Implementasi Smart Apps Creator dalam Pengembangan Media Pembelajaran Informatika Berbasis Android
Abstract
Informatics subjects at SMK Negeri 1 Paguyaman still largely use conventional learning media, such as printed books, worksheets, and PowerPoint slides, which cannot provide an interactive and engaging learning experience. This condition has an impact on low student interest, participation, and understanding of the material. Therefore, this study was conducted with the aim of implementing a smart app creator in designing and developing Android-based interactive learning media as a more effective, engaging, and easily accessible learning solution. This study used the Research and Development (R&D) method with a 4D development model that includes the Define, Design, Develop, and Disseminate stages. The developed media is equipped with interactive features such as visual materials, quizzes, and educational games tailored to the characteristics of vocational school students. The validation results showed that the media obtained an average score of 138 from material experts, 106.5 from media experts, and 101 from student assessments, all of which are included in the "Very Feasible" category. Based on these results, the developed learning media is declared feasible for use to improve the quality of Informatics learning. In addition, this media is also able to provide a more active, interactive, and interesting learning experience for students.
Downloads
References
Aliva Rasdiana, Aan Widiyono, Nurul Nisah, Muhammad Najih Al Azizi, & Lola Aulia Putri. (2024). Enhancing Teachers’ Professional Development By Implementing Smart Apps Creator (SAC). Jurnal Kuat, 1–0.
Ardiansyah, A. R., & Indrakusuma, A. H. (2024). Pengembangan Media Pembelajaran Berbasis Smart Apps Creator pada Mata Pelajaran Informatika Kelas X SMK Negeri 2 Tulungagung. BIOS : Jurnal Teknologi Informasi Dan Rekayasa Komputer, 6(1), 1–10. https://doi.org/10.37148/bios.v6i1.147
Ashari, S. A., A, H., & Mappalotteng, A. M. (2022). Pengembangan Media Pembelajaran Movie Learning Berbasis Augmented Reality. Jambura Journal of Informatics, 4(2), 82–93. https://doi.org/10.37905/jji.v4i2.16448
Djafar, S., & Novian, D. (2021). Implementasi Teknologi Augmented Reality Dalam Pengembangan Media Pembelajaran Perangkat Keras Komputer. JAMBURA JOURNAL OF INFORMATICS, 3(1). https://doi.org/10.37905/jji.v2i2.10440
Fachrul Hidayat, & Ima Mulyawati. (2024). Pengembangan Media Pembelajaran Interaktif Menggunakan Smart Apps Creator Untuk Mata Pelajaran Matematika Pada Materi Pecahan Kelas 4 SD. Jurnal Pendidikan Dasar, 111–120.
Frennadito Melnix, & Pakhrur Razi. (2024). Analisis Kebutuhan Pengembangan Aplikasi Mobile Learning Berbasis Android Sebagai Media Pembelajaran Fisika. Jurnal Pendidikan Tambusai, 8 Nomor 1, 9518–9524.
Maasawet, E. T., Candra, K. P., Putra, H. P., & Kolow, J. C. (2023). Practicality and Effectiveness of Student Learning Using Smart Apps Creator Media to Improve Critical Thinking Abilities and Student Learning Outcomes. Jurnal Penelitian Pendidikan IPA, 9(SpecialIssue), 136–142. https://doi.org/10.29303/jppipa.v9ispecialissue.6358
Meling Maklonia Moto. (2019). Indonesian Journal of Primary Education Pengaruh Penggunaan Media Pembelajaran dalam Dunia Pendidikan. Indonesian Journal of Primary Education, 3(1), 20–28.
Najwa Ammara Jauza, & Meyniar Albina. (2025). IHSAN : Jurnal Pendidikan Islam Penggunaan Media Pembelajaran Kreatif dan Inovatif Dalam Meningkatkan Kualitas Pembelajaran. IHSAN Jurnal Pendidikan Islam, 3 No 2. http://ejournal.yayasanpendidikandzurriyatulquran.id/index.php/ihsan
Nurfadhillah, S., Ningsih, D. A., Ramadhania, P. R., & Sifa, U. N. (2021). Peranan Media Pembelajaran Dalam Meningkatkan Minat Belajar Siswa SD Negeri Kohod Iii. In PENSA : Jurnal Pendidikan dan Ilmu Sosial (Vol. 3, Issue 2). https://ejournal.stitpn.ac.id/index.php/pensa
Undang-Undang No.20. (2003). Undang-Undang Republik RI No. 20 Tahun 2003 tentang Sistem Pendidikan Nasional. https://peraturan.bpk.go.id/Details/43920/uu-no-20-tahun-2003
Sugiyono. (2018). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. (Cet. 1). Alfabeta.
Suharsimi Arikunto. (2010). Prosedur Penelitian: Suatu Pendekatan Praktik (Edisi Revisi 2010). Rineka Cipta.
Wandi Sujatmiko, & Sularno. (2025). View of Pengembangan Media Pembelajaran Berbasis Sac (Smart Apps Creator) Bola Voli Tipe Jigsaw. Indonesian Journal of Multidisciplinary on Sosial and Technolgy, 3 No 1, 21–25.
Yusuf, & Masding. (2023). Meningkatkan Motivasi Dan Hasil Belajar Teknologi Informasi Dan Komunikasi (TIK) Melalui Penerapan Pembelajaran Kontekstual Model Relating, Experiencing, Applying, Cooperating, Transferring. Jurnal Kependidikan Media, 12 No 3, 142–158.
Copyright (c) 2025 Sri Ayu Ashari, Sitti Suhada, Ramanda Dwi Putra, Arip Mulyanto, Arif Dwinanto, Muthia Muthia (Author)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.







