Aplikasi blood smart: Media pembelajaran biologi berbasis android di era revolusi industri 4.0

  • Nurul Asikin Pendidikan Biologi, Universitas Maritim Raja Ali Haji, Tanjungpinang, Indonesia
  • Nevrita Nevrita Pendidikan Biologi, Universitas Maritim Raja Ali Haji, Tanjungpinang, Indonesia
  • Wihelmina Noni Pendidikan Biologi, Universitas Maritim Raja Ali Haji, Tanjungpinang, Indonesia
Keywords: Android, blood smart, learning media

Abstract

The learning media based on android for biology have not been used optimally in the era of the industrial revolution 4.0. The research objective was to determine the feasibility of blood smart applications as a learning media based on android for biology in the era of the industrial revolution 4.0. The type of research used is research and development with the Thiagarajan Four-D model which includes define, design, and develop. The research instrument used a material expert questionnaire, media expert, teacher practicality questionnaire, and student practicality questionnaire given to 30 students. The research data is qualitative in the form of suggestions and comments from experts and teachers which are analyzed descriptively, while quantitative data is processed into interval data using a Likert scale. The results showed that the blood smart application was declared valid in the media aspect (95.2%), the material aspect (87.5%). The practicality of the blood smart application by the teacher was 95% (very practical criteria), and the practicality by students was 91.8% (very practical criteria). Thus, the blood smart application is suitable for use as a learning media based on android for biology in the era of the industrial revolution 4.0.

References

Ahmed, R. R., Salman, F., Malik, S. A., Streimikiene, D., Soomro, R. H., & Pahi, M. H. (2020). Smartphone use and academic performance of university students: A mediation and moderation analysis. Sustainability (Switzerland), 12(1), 1–28. https://doi.org/10.3390/SU12010439

Almara’beh, H., Amer, E. F., & Sulieman, A. (2016). Effectiveness of Multimedia Learning Tools in Education. International Journal of Advanced Research in Computer Science and Software Engineering, 5(12), 761–764. Retrieved from www.ijarcsse.com

Amna, M., Wirasasmita, R. H., & Fathoni, A. (2018). Pengembangan Media Pembelajaran Berbasis Android Pada Mata Kuliah Sistem Operasi Di Universitas Hamzanwadi. EDUMATIK: Jurnal Pendidikan Informatika, 2(1), 1–7. Retrieved from http://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/816

Aprilia, S., Wijaya, A., & Suryadi, S. (2014). Efektivitas Website Sebagai Media E-Government dalam Meningkatkan Pelayanan Elektronik Pemerintah Daerah (Studi Pada Website Pemerintah Daerah Kabupaten Jombang). Wacana, Jurnal Sosial Dan Humaniora, 17(3), 126–135. https://doi.org/10.21776/ub.wacana.2014.017.03.3

Arsyad, A. (2016). Media Pembelajaran. Jakarta: PT Raja Grafindo Persada.

Asikin, N. (2016). Pembelajaran Biologi Berpendekatan Saintifik Model Sains Teknologi. Pedagogi Hayati, 01(01), 1–10. https://doi.org/https://doi.org/10.31629/ph.v1i1.32

Asikin, N. (2018a). Development Audio-Visual Learning Media of Hydroponic System on Biotechnology Topic For Senior High Schools, 174(Ice 2017), 197–201. https://doi.org/10.2991/ice-17.2018.44

Asikin, N. (2018b). Media Pembelajaran Berbasis Web Pada Mata Kuliah Biologi Sel: Kajian Dari Aspek Validitas. Pedagogi Hayati, 2(1), 33–37. https://doi.org/10.31629/ph.v2i1.271

Evriyanti, T., Muhartati, E., & Irawan, B. (2019). Profil Media Pembelajaran di SMP Negeri Se-Kecamatan Tanjungpinang Timur. Pedagogi Hayati, 3(1), 34–43. https://doi.org/10.31629/ph.v3i1.1125

Hidayati, N., & Irmawati, F. (2019). Developing Digital Multimedia of Human Anatomy and Physiology Material Based on STEM education. JPBI (Jurnal Pendidikan Biologi Indonesia), 5(3), 497–510. https://doi.org/10.22219/jpbi.v5i3.8584

Hidayati, N., Irmawati, F., & Prayitno, T. A. (2019). Peningkatan Keterampilan Berpikir Kritis Mahasiswa Biologi Melalui Multimedia STEM Education. JPBIO (Jurnal Pendidikan Biologi), 4(2), 84–92. https://doi.org/10.31932/jpbio.v4i2.536

Hidayati, N., Pangestuti, A. A., & Prayitno, T. A. (2019). Edmodo Mobile : Developing E-module on Biology Cell For Online Learning Community. Biosfer: Jurnal Pendidikan Biologi, 11(2), 78–89. https://doi.org/10.21009/biosferjpb.v11n2.90-100

Kustandi, C. & Sutjipto, B. (2013). Media Pembelajaran Manual dan Digital. Bogor: Ghalia Indonesia.

