1Nora Meta Putri , 2Heri Mulyono, 3Faiza Rini, 4Adlia Alfiriani , 5Mourend Devegi
1,2,3,4,5Universitas PGRI Sumatera Barat
DOI : https://doi.org/10.47191/ijmra/v7-i01-29Google Scholar Download Pdf
ABSTRACT:
The object-oriented programming learning process at SMKN 1 Ranah Ampek Hulu Tapan is not optimal, this is due to several problems, namely the availability of learning media only in the form of printed books that students borrow from the school library. This causes students to lack understanding of the learning material and are less motivated to study and causes students' grades to be low according to the data obtained that the students' KKM completeness score is only 64.28%. The aim of this research is to develop valid and practical object-oriented programming learning media. The research method used is development research (R&D) with the ADDIE model which consists of 5 stages, namely analysis, development, design, implementation, and evaluate at each stage. This research involved 28 class XI RPL students who took part in object-oriented programming lessons. Results This research is in the form of Android-based learning software that can be used as a complement to the learning process, especially object-oriented programming subjects. This product has been grade tested its validity by several material experts and learning media experts and an average validity value of 87.79% was obtained. And the practicality test results from users, namely teachers and students, obtained an average practicality value of 85.89%.
KEYWORDS:Development, Android, Validity, Practicality
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Volume 07 Issue 01 January 2024
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