Development
of Learning Media Using Genially to Increase Student Learning Interest at SMK Muhammadiyah
2 Kuningan in Basic Graphic Design Subjects
Muhammad Irpan1*, Ahmad Fajri Lutfi2
STKIP
Muhammadiyah Kuningan, Indonesia1*2
Email:
[email protected], [email protected]
Abstract
Muhammad
Irpan (201223025). Development of Learning Media
Using Genially to Increase Student Interest in Learning at SMK Muhammadiyah 2 Kuningan in Basic Graphic Design Subjects. The background
to this thesis is that students' interest in learning at SMK Muhammadiyah 2 Kuningan in the Basic Graphic Design subject is still
relatively low. This is caused by learning methods that are less interesting
and interactive. Genially is an online platform that allows the creation of
interesting and interactive learning media. The aim of this thesis is to
develop learning media using genially to increase students' interest in
learning in the Basic Graphic Design subject. The main problem in this research
is "Can learning media developed using Genially increase students'
interest in learning in Basic Graphic Design subjects?". This research
uses the Research and Development (R&D) method. The development model used
is the development of Borg & Gall's instructional learning media (Puslitjaknov, 2008; Utomo, 2015) which is simplified into 5
main steps, namely: analyzing the product to be developed, developing the
initial product, expert validation and revision, conducting field trials small scale, large scale field trials. The learning media
developed was tested on students in class X TKJ and X RPL at SMK Muhammadiyah 2
Kuningan. Based on the results of this research
analysis using a paired samples test with a significance value (2-tailed) of
0.000 <0.05, it shows that there is a significant difference between the
initial variable (pretest) and the final variable (posttest), so that this
Genially learning media can be used as a learning media primarily by students.
Keywords:
Learning
Media, Genially, Interest in Learning.
INTRODUCTION
There are
several problems in Indonesia that have not yet been resolved completely,
including: problems of education equity, education quality, and education
efficiency and education relevance (Rahayu, 2023). Indeed, we need to
admit that in general Indonesian people are less able to use their abilities
and talents (Pratikno, Hermawan, & Arifin, 2022). This may be due to
the lack of public awareness of the importance of science and how important it
is to optimize human resources to improve the welfare of life (Abdurokhim, 2024; Stahl, Brewster, Collings, &
Hajro, 2020).
Education
is the result or achievement achieved by human development and the efforts of
the institution, in achieving educational goals effectively and efficiently (Rahmi, Patoni, & Sulistyorini, 2020). Therefore, the main
task of school education now is to instill a strong interest in learning from
children to learn continuously throughout their lives (Iivari, Sharma, & Vent�-Olkkonen, 2020). All of this needs to
be conditioned so that students have a high interest in learning, because after
all, interest in learning is a very decisive factor and functions to generate,
underlie and direct learning actions (Filgona, Sakiyo, Gwany, & Okoronka, 2020).
Learning is
a process of interaction between educators and students in an effort to achieve
learning goals. Learning objectives can be achieved well if the learning
process runs effectively and efficiently (Deak & Santoso, 2021). One of the factors
that can affect the effectiveness and efficiency of learning is the use of
learning media (Hamidi & Chavoshi, 2018).
Learning
media is anything that can be used to channel messages from the sender to the
recipient so that it can stimulate the thoughts, feelings, attention, and
willingness of the recipient so that it can encourage the learning process (Siahaan, Daulay, & Hadi, 2020). Learning media has
an important role in the learning process, namely as a tool to facilitate and
facilitate the learning process, and increase student interest in learning (Logan, Johnson, & Worsham, 2021).
Genially is
one of the interactive learning media platforms that can be used to develop
interesting and efficient interactive learning media (Cabrera-Solano, 2022). The reason
researchers use genially learning media is because there are many interesting
features, namely presentations, infographics, gamifiction,
interactive images, video animation, guides, training material design and other
features that can produce an interactive learning media for students. Users are
authorized to edit existing content through various features available on the
menu. In addition, the reason researchers use Genially media is because this
media is very easy to use, has a wide range, can create various kinds of
learning media, and is equipped with a variety of images, icons, templates,
colors, and countless fonts so that it can motivate students in the learning
process which results in increased learning achievement. Basic Graphic Design
subject is one of the subjects studied in SMK (Capron Puozzo & Audrin, 2021; Elmunsyah,
Herwanto, Smaragdina, Anggraini, & Utomo, 2021; Lahinta, Latief, Suhada,
& Bobihu, 2024; Pujawan & Mahendr, 2018; Putri et al., 2023; Yuliana
& Putri, 2021). This subject learns
about the basics of graphic design, such as layout, line, field, illustration,
typography, color, light dark, texture and space.
