AZIZAH FAKHRIYYAH ZAHRA, . (2026) PENGEMBANGAN E-MODUL INTERAKTIF SEBAGAI MEDIA PEMBELAJARAN BERPIKIR KOMPUTASIONAL DENGAN MODEL FOUR-D UNTUK SISWA KELAS X SMKN 6 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
ABSTRAK Penelitian ini dilatarbelakangi oleh keterbatasan media pembelajaran pada materi Berpikir Komputasional di SMKN 6 Jakarta, di mana pembelajaran masih didominasi oleh metode penjelasan lisan dan penggunaan e-book berformat PDF yang belum mendukung keterlibatan aktif siswa. Penelitian ini bertujuan untuk menghasilkan e-modul interaktif sebagai media pembelajaran Berpikir Komputasional untuk siswa kelas X SMKN 6 Jakarta menggunakan model Four-D (Define, Design, Develop, Disseminate). Metode yang digunakan adalah Research and Development (R&D) dengan model Four-D. Pengembangan produk dilakukan menggunakan Articulate Storyline 3 dengan format HTML5. Kelayakan produk diukur melalui validasi dua ahli materi menggunakan skala Guttman dan dua ahli media menggunakan skala Likert, serta pengujian oleh 35 siswa kelas X DKV 1 menggunakan metode System Usability Scale (SUS). Hasil validasi ahli materi memperoleh persentase kelayakan sebesar 100% dengan kategori "Sangat Layak", dan hasil validasi ahli media memperoleh persentase kelayakan sebesar 95% dengan kategori "Sangat Layak". Pengujian oleh responden menghasilkan skor SUS sebesar 89,85 yang termasuk dalam kategori “Acceptable” dan adjective rating “Best Imaginable”. Berdasarkan hasil tersebut, e-modul interaktif Berpikir Komputasional yang dikembangkan dengan model Four-D dinyatakan layak digunakan sebagai media pembelajaran bagi siswa kelas X SMKN 6 Jakarta. Kata Kunci: E-Modul Interaktif, Berpikir Komputasional, Model Four-D, Articulate Storyline 3, System Usability Scale. ***** ABSTRACT This research is motivated by the limited availability of learning media for the Computational Thinking module at SMKN 6 Jakarta, where instruction is still dominated by oral explanations and the use of digital e-books in PDF format that do not yet support active student engagement. This study aims to produce an interactive e-module as a learning medium for Computational Thinking for Grade X students at SMKN 6 Jakarta using the Four-D model (Define, Design, Develop, and Disseminate). The method used is Research and Development (R&D) with the Four-D model. Product development was carried out using Articulate Storyline 3 in HTML5 format. Product feasibility was measured through validation by two material experts using the Guttman scale and two media experts using the Likert scale, as well as testing by 35 students of Class X DKV 1 using the System Usability Scale (SUS) method. The results of the material expert validation obtained a feasibility percentage of 100% "Very Feasible", and the media expert validation results obtained a feasibility percentage of 95% "Very Feasible". Testing by respondents resulted in a SUS score of 89.85 which falls into the "Acceptable" category and a adjective rating of "Best Imaginable". Based on these results, the interactive Computational Thinking e-module developed with the Four-D model is declared feasible for use as a learning medium for Grade X students at SMKN 6 Jakarta. Keywords: Interactive E-Module, Computational Thinking, Four-D Model, Articulate Storyline 3, System Usability Scale.
| 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: | Azizah Fakhriyyah Zahra . |
| Date Deposited: | 23 Jul 2026 06:43 |
| Last Modified: | 23 Jul 2026 06:43 |
| URI: | http://repository.unj.ac.id/id/eprint/67013 |
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