Pengembangan AMPURASIA: media interaktif berbasis aplikasi android pada materi teks puisi rakyat kelas VII SMP Development of AMPURASIA: an interactive media based on android application on text material of folk poetry for class VII junior high school
Main Article Content
Abstract
Android-based learning media has become one of the innovations in 21st-century education. There is a need for new educational technologies aligned with the current demands and challenges of learning, especially in preparing for PISA and AKM assessments. This article describes the development and feasibility testing of the Android-based application 'AMPURASIA' as a learning medium for 7th-grade junior high school students on traditional poetry texts. The research follows the R&D approach, using the Borg & Gall model, which involves seven essential stages: (1) data collection, (2) product design planning, (3) initial product development, (4) limited-scale preliminary testing, (5) initial product revision, (6) field testing, and (7) final product revision. This study employed observation sheets and questionnaires as data collection instruments. In the limited trial, the researcher involved 10 students as subjects, while experts served as validators. The data collected were analyzed using descriptive quantitative methods. The analysis results showed that the learning media was rated 'highly feasible' with an average score of 88% on the product feasibility test. Therefore, the product can be utilized as an interactive learning medium.
Downloads
Article Details

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Every work in Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Under the following terms:
- Attribution — You must give appropriate credit , provide a link to the license, and indicate if changes were made . You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
- ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
- No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a CC BY-SA 4.0 DEED Attribution-ShareAlike 4.0 Internationalthat allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
References
Anggreni, P., & Arsana, I. W. G. (2022). Preferensi Konsumen terhadap Merek Smartphone Berdasarkan Sistem Operasi (Studi Perbandingan Smartphone menggunakan Iphone S/IOS dengan Android OS). JUIMA: Jurnal Ilmu Manajemen, 12(1), 111–129. https://doi.org/10.36733/juima.v12i1.5183
Arikunto, S., & Jabar, C. S. A. (2014). Evaluasi Program Pendidikan: Pedoman Teoritis Praktisi Pendidikan. Bumi Aksara.
Dewi, F. (2015). Proyek Buku Digital: Upaya Peningkatan Keterampilan Abad 21 Calon Guru Sekolah Dasar melalui Model Pembelajaran Berbasis Proyek. Metodik Didaktik: Jurnal Pendidikan Ke-SD-An, 9(2), 1–15. https://ejournal.upi.edu/index.php/metodikdidaktik/article/view/3248
Faqih, M. (2021). Efektivitas Penggunaan Media Pembelajaran Mobile Learning Berbasis Android Dalam Pembelajaran Puisi. Konfiks: Jurnal Bahasa dan Sastra Indonesia, 7(2), 27–34. https://doi.org/10.26618/konfiks.v7i2.4556
Fatimah, K., Viono, T., & Ambarwati, A. (2023). Pengembangan e-modul interaktif berbasis gamifikasi pada pembelajaran teks fabel. Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya, 6(4), 945–958. https://doi.org/10.30872/diglosia.v6i4.728
Gall, M. D., Gall, J. P., & Borg, W. R. (2003). Educational Research: An Introduction (7th ed.). Pearson Education, Inc.
Hadi, N. (2020). Powerspring Sebagai Solusi Inovatif Pembelajaran yang Asyik dan Menyenangkan di Rumah Selama Pandemi Covid-19 bagi Siswa SD. Jurnal Tunas Nusantara, 2(1), 143–154. https://ejournal.unisnu.ac.id/jtn/article/view/1484
Hanisah, Irhasyuarna, Y., & Yulinda, R. (2022). Pengembangan Media Pembelajaran Interaktif menggunakan Ispring suite 10 pada Materi Reproduksi Tumbuhan untuk Mengukur Hasil Belajar. Jupeis: Jurnal Pendidikan dan Ilmu Sosial, 1(3), 6–16. https://doi.org/10.55784/jupeis.Vol1.Iss3.68
Harahap, M. A. K., Ismaya, B., Wahab, A., Pramono, S. A., & Ichsan. (2023). Concept and Implementation Merdeka Belajar Curriculum in Higher Education. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 8(1), 62–66. https://journal.um.ac.id/index.php/jptpp/article/download/21339/6787
Hiasa, F., Youpika, F., & Yanti, N. (2022). Pengembangan Media Pembelajaran Teka-Teki Silang Sastra Melayu Klasik Berbasis Android. Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya, 5(2), 421–436. https://doi.org/10.30872/diglosia.v5i2.322
Islamuddin, M. N., & Widyartono, D. (2023). Pengembangan laman pembelajaran menulis simpulan berita kelas VIII SMP dengan strategi text based introduction. Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya, 6(4), 959–970. https://doi.org/10.30872/diglosia.v6i4.735
Istiawan, N., & Kusdianto, H. (2018). Pengaruh Bahan Ajar Myologi Berbasis Android untuk Meningkatkan Hasil Belajar Mahasiswa PJKR pada Mata Kuliah Anatomi. JP.JOK (Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan), 2(1), 13–19. https://doi.org/10.33503/jpjok.v2i1.174
Istiq’faroh, N. (2020). Relevansi Filosofi Ki Hajar Dewantara Sebagai Dasar Kebijakan Pendidikan Nasional Merdeka Belajar di Indonesia. Lintang Songo: Jurnal Pendidikan, 3(2), 1–10. https://journal.unusida.ac.id/index.php/jls/article/view/266
Lathifah, R., Maharani, T., Agustin, S. P., Chaerunisa, F., Septian, W. M., & Setianingsih, E. R. (2022). Inovasi Nadiem Makarim Mengenai Merdeka Belajar. Jurnal Ilmu Pendidikan dan Kearifan Lokal, 2(3), 115–123. https://www.jipkl.com/index.php/JIPKL/article/view/16
Latif, A. (2020). Tantangan Guru dan Masalah Sosial di Era Digital. JISIP (Jurnal Ilmu Sosial dan Pendidikan), 4(3), 613–621. https://doi.org/10.58258/jisip.v4i3.1294
Nadzifah, T. I. (2020). Pengembangan Media Pembelajaran Berbasis Android pada Mata Pelajaran IPS Terpadu VIII di MTs Wahid Hasyim 01 Dau Malang [UIN Maulana Malik Ibrahim]. http://etheses.uin-malang.ac.id/22862/
Nichols, J. R. (2019). Rules Of 21st Century Learning.
Putra, R. S., Wijayati, N., & Mahatmanti, F. W. (2017). Pengaruh penggunaan media pembelajaran berbasis aplikasi android terhadap hasil belajar siswa. Jurnal Inovasi Pendidikan Kimia, 11(2), 2009–2018. https://journal.unnes.ac.id/nju/index.php/JIPK/article/view/10628
Sadriani, A., Ahmad, M. R. S., & Arifin, I. (2023). Peran Guru dalam Perkembangan Teknologi Pendidikan di Era Digital. Seminar Nasional Dies Natalis 62, 32–37. https://doi.org/10.59562/semnasdies.v1i1.431
Setiawan, W. (2020). Merdeka Belajar: Konsepsi dan Implementasi pada Pengelolaan Sekolah di Era Digital. Kemdikbud.
Sugiyono. (2018). Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Wahyuni, S., & Etfita, F. (2019). Efektivitas Bahan Ajar Berbasis Android terhadap Hasil Belajar. Geram, 7(2), 44–49. https://doi.org/10.25299/geram.2019.vol7(2).4069