Based on
the results of observations made by researchers at SMK Muhammadiyah 2 Kuningan, student learning interest in Basic Graphic Design
subjects is still relatively low. This can be seen from the lack of enthusiasm
of students in participating in learning, lack of student motivation to learn,
and low student learning outcomes. Therefore, efforts are needed to increase
students' interest in learning in Basic Graphic Design subjects. One of the
efforts that can be made is by using interactive learning media.
RESEARCH
METHOD
This study uses the Research and Development
(R&D) method to develop interactive learning media based on the genially
platform. The R&D method was chosen because it allows researchers to not
only identify the problem of low student interest in learning, but also develop
concrete solutions that can be tested and evaluated (Pudjiaraka,
2024). The research began with the observation and
problem identification stage at SMK Muhammadiyah 2 Kuningan,
especially in the Basic Graphic Design subject which experienced a decline in
student interest in learning. This observation was conducted to deeply
understand the factors that cause low interest in learning, including
conventional learning methods that are less interactive and interesting for
students.
After identifying the problem, the researcher
continued with the product development stage. At this stage, interactive
learning media was developed using various interesting features of the Genially
platform. Genially was chosen for its ability to accommodate various learning
styles by providing attractive visualizations, multisensory content and
interactive elements. These features include animations, infographics, quizzes
and games designed to stimulate student curiosity, encourage independent
exploration and reinforce understanding of the subject matter. By using
Genially, researchers hope to create a more enjoyable and effective learning
experience, which in turn can increase students' interest in learning.
The developed product was then tested in class
X Computer and Network Engineering (TKJ) and X Software Engineering (RPL) at
SMK Muhammadiyah 2 Kuningan. This trial aims to see
the impact of using interactive learning media on student interest in learning.
The trial process involved using Genially media in daily teaching and learning
activities, with researchers observing students' interaction with the media,
their level of engagement, as well as changes in learning interest and
motivation. Data collected from the pilot included direct observation,
interviews with students and teachers, and student learning outcomes before and
after the use of the interactive learning media.
The results of this pilot were then evaluated
to assess the effectiveness of the developed learning media. This evaluation
includes qualitative and quantitative data analysis to understand the extent to
which Genially media is able to increase students' interest in learning. The
results showed that the use of Genially-based interactive learning media
significantly increased students' learning interest in Basic Graphic Design
subjects. Students become more interested and motivated to learn, which is reflected
in increased active participation in class and better learning outcomes.
Through this R&D method, researchers not
only managed to identify and understand the problem of low student interest in
learning, but also developed and implemented an effective solution. Genially's interactive learning media is proven to make the
learning process more interesting and interactive, thus increasing students'
interest in learning. This research makes an important contribution to the
development of more innovative and effective learning methods, which can be
applied in various subjects and educational levels. The results of this study
can also be a reference for teachers and educational institutions in developing
learning media that can significantly improve student interest and learning
outcomes.
The teaching and
learning process at SMK Muhammadiyah 2 Kuningan is
still dominated by monotonous learning media. This is not optimal in attracting
students' interest in learning. Therefore, this research aims to develop
interesting learning media by using Genially. Borg & Gall's instructional
learning media development model with 5 main steps is applied in this research.
A.
Needs analysis for learning media development
This
research and development begins with a needs analysis.
Observations were made at SMK Muhammadiyah 2 Kuningan
by interviewing students of class X Computer and Network Engineering (TKJ) and
class X Software Engineering (RPL). The results of this analysis become a
reference in the development of Genially learning media. Based on observations,
students of class X TKJ and class X RPL SMK Muhammadiyah 2 Kuningan
want Genially learning media with several functions:
1.
Media is easily accessible: Learning materials
can be reached anytime and anywhere, without time and space constraints. Users
can learn easily and flexibly.
2.
Easy to learn media: The material is presented
in a way that is easy for users to understand and comprehend.
3.
Media is easy to use: Users are able to
utilize learning media optimally to support the learning process, increase
engagement and motivation to learn.
4.
Media helps students: Learning materials
combine theoretical concepts and their application in practice in a balanced
manner, helping users understand concepts more deeply and applicable.
5.
Save time: Users can save time in searching
and finding learning materials needed easily and quickly, increasing learning
productivity.
6.
Media functionality: Learning media is easy to
use and provides a comfortable and enjoyable learning experience, increasing
users' interest in learning.
7.
Satisfaction of using the media in the
learning process: Learning materials that are complete and easy to understand
help users achieve learning objectives effectively, improving learning outcomes..
B.
Learning media development stage
At this
stage of learning media development, researchers take several steps:
1.
Preparation of material
Researchers
compile materials that will be included in the Genially learning media.
2.
Collection of editing materials
After the
material is organized, researchers look for editing materials such as backsound and images to be displayed on Genially learning
media.
