PEMBUATAN E-MODUL DAN ANALISIS HASIL BELAJAR DENGAN MODEL PEMBELAJARAN GUIDED INQUIRY PADA SEKOLAH MENENGAH KEJURUAN - Icha Sintiyani Suwandi, - (2023)
Media Pembelajaran merupakan hal krusial pada proses kegiatan belajar. Pemilihan media belajar yang tepat membantu siswa agar senantiasa meningkatkan hasil belajarnya. Kegiatan kelas dan media pembelajaran yang mengunggut membuat dampak positif pada hasil pembelajaran siswa. Peserta didik di SMKN 1 Cimahi pada Kompetensi Keahlian Teknik Otomasi Industri tidak memiliki modul yang membuat peserta didik kesulitan dalam menghadapi ujian. Hasil ujian peserta didik didapatkan hanya 27% yang mendapatkan nilai diatas KKM. Maka, perlunya pengembangan media pembelajaran. Media pembelajaran interaktif berasa software digunakan pada penelitian ini. Software yang digunakan yaitu articulate storyline dan Sigil. Tujuan penelitian ini adalah untuk mengetahui bagaimana siswa belajar dengan menggunakan e-modul articulate storyline dan e-modul sigil. Metode yang digunakan pada penelitian ini yaitu Design and Development Research dengan melalui 6 tahap yaitu identify the problem, describe the objectives, design and develop the artifact, test the artifact, evaluate testing result and communicate the testing result. Dari penelitian ini didapatkan e-modul mendapatkan nilai 100% untuk ahli media, 95% untuk ahli materi dan 89% untuk respon pengguna. E-modul membantu meningkatkan hasil belajar siswa sebesar 62%. Learning tools, often known as learning media, play a crucial role in education. Students can steadily raise their learning outcomes by selecting appropriate scholastic resources. The learning outcomes of students are enhanced by the incorporation of classroom activities and learning resources. It is challenging for SMKN 1 Cimahi students to demonstrate competency in Industrial Automation Engineering since they do not have access to the necessary modules. Only 27% of those who took the exam managed to get a grade higher than the KKM cutoff. That's why it's crucial to create new forms of educational media. In this research, we created software for creating interactive learning materials. Sigill and Pronounceable Story are two examples of the software employed. The goal of this research is to determine how students benefit from e-modules that are structured around a coherent and engaging narrative. Problem definition, objective description, object design and development, testing, evaluation, and report writing were the six phases of the design and development research approach employed in this investigation. According to the survey results, the e-module scored a perfect 100 from media specialists, 95% from content specialists, and 89% from end users. The adoption of e-modules led to a 62% improvement in students' learning results.