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Mobile Learning Design For Basic Programming Indep

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Mobile Learning Design For Basic Programming Indep

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beznik5353
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Vol. 3, No.

4 November 2020 P-ISSN: 2621-3273


E-ISSN: 2621-1548

Mobile Learning Design for Basic Programming


Independent Learning
Hafiz Elmi1, Ganefri2 dan Dedy Irfan3
13
Technology and Vocational Education Department, Faculty of Engineering, Universitas Negeri Padang
2
Electrical Engineering of Magister Program Study, Faculty of Engineering, Universitas Negeri Padang
*
Corresponding author, e-mail: hafiz.elmi@gmail.com1

Abstract— This study discusses about design of the self-learning mobile learning basic programming based on
Android. Designed mobile learning material contains an abstract discussion of programming that is not visible
invisible. This material was translated by concrete and to be more easily understood by students. The method used in
the design of self-learning mobile learning is SDLC (System Development Life Cycle) waterfall, and use the process
of UML (unified modeling language) with the use case diagram and flowchart. The results of this study indicate that
the self-learning mobile learning basic programming is easy to use for students and teachers as instruction learning.

Keywords: Mobile Learnig, Basic Programming, Android, self-learning

I. INTRODUCTION The observation conducted revealed that there


are numbers of Basic Competences (KD) which the
Technology has developed rapidly to ease
students found them hard to understand. This can be
human activity. Smartphone is one of these
seen from the average score of Daily Test (UH) of 1st
technologies. As cited from kemenprin.go.id that
Term and Daily Test (UH) of 2nd Term of web
there are three penetrations in Indonesia or cellular
programming learning subject of Grade X, Public
phone growth is reached 62% per year. In line with
Vocational High School (SMK) 6 Padang.
that teknoflas.com said that there is prediction of
The development of mobile learning program
smart phone analysis, particularly in Indonesia in
conducted are reviewer assessment and peer reviewer
which it will reach 12 to 15 million units. Next, this
of android based mobile learning with a very good
sale will be divided into two parts, namely, OS
quality (87.78 %) and students’ respond revealed that
Android user reaches 50 to 60%. Meanwhile, the user
android based mobile learning has a good quality
of Blackberry is 30%.
(79.71%) (Sambodo, 2014). Thus, these proved that
However, the vast developed technology is not
android based mobile learning can be used in the
equal to the use of smart phone in teaching and
teaching and learning processes and it is suitable to
learning process. One of the uses of smart phone
apply. The other related research also revealed that
technology in teaching and learning process is the use
the use of mobile learning affected completeness
of mobile learning as a tool in independent learning.
score in which the number of students who pass the
Learning process by using mobile learning has a very
pretest is 40%, meanwhile posttest is 80%
flexible characteristics since it can be use anytime,
(Nurjayanti, 2015)
anywhere, also it has probability which is adequately
The development research conducted by the
high so that student can access learning material and
previous researcher revealed that mobile learning is
information anytime and anywhere. The used
effective to be used as learning supporting device.
learning media comes up in the form of mobile
Therefore, the researchers are encouraged to conduct
learning.
the development research on Android based mobile
In the curriculum, each of the skill
learning for Basic programming learning subject with
competences consist of basic programming learning
its basic competence is to implement programming
subject for student of grade X. Basic programming is
language.
one of the compulsory learning subjects at the basic
Basic competence is to implement programming
of Computer Technique Skill and Informatics
language which consists of materials about
program.
P-ISSN: 2621-3273 E-ISSN: 2621-1548

programming language implementation, complement, or substitution supplements (Siahaan,