3.
Editing Genially learning media
Researchers
carry out the editing process on Genially learning media by compiling materials
and materials that have been prepared using the available features.
4.
Rendering Genially learning video
Researchers
perform the rendering process on Genially learning media.
5.
Adding backsound and
effects to Capcut application
Researchers
combine backsound and effects with video results from
Genially learning media in Capcut application.
6.
Final rendering on Capcut
application
Researchers
perform final rendering on Capcut application.
C.
Small-scale
trial
At this
stage, researchers apply the media design that has been developed and revised.
Small-scale trials of learning media products were conducted to see student
responses (material users) to the Genially learning media that had been
developed. This trial involved 25 students, with 18 male students and 7 female
students.
Table 1. Test Result
Data
|
No. of questions |
VD |
F |
DE |
LF |
Total |
|
1 |
19 |
5 |
1 |
0 |
25 |
|
2 |
23 |
2 |
0 |
0 |
25 |
|
3 |
21 |
3 |
1 |
0 |
25 |
|
4 |
15 |
10 |
0 |
0 |
25 |
|
5 |
18 |
7 |
0 |
0 |
25 |
|
6 |
16 |
8 |
1 |
0 |
25 |
|
7 |
17 |
8 |
0 |
0 |
25 |
|
Total |
129 |
43 |
3 |
0 |
175 |
After the
test result data has been obtained, the next step is to perform the
calculation. Here are the results of the calculation score
Table 2. Total Score
|
|
Total |
Score |
Result |
|
LF |
129 |
4 |
516 |
|
F |
43 |
3 |
129 |
|
DE |
3 |
2 |
6 |
|
VD |
0 |
1 |
0 |
|
Total |
651 |
||
The total
score obtained is calculated to determine the quality of the product in
usability testing. The next step is to determine the quality based on scores
and categories. This quality determination is carried out using the previously
created category table. For assessment categories can be seen in the table
below:
Table 3. Assessment
Categories
|
No |
Presentation |
Category |
|
1 |
21%-40% |
Less
Feasible |
|
2 |
41%-80% |
Decent
Enough |
|
3 |
61%-60% |
Feasible |
|
4 |
81%-100% |
Very
Decent |
Based on
the table above, the usability test percentage results show a value of 93%.
This value is included in the "Very Feasible" category and fulfills
all aspects of usability. The usability test results show that Genially learning media is easy to use and understand by
users.
2.
Large-scale
field trial
Furthermore,
at the large-scale trial stage, researchers gave pretest and posttest questions
to students in class X TKJ & class X RPL to find out whether there were
differences before and after using the media that had been developed and then
presented. Based on the results of SPSS calculations, the following data were
obtained:
a.
Paired Samples Statisties
Table 4. Samples Statisties
|
|
|
Mean |
N |
Std.
deviation |
Std. error mean |
|
Pair 1 |
PRE TEST X RPL & X TKJ |
48.2400 |
25 |
16.99333 |
3.39867 |
|
|
POST TEST X RPL & X TKJ |
89.3200 |
25 |
10.53850 |
2.10770 |
Based on
the Paired Samples Statistics table, it can be concluded that:
1)
There is a significant difference between the
pre-test and post-test scores. This is evidenced by the different Mean values
and the relatively small Std. Error Mean which is relatively small.
2)
The difference in Mean scores shows that the
average post-test score is higher than the average pre-test score. This shows
that there is an increase in students' interest in learning after using the
Genially.
b. Paired
Samples Correlations
Table 5. Samples Correlations
|
|
|
N |
Correlation |
Sig. |
|
Pair 1 |
PRE TEST X RPL & X TKJ |
25 |
.809 |
.0000 |
|
|
POST TEST X RPL & X TKJ |
Based on
the Paired Samples Correlations table, it can be concluded that:
1)
There is a strong positive correlation between
pre-test and post-test scores. This is evidenced by the Correlation value of 57
0.809, which shows that there is a positive and strong relationship between the
two variables.
2)
The positive correlation shows that the higher
the pre-test score, the higher the post-test score. This shows that students
who have a good initial understanding of Basic Graphic Design material tend to
be better at understanding the material after using the Genially.
