PENGEMBANGAN MODUL ELEKTRONIK SENI GRAFIS UNTUK PESERTA DIDIK SMA
DOI:
https://doi.org/10.24114/gr.v12i1.44151Keywords:
development, electronic module, graphic artsAbstract
The purpose of this study was to produce learning media products in the form of graphic arts learning electronic modules for high school students. The type of research used is the 4D research and development model which consists of define, design, development and disseminate. In this research, the 4D model is simplified into define, design and part of development. Data was collected through observation, interviews and documentation. The results of the study show an overview of the process of developing electronic modules for graphic arts learning for high school students starting from define (defining) including learning needs analysis, curriculum, students, materials, assignments, formulation of learning objectives. The design stage includes selecting the media, format, and making the initial design. The development stage includes the creation of learning media products. Through this electronic module it is hoped that it can expedite the learning process, be able to overcome obstacles in finding and understanding graphic art material, students can learn independently at school or at home and can also increase appreciation and creativity for graphic arts works.Keywords: development, electronic module, graphic arts.AbstrakTujuan penelitian ini untuk menghasilkan produk media pembelajaran berupa modul elektronik pembelajaran seni grafis untuk peserta didik SMA. Jenis penelitian yang digunakan adalah penelitian pengembangan (research and development) model 4D yang terdiri dari define (pendefinisian), design (perancangan), development (pengembangan) dan disseminate (penyebaran). Pada penelitian ini model 4D disederhanakan menjadi define (pendefenisian), design (perancangan) dan sebagian development (pengembangan). Data dikumpulkan melalui metode observasi, wawancara dan dokumentasi. Hasil penelitian memperlihatkan gambaran proses pengembangan modul elektronik pembelajaran seni grafis untuk peserta didik SMA mulai dari define (pendefinisian) meliputi analisis kebutuhan belajar, kurikulum, peserta didik, materi, tugas, rumusan tujuan pembelajaran. Tahap design (perancangan) meliputi pemilihan media, format, dan pembuatan desain awal. Tahap development (pengembangan) meliputi pembuatan produk media pembelajaran. Melalui modul elektronik ini diharapkan dapat melancarkan proses pembelajaran, dapat mengatasi kendala dalam menemukan dan memahami materi seni grafis, peserta didik dapat belajar mandiri di sekolah ataupun di rumah dan juga dapat meningkatkan apresiasi dan kreatifitas terhadap karya seni grafis.Kata Kunci: pengembangan, modul elektronik, seni grafis. Authors:Jerry Rinaldo : Universitas Pendidikan IndonesiaYudi Sukmayadi : Universitas Pendidikan Indonesia References:Azis, A. C. K., Mesra, M., & Sugito, S. (2021). Pengembangan Bahan Ajar Micro Teaching Bagi Mahasiswa Seni Rupa Universitas Negeri Medan. Gorga: Jurnal Seni Rupa, 10(1), 223-229. https://doi.org/10.24114/gr.v10i1.26011.Ibda, H. (2017). Media Pembelajaran Berbasis Wayang : Konsep dan Aplikasi. Semarang: CV Pilar Nusantara.Kepmendikbudristek. (2022).Kepmendikbudristek RI No 262/M/2022 Tentang Perubahan atas Keputusan Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi Nomor 56/M/2022 tentang Pedoman Penerapan Kurikulum Dalam Rangka Pemulihan Pembelajaran.Jakarta: Kemendikbud.Permendikbud. (2013). Permendikbud No 69 Tahun 2013 Tentang Kerangka Dasar dan Struktur Kurikulum Sekolah Menengah Atas/Madrasah Aliyah. Jakarta: Kemendikbud.Prastowo, A. (2015). Panduan Kreatif Membuat Bahan Ajar Inovatif. Yogyakarta: Diva Press.Ramadhanti, F., Az-Zahra, H. M., & Herlambang, A. D. (2019). Pengembangan Media Pembelajaran Interaktif Mata Pelajaran Desain Grafis Percetakan menggunakan Model Four-D pada Siswa SMK Negeri 5 Malang. Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer, 3(10), 9806-9814. https://jptiik.ub.ac.id/index.php/jptiik/article/view/6576.Sugianto, H. (2014). Penerapan Model Kontektual Berbantuan Multimedia untuk Meningkatkan Penguasaan Konsep dan Literasi Sains Siswa pada Materi Fluida di SMA kelas IX IPA. Jurnal Penelitian Pendidikan , 14(1), 1-7. https://doi.org/10.17509/jpp.v14i1.3207.Tanama, A. (2020). Cap Jempol Seni Cetak Grafis dari Nol. Yogyakarta: SAE.Trianto, T. (2009). Mendesain Model Pembelajaran Inovatif-Progresif. Jakarta: Kencana Perdana Group.Yenni, A., Wahyudi, T. (2022). œMateri Ajar Seni Budaya Untuk Tahun Pelajaran 2022/2023. Hasil Wawancara Pribadi: 9 Juli 2022, SMAN 3 Pekanbaru.Yusra, A. H. (2016). Perancangan dan Pembuatan Modul Pembelajaran Elektronik (E-Modul) Pada Mata Pelajaran Simulasi Digital Kelas X SMK N 9 Padang Tahun Ajaran 2016/2017. Tesis tidak diterbitkan. Padang: Universitas Putra Indonesia "YPTK" Padang.Downloads
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