PENGEMBANGAN MEDIA VIDEO INTERAKTIF UNTUK MENINGKATKAN KETERAMPILAN PENGGUNAAN MARKETPLACE PADA ANGGOTA BANK SAMPAH DI YAYASAN ERBE

ANA YULIANA, . (2023) PENGEMBANGAN MEDIA VIDEO INTERAKTIF UNTUK MENINGKATKAN KETERAMPILAN PENGGUNAAN MARKETPLACE PADA ANGGOTA BANK SAMPAH DI YAYASAN ERBE. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk menghasilkan media berupa video interaktif sebagai sumber pengetahuan dan keterampilan penggunaan marketplace pada anggota bank sampah di Yayasan Erbe .Metode penelitian menggunakan metode Research and Development (R&D) serta model yang digunakan dalam proses pengembangan media pembelajaran interaktif model pengembangan Multimedia Development Life Cycle (MDLC) dengan melalui 6 tahapan. Sumber data berupa data kuantitatif sebagai data pokok dan data kualitatif. Teknik pengumpulan data menggunakan metode angket dengan subyek penelitian Anggota Bank Sampah di Yayasan Erbe sebanyak 25 orang. Selanjutnya data yang diperoleh dianalisis dengan menggunakan statistik deskriptif kualitatif. Hasil penelitian yang telah dilakukan diketahui bahwa kelayakan media pembelajaran interaktif berdasarkan ahli media masuk dalam kategori sangat baik dengan rata-rata skor keseluruhan aspek 4,4 dan persentase kualitas media 86%. Ahli materi masuk dalam kategori baik dengan rata-rata skor keseluruhan aspek 3,9 dengan persentase kualitas media 80%. Berdasarkan uji coba responden, media pembelajaran ini masuk dalam kategori baik dengan rata-rata skor keseluruhan aspek 4,1 dengan persentase kualitas media 83.72%. Jadi berdasarkan ahli media, materi, dan responden maka media pembelajaran interaktif layak digunakan untuk mendukung kegiatan belajar penggunaan marketplace pada anggota Bank Sampah di Yayasan Erbe. Kata kunci: media , video interaktif, penggunaan marketplace ***** This study aims to produce media in the form of interactive videos as a source of knowledge and skills in using the marketplace for waste bank members at the Erbe Foundation. The research method uses the Research and Development (R&D) method and the model used in the process of developing interactive learning media is the Multimedia Development Life Cycle development model. (MDLC) through 6 stages. Source of data in the form of quantitative data as the main data and qualitative data. The data collection technique used the questionnaire method with 25 members of the Waste Bank at the Erbe Foundation as research subjects. Furthermore, the data obtained were analyzed using qualitative descriptive statistics. The results of the research that has been done show that the feasibility of interactive learning media based on media experts is in the very good category with an average overall score of 4.4 and a percentage of media quality of 86%. Material experts are in the good category with an average overall score of 3.9 with a media quality percentage of 80%. Based on the respondent's trial, this instructional media is included in the good category with an average overall score of 4.1 with a percentage of media quality of 83.72%. So based on media experts, materials, and respondents, interactive learning media is appropriate to use to support learning activities using the marketplace for members of the Waste Bank at the Erbe Foundation. Keywords: media, interactive video, marketplace usage

Item Type: Thesis (Sarjana)
Additional Information: 1). Karta Sasmita, S.Pd., M.Si., Ph.D ; 2). Drs. Ahmad Tijari, M.Pd
Subjects: Pendidikan > Media Pembelajaran
Divisions: FIP > S1 Pendidikan Luar Sekolah
Depositing User: Users 18550 not found.
Date Deposited: 31 Aug 2023 23:48
Last Modified: 31 Aug 2023 23:48
URI: http://repository.unj.ac.id/id/eprint/40668

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