PENGEMBANGAN E-MODUL INTERAKTIF SEBAGAI MEDIA PEMBELAJARAN PEMROGRAMAN DASAR PYTHON UNTUK SISWA KELAS XI RPL SMKN 6 JAKARTA

LUTHVIA FARIHA, . (2026) PENGEMBANGAN E-MODUL INTERAKTIF SEBAGAI MEDIA PEMBELAJARAN PEMROGRAMAN DASAR PYTHON UNTUK SISWA KELAS XI RPL SMKN 6 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini dilatarbelakangi oleh keterbatasan variasi media pembelajaran pada materi Pemrograman Dasar Python di SMKN 6 Jakarta yang masih didominasi metode ceramah dan PowerPoint, sehingga 80,6% siswa merasa pembelajaran cenderung satu arah dan sulit memahami konsep secara mandiri. Penelitian ini bertujuan mengembangkan e-modul interaktif berbasis HTML5 yang dapat diakses melalui komputer maupun smartphone. Metode yang digunakan adalah Research and Development (R&D) dengan model Four-D yang meliputi tahap Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), dan Disseminate (Penyebaran). Produk dikembangkan menggunakan Articulate Storyline 3 dan dilengkapi fitur interaktif seperti kuis dengan umpan balik otomatis, video tutorial, serta mini project. Hasil uji kelayakan menunjukkan penilaian dua ahli materi sebesar 100% dan dua ahli media 95% dengan kategori “Sangat Layak”. Uji System Usability Scale (SUS) pada 36 responden memperoleh skor 86,04 yang termasuk kategori “Acceptable” dengan Grade B. Berdasarkan hasil tersebut, e-modul interaktif dinyatakan layak digunakan sebagai alat bantu ajar yang mudah digunakan. Kata Kunci: E-Modul Interaktif, Media Pembelajaran, Pemrograman Dasar Python, Articulate Storyline 3, Four-D. ***** This research is motivated by the limited variety of learning media for Basic Python Programming at SMKN 6 Jakarta, which is currently dominated by lectures and PowerPoint presentations. Consequently, 80.6% of students perceive the learning process as one-way and find it difficult to understand programming concepts independently. This study aims to develop an HTML5-based interactive e-module that is accessible via computers and smartphone. The Research and Development (R&D) method was employed using the Four-D model, which includes the Define, Design, Develop, and Disseminate stages. The product was developed using Articulate Storyline 3 and features interactive components such as quizzes with automated feedback, video tutorials, and mini-projects. The feasibility test results showed a 100% score from two material experts and a 95% score from two media experts, both categorized as " Very Feasible". Furthermore, the System Usability Scale (SUS) test involving 36 respondents achieved a score of 86.04, placing it in the "Acceptable" category with a Grade B. Based on these results, the interactive e-module was declared suitable for use as an easy-to-use teaching tool Keywords: Interactive E-Module, Learning Media, Basic Python Programming, Articulate Storyline 3, Four-D.

Item Type: Thesis (Sarjana)
Additional Information: 1). Ressy Dwitias Sari, S.T., M.T.I. ; 2). Via Tuhamah Fauziastuti, S.Si., M.Ed.
Subjects: Pendidikan > Media Pembelajaran
Divisions: FT > S1 Pendidikan Teknik Informatika Komputer
Depositing User: Luthvia Fariha .
Date Deposited: 21 Jul 2026 05:02
Last Modified: 21 Jul 2026 05:02
URI: http://repository.unj.ac.id/id/eprint/66832

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