ANALISIS KEBUTUHAN SISWA UNTUK PENGEMBANGAN MOBILE LEARNING DALAM VISUALISASI KONSEP JARINGAN KOMPUTER DAN INTERNET
Abstract
This study aims to analyze the needs of Grade X students at SMA Negeri 1 Nguter regarding the development of mobile learning-based instructional media, focusing on visualizing abstract concepts related to computer networks and the internet while supporting self-directed learning. A quantitative descriptive approach was employed, involving 27 Grade X students selected via purposive sampling. Data collection utilized a four-point Likert scale questionnaire to measure key need indicators, alongside open-ended questions to identify specific challenges. Quantitative data were analyzed using descriptive percentage techniques, while qualitative data underwent thematic analysis. The results indicate that, despite students possessing very high levels of experience with digital media (96.30%) and device ownership (88.89%), 81.48% reported facing difficulties with existing instructional media. Students demonstrated a strong preference for interactive and visual media (88.89%), quiz and simulation features (88.89%), multi-device access (88.89%), and media support for independent study (85.19%). Their primary learning needs centered on the abstract nature of the subject matter, such as data communication flows and network topologies. As a key contribution, this study produced a mobile learning conceptual design (proposed architecture) mapped to Knowles’s (1975) five stages of self-directed learning—diagnosing needs, setting goals, selecting resources, implementing interactive simulation strategies, and self-evaluation—serving as a foundation for the research and development (R&D) of informatics instructional media.
Penelitian ini bertujuan untuk menganalisis kebutuhan siswa kelas X SMA Negeri 1 Nguter terhadap pengembangan media pembelajaran berbasis mobile learning yang difokuskan pada visualisasi konsep abstrak materi jaringan komputer dan internet serta penunjang kemandirian belajar (self-directed learning). Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan subjek 27 siswa kelas X yang dipilih menggunakan teknik purposive sampling. Pengumpulan data dilakukan melalui angket skala Likert empat tingkat yang mengukur indikator kebutuhan utama serta pertanyaan terbuka untuk menggali kendala spesifik. Data kuantitatif dianalisis menggunakan teknik persentase deskriptif, sedangkan data kualitatif dianalisis secara tematis. Hasil penelitian menunjukkan bahwa meskipun siswa memiliki tingkat pengalaman penggunaan media digital (96,30%) dan kepemilikan perangkat (88,89%) yang sangat tinggi, sebanyak 81,48% siswa melaporkan mengalami kendala dalam penggunaan media pembelajaran yang tersedia.. Siswa menunjukkan tingkat kebutuhan yang sangat dominan terhadap media interaktif dan visual (88,89%), fitur kuis dan simulasi (88,89%), akses multi-perangkat (88,89%), serta dukungan media untuk belajar mandiri (85,19%). Kesulitan belajar utama siswa berpusat pada sifat materi yang abstrak seperti alur komunikasi data dan topologi jaringan. Sebagai kontribusi utama, penelitian ini menghasilkan rancangan konseptual (proposed architecture) mobile learning yang dipetakan ke dalam lima tahapan Self-Directed Learning Knowles (1975)—mendiagnosis kebutuhan, merumuskan tujuan, memilih sumber, menerapkan strategi simulasi interaktif, dan evaluasi mandiri—sebagai dasar bagi penelitian dan pengembangan (R&D) media pembelajaran informatika.
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DOI: https://doi.org/10.17509/e.v25i3.106344
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