Kandungan Kognisi 4 320 260 81.3


Penyajian Informasi
2 6 480 400 83.3

Kemudahan
3 Navigasi 4 320 266 83.1

Artistik dan Estetika


4 6 480 404 84.2

5 Fungsi Keseluruhan 4 320 277 86.6


Total 24 1.920 1.607 83.7

4. CONCLUSION

Based on the results of research and discussion regarding the application of interactive learning to
introduce class X computers majoring in TKJ at SMKN 5 Samarinda, it can be concluded as
follows:

Interactive learning media in computer introduction subjects for TKJ majors at SMKN 5
Samarinda has fulfilled the need to be a computer introduction learning medium, shown by the
suitability between the needs of users of features that have been tested for completeness in aspects
of Ease of navigation, Ease of Cognition, Media integration, Artistic, information presentation, and
overall function. Interactive learning media for computer introduction uses the ADDIE Model with
the stages of analysis, design, development, implementation, and evaluation.
The role of educational technology in developing quality learning that leads to using learning
resources including teaching materials. The development of teaching materials needs to refer to the
development model to ensure the quality of teaching materials in supporting the effectiveness of
learning. One of the teaching materials development designs that are often used is the ADDIE
model through 5 stages; Analysis, Design, Development, Implementation and Evaluation. In
further development, the ADDIE model is often used in the development of teaching materials.

5. SUGGESTION

With this learning media, it is hoped that students will use it as learning material and
learning media that can be used anywhere and anytime without being limited by space and time.

Suggestions from researchers for further product development are as follows:

1. For student
students can use interactive learning media to introduce computers as teaching and learning
activities and also as a means of independent learning.

2. For researchers
It is hoped that the learning media can be further refined on the image, animation/video side,
add new features that can attract students' interest in learning and deepen the content of the
material contained in the learning media, so as to produce learning media with a better
appearance with complete material. and perfect as well as increase the spirit of student
learning.

3. For teachers
The teacher uses interactive learning media in learning strategies for computer introduction. In
addition, teachers should also participate in developing similar media so that learning facilities
are more varied.

REFERENCES

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Research Institutes.
https://play.google.com/books/reader?id=pJHcDwAAQBAJ&pg=GBS.PR1&hl=en

[3] Khoerunisa, S. (2018). DEVELOPMENT OF INTERACTIVE MULTIMEDIA LEARNING


ON MOBILE IMAGE TAKING TECHNIQUE COURSE XII FOR MULTIMEDIA
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[4] Januszewski, A. and Molenda, M. (2008). Technology: Definition With Comments (New
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[5] Hutabri, E., & Putri, AD (2019). Design of Android-Based Interactive Learning Media in
Social Science Subjects for Elementary School Children. Journal of Sustainability: Journal of
Applied Research and Industry Results, 8(2), 57–64.
https://doi.org/10.31629/sustainable.v8i2.1575
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[7] Mustaqbal, MS, Firdaus, RF, & Rahmadi, H. (2015). Application Testing Using Black Box
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