tools/framework introduction, installation, 2011)
programming language structure, output and input Android is a comprehensive open source
standard of programming language, compilation and platform which specifically designed for mobile
execution, and error correction material. The devices and developed by Open Handset Alliance
characteristics of this learning subject is that students leads by Google (Gargenta, 2011). As for the
need some time to understand and need further developer, Android provides all tools and frameworks
practice which require the role of supporting media to develop mobile application in ease, fast, open, and
which students can found it useful for them to learn free. SDK (Software Development Kit) Android is a
the learning subject. Very Strong understanding of basic element to develop Android”.
this learning material is required so that the students The main characteristics of independent learning
can repeat to learn this material anytime and according to Moore are the availability of opportunity
anywhere. The development of learning supporting given to the students to determine their goal, source,
media in the form of mobile learning is expected to and evaluation of their learning. Hence, independent
be able to facilitate student and teacher needs every learning program can be classified based on the width
time in learning this material. of the freedom given to the students to participate in
determining their learning program (Rusman, et al,
II. LIBRARY RESEARCH
2013).
The word media originated from the word
III. METHOD
medius which is Latin language. Medius means
middle, mediator of the deliverer to the receiver This research resulted in a learning media. System
(Arsyad, 2011). Generally, the word media can be Development Life Cycle (SDLC) waterfall method is
translated as human, material or event to enrich the employed as the research method. Systematic
knowledge of the student cognitively, affectively and approach of SDLC method is implemented in a
skillfully (Gerlach et al, 1971). sequence from the beginning to the last stage which
AECT (Association of Education and involves system integrity analysis, analysis, coding
Communication Technology, 1997) stated that design, testing, and maintenance
“medium is the mediator to deliver information from
the source to the receiver. Communication media is a
kind of printing materials, television, radio, photo,
film, audio recording which brings communication
messages. Meanwhile, teaching media is a media
employed to bring message or information in an
instructional way or containing teaching aims”.
Visual stimulus is better to help to remember,
introduce, as a reminder, and to connect word and
concept. However, when learning is involving
sequential memory, then the result will be better by
using verbal stimulus (Arsyad, 2013)
In teaching and learning process, teacher needs a
learning media to deliver information to students and
interaction between student and the environment. In
addition, media is also to display the advantage and
Figure1. SDLC Waterfall Mobile Learning Method
the disadvantage of a teaching and learning process.
Interactive multimedia is a media which its The ease of use test of mobile learning for basic
control system can be used by the user, for example: programming independent learning by using
interactive learning and game. Meanwhile, learning questionnaire filled by teacher and student. Prior to
multimedia is a multimedia application which is used that, this media needs to be validated first. Data
in the learning process to allow message delivery, obtained from the result of score tabulation result
selecting stimulus, affection, attention, and students’ need to be percentaged by using formulation.
willing, so that teaching and learning process can take
place (Zaus, et al, 2019). 𝑇𝑜𝑡𝑎𝑙 𝑠𝑐𝑜𝑟𝑒 𝑜𝑓 𝑒𝑎𝑐ℎ 𝑎𝑛𝑠𝑤𝑒𝑟
𝑝𝑟𝑎𝑐𝑡𝑖𝑐𝑎𝑙𝑖𝑡𝑦 𝑣𝑎𝑙𝑢𝑒 = 100%
Mobile learning in the future time can be a 𝑇𝑜𝑡𝑎𝑙 𝑠𝑐𝑜𝑟𝑒 𝑜𝑓 𝑖𝑑𝑒𝑎𝑙 𝑖𝑡𝑒𝑚
lifetime learning instrument (Holzinger et al, 2005).
There are three functions of mobile learning, namely, The result of score percentage of media practicality
classroom instruction which is as an optional, by teacher and student which is categorized as follow:
200
P-ISSN: 2621-3273 E-ISSN: 2621-1548

button.
Table 1. Practicality Category
No Achievement Level Category
1 81-100 Very Practical
2 61-80 Practical
3 41-60 Fairly Practical
4 21-40 Less Practical
5 0-20 Impractical

Research flow/flowchart can be drawn as follow:


Figure 3. Main menu page

The main menu page consists of five menu buttons


and navigation. Each of menu button works based on
its own usage..
a. Competence Menu is to display basic
competence in the mobile learning.
b. Material menu is to drive user to the material
page from the mobile learning for basic
programming independent learning.
c. Evaluation menu is to display learning
exercise page.
d. Video menu is to display many learning
videos.
e. Profile menu is to display developer identity
page.
f. Directory menu is to help the user in operating
mobile learning.
g. Exit button is to close the application.

Evaluation menu page contains exercise question


to allow students to evaluate their ability on basic
programming material and to be able to out username
as login identity of mobile learning independent
learning basic programming.

2. Material Page
Figure 2. Flowchart of mobile learning design Material page is a page contains many choice of
learning activities which is adjusted with the basic
IV. RESULT AND AND DISCUSSION competence. There are five submenus of learning
activities that will include learning material
This learning media design is started by first information.
conducting system needs analysis, then continued
with designing application interface design, after that
interpretation in the making of system (coding) of
learning media, to finally test the media to student and
teacher who will use mobile learning for basic
programming independent learning.
Below is the result of mobile learning for
basic programming independent learning.

1. Main Menu Page


The display of main menu page may contain Figure 4. Material menu page
submenu page/page based on the function of the

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P-ISSN: 2621-3273 E-ISSN: 2621-1548

choices.

