PENGEMBANGAN MULTIMEDIA INTERAKTIF KREASI KONTEN MENGGUNAKAN KECERDASAN ARTIFISIAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS X
DOI:
https://doi.org/10.51878/edutech.v6i4.16196Keywords:
Hasil Belajar, Kecerdasan Artifisial, Koding Dan Kecerdasan Artifisial, Kreasi Konten, Multimedia InteraktifAbstract
ABSTRACT
Mastering the skills required to create content with artificial intelligence (AI) requires learning experiences that connect conceptual understanding with practical application. To address this need, interactive multimedia was developed for Grade X students at SMA Wachid Hasyim 2 Taman, focusing on the topic of Creating Content Using Artificial Intelligence. The development process followed a Research and Development approach using the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation), with participants selected through purposive sampling. Product testing consisted of an individual trial involving three students, a small-group trial involving six students, and a field trial involving 76 students, comprising 38 students in the experimental group and 38 in the control group. Data were collected through expert validation questionnaires, student response questionnaires, and pretest and posttest assessments. Product feasibility was analyzed descriptively, while learning outcome gains were calculated using the N-Gain method and compared using an independent-samples t-test. The validation and trial results classified the product as highly feasible. The experimental group achieved an average N-Gain in the high category, whereas the control group achieved an average N-Gain in the medium category. The difference in learning gains between the two groups was statistically significant (t = 11.484, p < .001). The multimedia integrates learning materials, visualizations, animations, tutorial videos, examples of AI applications, exercises, and assessments. This product has the potential to serve as an alternative learning medium for Coding and Artificial Intelligence (KKA), although the findings should be interpreted with due consideration of the use of a nonequivalent group design.
ABSTRAK
Penguasaan keterampilan membuat konten berbantuan kecerdasan artifisial (AI) membutuhkan pengalaman belajar yang menghubungkan pemahaman konsep dengan praktik penggunaannya. Untuk mendukung kebutuhan tersebut, multimedia interaktif dikembangkan bagi siswa kelas X SMA Wachid Hasyim 2 Taman pada materi Kreasi Konten Menggunakan Kecerdasan Artifisial. Pengembangan mengikuti model Research and Development dengan tahapan ADDIE (Analyze, Design, Development, Implementation, dan Evaluation), sedangkan subjek dipilih melalui purposive sampling. Pengujian produk mencakup uji perseorangan terhadap tiga siswa, uji kelompok kecil terhadap enam siswa, dan uji lapangan yang melibatkan 76 siswa, terdiri atas 38 siswa kelompok eksperimen dan 38 siswa kelompok kontrol. Data diperoleh melalui angket validasi ahli, angket respons siswa, serta tes pretest dan posttest. Kelayakan produk dianalisis secara deskriptif, sementara peningkatan hasil belajar dihitung menggunakan N-Gain dan dibandingkan melalui independent-samples t-test. Hasil validasi dan uji coba menempatkan produk dalam kategori sangat layak. Kelompok eksperimen mencapai rata-rata N-Gain berkategori tinggi, sedangkan kelompok kontrol berada pada kategori sedang. Perbedaan peningkatan kedua kelompok signifikan secara statistik (t = 11,484; p < 0,001). Multimedia mengintegrasikan materi, visualisasi, animasi, video tutorial, contoh penggunaan AI, latihan, dan evaluasi. Produk ini berpotensi menjadi alternatif media pembelajaran Koding dan Kecerdasan Artifisial (KKA), dengan interpretasi hasil tetap memperhatikan penggunaan kelompok nonekuivalen.
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