Development of Android-Based Virtual Class Applications for Internship Students at SMK Level at PT. Esa Cipta Sejahtera
Pengembangan Aplikasi Virtual Class Berbasis Android Untuk Siswa Magang Tingkat SMK di PT. Esa Cipta Sejahtera
Abstract
The purpose of the study is to know the level of feasibility of viclass for apprentice level in vocational high school. Media viclass is an application based on Android and there is discussion forum in a real time with a concept of virtual class. This research uses ADDIES (Analysis, Design, Development, Implementation, Evaluation) model for development. The application was developed for discussion between apprentice student with their tutor from school with student centered learning approach. Forum discussion contains 1 tutor and some apprentice student who submit topics. Topic submission is done by apprentice student and got approval by tutor. Validation media is needed before the media applied to users. Validation media is done twice. First is by media expert and secondly by media content expert. Validation result by media expert generate 75%, which mean a high level of validation with little revision. Validation result by media content expert generate 89%, which mean a very high level of validation without revision. Feasibility test is carried after the media has been improved based on expert revisions. Feasibility test to 9 apprentice student and 1 tutor generates 80.5% and set worthy to use with little revision
References
Arikunto (2007). Dasar - Dasar Evaluasi Pendidikan (Jakarta: Bumi Aksara).
Arikunto, S. (2014). Prosedur Penelitian Suatu Pendekatan Praktek (Jakarta: PT.Rineka Cipta).
Creswell, J. W. (2016). Research and Design : Pendekatan Metode Kualitatif, Kuantitatif dan Campuran Edisi Keempat (Yogyakarta: Pustaka Pelajar).
dan Kebudayaan, K. P. (2003). Undang – Undang No. 20 Tahun 2003 tentang Sistem Pendidikan Nasional.
Darmawan (2016). Metode Penelitian Kuantitatif (Bandung: PT. Remaja Rosdakarya).
Depdiknas (2008). Pelaksanaan Prakerin.
Goenawan (2015). Generasi Millenial Kuasai Internet Indonesia. https://inet.detik.com/.https://inet.detik.com/cyberlife/d-2870859/generasimillenial-kuasai-internet-indonesia. (Accessed on 2017-12-01).
Mulyatiningsih, E. (2010). Metode Penelitian Terapan Bidang Pendidikan (Yogyakarta: Alfabeta).
Putra, Yoto, and Solichin (2017). STUDI TENTANG PENGELOLAAN PRAKTIK KERJA INDUSTRI DI SMK NEGERI 3 JOMBANG. JURNAL PENDIDIKAN PROFESIONAL 6, 337–349.
Sa’dun and Akbar (2013). and others (ed.) (Bandung: PT. Remaja Rosda Karya).
Sari, H. V. and Suswanto, H. (2017). Pengembangan Media Pembelajaran Berbasis Web Untuk Mengukur Hasil Belajar Siswa Pada Mata Pelajaran Komputer dan. Jaringan Dasar Program Keahlian Teknik Komputer dan Jaringan 2, 1008–1016.
Setyowati, A. (2019). The Effectiveness of Adventure Based Counseling Program to Improve Student Happiness. GUIDENA: Jurnal Ilmu Pendidikan, Psikologi, Bimbingan dan Konseling 8, 2018–2033. doi:10.24127/gdn.v8i1.1169.
Copyright (c) 2018 Mochammad Afrizal Kurniawan, Fitria Nur Hasanah
This work is licensed under a Creative Commons Attribution 4.0 International License.