Figure 5. Material page


Figure 8. Evaluation page
3. Video learning page
Learning video page contains some submenu After the media has been developed, the next step
buttons including video display. Each button will is to test the ease of usage of this mobile learning
display video based on the name of the displayed toward teacher and student, below is the result of ease
button which has been adjusted with the material of of usage test/practicality test of mobile learning for
basic programming basic competence.. basic programming independent learning

Table 2. Respond data of teacher/practitioner


Aspect 1st Practitioner 2nd Practitioner
Technical 88 92
Content 88 92
Design 84 88

Table 2 revealed that total percentage of 1st


practitioner’s respond toward technical and content
aspects is 88%, meanwhile 2nd practitioner’s respond
toward technical and content aspects is 92% and the
Figure 6. Video learning page design aspect is 88%; hence all aspects of mobile
learning for basic programming independent learning
4. Competence page can be categorized as very practical.
Competence page is a page contains core
competence and basic competence of mobile
learning for basic programming independent Table 3. Students’ respond data
learning. Aspect Assessment Category
Percentage
(%)
Practicality 83,52 Very Practical
Motivation 83,31 Very Practical
Attractiveness 82,67 Very Practical
Advantage 82,49 Very Practical

Table 3 revealed that total percentage of students’


respond toward practicality aspect is 83.52%,
motivation aspect is 83.31%, attractiveness aspect is
82.67%, and the advantage aspect is 82.49%; hence
Figure 7. Competence page
all aspects of mobile learning for basic programming
independent learning can be categorized as very
5. Evaluation Page
practical.
Evaluation page will display many exercises
Based on table 2 and table 3, it can be concluded
related with the learning material, so that students can
that mobile learning for basic programming
evaluate their understanding ability about basic
independent learning is practical or easy to use by
programming. The evaluation can be in the form
teacher and student.
objective question type consists of five multiple
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P-ISSN: 2621-3273 E-ISSN: 2621-1548

V. CONCLUSION AUTHOR BIOGRAPHY


Based on mobile learning design for independent
HAFIZ ELMI - born in Padang, November 28, 1991.
learning, it can be concluded that mobile learning has Obtained a Bachelor of Education (SPd) from Universitas
been developed properly ranging from need analysis Negeri Padang in 2016. Then continued his master's degree
process, design configuration, the making and the at Universitas Negeri Padang in 2017. Currently the author
assessment toward media development. Both teacher is a master student at Padang State University and as a
and students’ respond revealed that mobile learning is teacher at SMA YAPI Padang. Authors can be contacted at
practical to be used. The practicality test of this the email address: hafiz.elmi@gmail.com
mobile learning showed that this device is appropriate
to be used as independent learning media which can GANEFRI, P.HD - Professor of Technological Sciences /
be seen from its practicality to be used by teacher and Electrical technology and engineering Prof. Ganefri, M.Pd,
Ph, D Born in Payakumbuh, West Sumatra Province,
student in the learning activity. Teacher can use this
December 17, 1963. He was appointed Rector of UNP on
research as a description, reference addition, and as July 20, 2016. Previously Prof. Ganefri serves as Chairman
an alternative to encourage the use of innovative of Kopertis Region X and Dean of the Faculty of
learning media in order to enrich students’ Engineering (FT) Padang State University. Graduated with
knowledge. a Bachelor of Electrical Education from IKIP Padang
(1988), he continued his Postgraduate Study of Technical
and Vocational Education at IKIP Yogyakarta (1996) and
BIBLIOGRPAHY earned a Doctorate in Vocational Technical Education at
Arsyad. 2013. Media Pembelajaran. Jakarta: PT. Raja UKM Malaysia (2011).
Grafindo Persada
A. I. Nurjayanti, 2015. “Pengembangan Multimedia DEDY IRFAN - Born in Padang, April 8, 1976, currently as
Pembelajaran Matematika Berbasis Android Untuk a lecturer in the Department of Electronics Engineering, FT
Siswa Kelas 3 Sekolah Dasar,” Universitas Negeri UNP and a functional Lector position. S1 majoring in
Yogyakarta. electronic engineering, FT UNP (2000), S2 at UPI YPTK
M. Gargenta, 2011. Learning Android. Padang (2009) and S3 at UNP (2014).
M. Holzinger, A., Nischelwitzer, A., & Meisenberger,
2005. “Mobile phones as a challenge for m-learning:
examples for mobile interactive learning objects
(MILOs),” in In Third IEEE International
Conference on Pervasive Computing and
Communications Workshops, pp. 307–311.
M. Siahaan, 2011. “Pengembangan Mobile Learning
berbasis Audio Sebagai Alternatif Model
Pembelajaran Bidang Studi Bahasa Indonesia di
SMK N 8 Semarang,” Universitas Negeri Semarang.
R. A. Sambodo, 2014. “Pengembangan Media
Pembelajaran Mobile Learning (m-learning) Berbasis
Android untuk Siswa Kelas XI SMA/MA,”
Universitas Islam Negeri Sunan Kalijaga.
Rusman et al., 1971. Pembelajaran Berbasis Teknologi
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Grafindo Persada, 2013.V. S. Gerlach, D. P. Ely, and
R. Melnick, Teaching and media: A systematic
approach. NJ: Prentice-Hall.
Zaus, Mahesi Agni, Krismadinata, Nurhasan Syah,
Nizwardi Jalinus, Rizky Ema Wulansari, and Syaiful
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