3)
The small Sig. (2-tailed) value (0.000)
indicates that there is a statistically significant relationship between the
pre-test and post-test scores. This means that it is unlikely that this
correlation result occurred by chance.
c. Paired
Samples Test
Table 6. Sample Test
|
|
Paired Differences |
||||
|
|
|
|
|
95% confidence interval of the difference |
|
|
|
Mean |
Std. deviation |
Std. error mean |
lower |
Upper |
|
Pair 1 PRE
TEST
X RPL & X TKJ POST TEST X RPL & X TKJ |
-41.08000 |
10.48777 |
2.09755 |
-45.40914 |
-36.75086 |
Table
7. Paired Samples Test
|
|
t |
df |
Sig. (2-tailed) |
|
Pair 1 PRE
TEST
X RPL & X TKJ POST TEST X RPL & X TKJ |
-7.321 |
25 |
.000 |
Based on
the results given, we can conclude as follows:
1)
There is a statistically significant difference
between the pre-test and post-test scores. This is because the p value (0.000)
is smaller than the significance level (0.05). This means that we can reject
the null hypothesis, which states that there is no difference between the
pre-test and post-test scores.
2)
The mean post-test score was significantly
lower than the mean pre-test score. This is indicated by the negative t value
(-7.321) and the fact that the mean difference between the pre-test and
post-test scores is negative (-41.08). This shows that the use of Genially
learning media is effective in increasing students' learning interest in Basic
Graphic Design subject.
Discussion
1.
Product Review Description��
Genially
learning media was developed as a learning resource for class X Computer and
Network Engineering (TKJ) and class X Software Engineering (RPL) students at
SMK Muhammadiyah 2 Kuningan in the subject of Basic
Graphic Design. Learning materials are packaged in the form of videos that can
be accessed via YouTube with the channel name "irvanvauzy�.
In this
study also uses Borg & Gall's instructional learning media development
model which has several stages, namely first analyzing the needs needed by
students in class X Computer and Network Engineering (TKJ) and class X Software
Engineering (RPL) at SMK Muhammadiyah 2 Kuningan,
secondly making learning media development by attaching several images as well
as transitions and backsound, then validation from
media experts and material experts in order to assess the feasibility of the
learning media that researchers develop and also the quality of the material to
be presented, then directly implement Genially learning media that has been
made and revised by conducting small-scale trials which include 5 male students
and 5 female students, then after the small-scale trial is deemed sufficient,
the next step is usually directly carried out a large-scale trial.
Before
being tested, the researcher first distributed pretest questions in the form of
15 multiple choice questions to test and find out how far the students' level
of understanding of the material that had been taught by the previous teacher,
then the researcher exposed the media that had been made, namely Genially
learning media with some material that had been compiled and validated by
material experts in the form of learning videos that were developed and
validated by media experts to 25 students in class X TKJ & class X RPL.
Then the
next step the researcher distributes posttest questions in the form of multiple choice questions totaling 15 to find out if there
is a difference before and after using the media that has been developed which
is then described. Then the last step the researcher distributes student
response questionnaires totaling 7 aspects of indicators related to the media
that have been developed as well as the material presented to determine the
feasibility of Genially learning media that is being studied by researchers.
2. Media
feasibility analysis
a. Usability
testing data analysis
The data
obtained from the usability assessment in the form of a student response
questionnaire and consists of 7 aspects of indicators, namely:
1)
Media is easy to access
2)
Media is easy to learn
3)
Media is easy to use
4)
Media helps students
5)
Saves time
6)
Media functionality
7)
Satisfaction of using media in the learning
process
From the
results of the calculation of usability testing with reference to 7 aspects of
the student response questionnaire indicators that have been determined, the
overall percentage is 93%, which means it is in the "Very Feasible"
category.
b. Data
analysis of paired samples test
The results
obtained from testing the paired simples test to see the increase in student
interest in learning class X Computer and Network Engineering (TKJ) and class X
Software Engineering (RPL) with reference to the calculation of pretest and
posttest in the form of multiple choice questions
totaling 15 pretest questions and 15 posttest questions, then then obtained a
significant percentage value (2-talled) 0.000.
CONCLUSION
Based
on the results of the research and analysis of data calculations conducted on
the development of Genially learning media for students in class X Computer and
Network Engineering (TKJ) and class X Software Engineering (RPL) at SMK
Muhammadiyah 2 Kuningan, several conclusions can be
drawn: the Genially learning media developed includes learning materials,
practice questions (pretest and posttest), and evaluations that are
attractively and interactively packaged using the CapCut
application, having passed validation tests by material and media experts. This
research successfully developed Genially learning media that effectively
increases student interest in Basic Graphic Design subjects, as evidenced by
data analysis showing a significant difference between pre-test and post-test
scores of students using the media, with usability testing yielding a 93% score
in the "Very Feasible" category. The use of Genially learning media
can enhance students' learning interest, confirmed by a large-scale field trial
showing significant differences between initial (pre-test) and final
(post-test) variables, with a significance value (2-tailed) of 0.000, smaller
than 0.05. The mean post-test score was significantly higher than the mean
pre-test score, indicated by a negative t value (-7.321) and a negative mean
difference (-41.08), demonstrating the media's effectiveness in increasing
student interest in the subject.
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