Pembelajaran Multimedia Interaktif untuk Pendidikan Kejuruan Elektronika: Pengembangan, Validasi, dan Penerapan di Kelas
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Multimedia Interaktif Pendidikan Kejuruan di Bidang Elektronika Model Pengembangan 4D Media Pembelajaran Digital

Cara Mengutip

Marzalius, L. R., & Jasril, I. R. (2026). Interactive Multimedia Learning for Vocational Electronics Education: Development, Validation, and Classroom Implementation. Journal of Hypermedia & Technology-Enhanced Learning, 4(1), 16–29. https://doi.org/10.58536/j-hytel.210
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Ringkasan Publikasi

Terbit 2026-02-28
Pages 16-29
References 22
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Abstrak

Penelitian ini memaparkan desain, pengembangan, dan evaluasi empiris terhadap aplikasi pembelajaran multimedia interaktif untuk pengajaran elektronika dasar dalam pendidikan kejuruan. Untuk mengatasi tantangan yang terus berlanjut seperti pembelajaran pasif, pemahaman konseptual yang terbatas, dan keterlibatan peserta didik yang rendah, penelitian ini menggunakan model pengembangan 4D (Define, Design, Develop, dan Disseminate) untuk menciptakan lingkungan pembelajaran digital di Adobe Animate. Aplikasi ini mengintegrasikan animasi dinamis, visualisasi berbasis vektor, teks penjelasan, dan penilaian interaktif yang tertanam untuk mendukung perubahan konseptual dan pembelajaran aktif. Validitas konten dan media dievaluasi melalui penilaian ahli dari pakar bidang studi dan spesialis media instruksional, sementara kegunaan dan kepraktisan diuji melalui uji lapangan yang melibatkan siswa Kelas X dalam program Teknik Audio-Video. Temuan menunjukkan tingkat akurasi konten, kesesuaian pedagogis, dan kegunaan antarmuka yang tinggi. Hasil kepraktisan menunjukkan penerimaan yang kuat dari peserta didik, navigasi yang intuitif, serta keterlibatan yang konsisten selama implementasi di kelas. Data observasi dan kuesioner mengungkapkan dampak positif terhadap motivasi belajar dan perilaku partisipatif siswa. Penelitian ini memberikan bukti empiris mengenai nilai pedagogis multimedia interaktif bagi pendidikan teknik berbasis kompetensi serta menawarkan kerangka kerja pengembangan yang dapat direplikasi untuk mengintegrasikan media pembelajaran digital dalam lingkungan pendidikan kejuruan. Temuan ini memiliki implikasi praktis dan teoretis bagi pendidik, perancang kurikulum, dan pembuat kebijakan yang berupaya meningkatkan kualitas pembelajaran dalam pendidikan kejuruan berorientasi teknologi.

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Referensi

22 References

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Hak Cipta (c) 2026 Lira Rahma Marzalius, Ilmiyati Rahmy Jasril

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