RAGERIPAT LEARNING MEDIA FOR CLASS X KPR 2 STUDENTS AT STATE VOCATIONAL HIGH SCHOOL 2 MALANG
Abstract
Learning the cultural arts sub dance field at State Vocational High School 2 Malang is still not optimal. Besides being caused by factors from teaching materials in interactive videos and printed books, arts and culture teachers are teachers with fine arts graduates. This condition makes learning of dance still not optimal. This research aims to produce learning media products in mobile games that students can implement to improve their learning outcomes and develop new methods in teaching arts and culture sub dance fields. This research uses the Research and Development (R&D) method that modified under research needs, namely: (1) potential and problems, (2) data collection, (3) product design, (4) product validation, (5) product revisions, (6) Rageripat mobile game products. This research accommodates both quantitative and qualitative data. The data collection instrument was in the form of a validation test of material experts and media experts. The results of research and development in the form of Rageripat learning media products in the form of mobile games are as follows: (1) the validation of material experts reaches 83.33%, (2) the validation of media experts 95.31%, (3) the revision of the final product states that the product is valid for use as a learning medium. This research and development expect other researchers to develop learning media in the form of rhythm games by utilizing motion sensors or motion capture so that it becomes 3-dimensional, the results of which will be apparent.
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