Kuswanto, J., & Radiansah, F. (2018). Media Pembelajaran Berbasis Android Pada Mata Pelajaran Sistem Operasi Jaringan Kelas XI. Jurnal Media Infotama, 14(01), 15–20. https://doi.org/10.32332/an-nabighoh.v20i01.1131

Marlini, C., & Rismawati (2019). Praktikalitas Penggunaan Media Pembelajaran Membaca Permulaan. Jurnal Tunas Bangsa, 6(2), 277–289. Retrieved from https://tunasbangsa.stkipgetsempena.ac.id/?journal=home&page=article&op=view&path%5B%5D=142

Muhaimin, M., Habibi, A., Mukminin, A., Saudagar, F., Pratama, R., Wahyuni, S., … Indrayana, B. (2019). A sequential explanatory investigation of TPACK: Indonesian science teachers’ survey and perspective. Journal of Technology and Science Education, 9(3), 269–281. https://doi.org/10.3926/jotse.662

Nazar, M., Putri, R. I. C., & Puspita, K. (2020). Developing an android-based game for chemistry learners and its usability assessment. International Journal of Interactive Mobile Technologies, 14(15), 111–124. https://doi.org/10.3991/IJIM.V14I15.14351

Nevrita, Asikin, N., & Amelia, T. (2020). Analisis Kompetensi TPACK pada Media Pembelajaran Guru Biologi SMA. Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education), 8(2), 203–217. https://doi.org/10.24815/jpsi.v8i2.16709

Pranata, M. A., Santyadiputra, G. S., & Sindu, I. G. P. (2017). Rancangan Game Balinese Fruit Shooter Berbasis Virtual Reality Sebagai Media Pembelajaran, 6, 256–270. https://doi.org/http://dx.doi.org/10.23887/janapati.v6i3.11994

Prasojo, L. D., Habibi, A., Mukminin, A., Muhaimin, Taridi, M., Ikhsan, & Saudagar, F. (2017). Managing digital learning environments: Student teachers’ perception on the social networking services use in writing courses in teacher education. Turkish Online Journal of Educational Technology, 16(4), 42–55. Retrieved from https://eric.ed.gov/?id=EJ1160635

Prayitno, T. A., & Hidayati, N. (2017). Pengembangan Multimedia Interaktif Bermuatan Materi Mikrobiologi Berbasis Edmodo Android. Bioilmi: Jurnal Pendidikan, 3(2), 86–93. https://doi.org/10.19109/bioilmi.v3i2.1399

Riyanto, & Susilawati, L. (2019). Penerapan Media Aurora Animasi 3D Maker Untuk Meningkatkan Hasil Belajar Kognitif Mahasiswa Biologi IKIP Budi Utomo Malang. Edubiotik : Jurnal Pendidikan, Biologi Dan Terapan, 4(01), 52–56. https://doi.org/10.33503/ebio.v4i01.438

Rusdi, M. (2018). Penelitian Desain Dan Pengembangan Kependidikan: Konsep, Prosedur, Dan Sintesis Pengetahuan Baru. Depok: Raja Grafindo Persada.

Rusman. (2012). Belajar dan Pembelajaran Berbasis Komputer. Bandung: Alfabeta.

Sadikin, A. (2019). Interactive Media Development of E-Learning in Welcoming 4 . 0 Industrial Revolution On Ecosystem Material for High School Students Pengembangan Media E-Learning Interaktif Dalam Menyongsong Revolusi Industri 4 . Jurnal Ilmiah Pendidikan Biologi, 5(2), 131–138. https://doi.org/10.22437/bio.v5i2.7590 131

Saputro, R. E., & Saputra, D. I. S. (2014). Pengembangan Media Pembelajaran Mengenal Organ Pencernaan Manusia Menggunakan Teknologi Augmented Reality. Jurnal Buana Informatika, 6(2), 153–162. https://doi.org/https://doi.org/10.24002/jbi.v6i2.404

Stamer, I., Pönicke, H., Tirre, F., Laherto, A., Höffler, T., Schwarzer, S., & Parchmann, I. (2020). Development & validation of scientific video vignettes to promote perception of authentic science in student laboratories. Research in Science & Technological Education, 38(2), 168–184. https://doi.org/10.1080/02635143.2019.1600491

Wabula, M., Papilaya, P. M., & Rumahlatu, D. (2020). Pengaruh model pembelajaran discovery learning berbantuan video dan problem based learning terhadap motivasi dan hasil belajar siswa. Edubiotik : Jurnal Pendidikan, Biologi Dan Terapan, 5(01), 29–41. https://doi.org/10.33503/ebio.v5i01.657

Yektyastuti, R., & Ikhsan, J. (2016). Pengembangan Media Pembelajaran Berbasis Android pada Materi Kelarutan untuk Meningkatkan Performa Akademik Peserta Didik SMA Developing Android-Based Instructional Media of Solubility to Improve Academic Performance of High School Students. Jurnal Inovasi Pendidikan IPA, 2(1), 88–99. https://doi.org/10.21831/jipi.v2i1.10289
Published
2020-11-08
How to Cite
Asikin, N., Nevrita, N., & Noni, W. (2020). Aplikasi blood smart: Media pembelajaran biologi berbasis android di era revolusi industri 4.0. Edubiotik : Jurnal Pendidikan, Biologi Dan Terapan, 5(02), 103-113. https://doi.org/10.33503/ebio.v5i02.826
Abstract viewed = 2066 times
PDF downloaded = 1398 times