PENGEMBANGAN MEDIA PERMAINAN KARTU QR-CODE UNTUK MENUMBUHKAN MINAT BELAJAR SISWA SMP TENTANG MALWARE
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Shahril Choirul Anam, Dila Umnia Soraya, Novita Tri Indrasari

PENGEMBANGAN MEDIA PERMAINAN KARTU QR-CODE UNTUK MENUMBUHKAN MINAT BELAJAR SISWA SMP TENTANG MALWARE

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Introduction

pengembangan media permainan kartu qr-code untuk menumbuhkan minat belajar siswa smp tentang malware. Kembangkan minat belajar siswa SMP tentang malware dengan media permainan kartu QR-Code inovatif. Penelitian ini membuktikan keefektifan media dalam meningkatkan minat belajar siswa.

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Abstract

Students' learning interest remains low due to the lack of instructional media that align with their characteristics. This study aims to develop a QR-Code-based card game learning media to foster students' learning interest. The research employed a Research and Development (R&D) approach using the ADDIE model. The participants were 32 eighth-grade students from a public junior high school in Malang. The media was validated by content and media experts, and tested through classroom implementation. Learning interest was measured using a questionnaire based on four indicators: interest, engagement, enjoyment, and attention. The instrument was validated through a validity test (r count > 0.349) and a reliability test using Cronbach’s Alpha (α = 0.957), indicating that the questionnaire was both valid and reliable. Data were analyzed using percentage techniques. The results showed that the media was categorized as “Feasible” (74.73%) and students’ learning interest increased to the “High” category (78.57%). Therefore, the media is effective in enhancing students’ learning interest.


Review

This study presents a timely and relevant investigation into enhancing student learning interest in cybersecurity topics, specifically malware, within a junior high school setting. The authors address a common educational challenge: the lack of engaging instructional media that caters to students' characteristics. Employing a robust Research and Development (R&D) approach using the ADDIE model, the development of a QR-Code-based card game is a commendable effort to introduce an interactive and modern learning tool. The initial findings, indicating that the media is "Feasible" (74.73%) and capable of fostering student learning interest to a "High" category (78.57%), strongly suggest its potential as an effective educational resource. The methodological rigor evident in the abstract strengthens the study's credibility. The inclusion of expert validation for content and media, followed by classroom implementation with 32 eighth-grade students, demonstrates a systematic approach to media development and testing. Furthermore, the meticulous validation of the learning interest questionnaire, with a validity test (r count > 0.349) and an excellent reliability score (Cronbach’s Alpha = 0.957), ensures that the measure used to assess student interest is sound and dependable. While the data analysis relies on percentage techniques, which are appropriate for descriptive R&D, the clear positive outcomes regarding feasibility and student engagement are encouraging. In conclusion, this research offers a promising solution for making complex and often dry subjects like cybersecurity more accessible and engaging for young learners. The developed QR-Code card game appears to be a valuable tool for promoting learning interest. For future iterations or subsequent research, it would be beneficial to conduct a more rigorous assessment of the media's effectiveness, perhaps through a pre-post-test design or by comparing outcomes with a control group, to quantify the *change* in interest and potential impact on knowledge acquisition. Exploring the long-term retention of malware concepts and the scalability of this media format to other educational contexts would also significantly contribute to the field.


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