Rancang bangun media pembelajaran etologi berbasis android. Rancang bangun media pembelajaran etologi berbasis Android untuk studi tingkah laku hewan di perguruan tinggi. Aplikasi digital ini efisien, portabel, menggantikan buku ajar fisik.
Etologi merupakan cabang ilmu biologi yang khusus mempelajari mengenai pengetahuan tingkah laku hewan. Mempelajari tingkah laku hewan (etologi) ini dapat ditemukan untuk studi pada jenjang perguruan tinggi. Dewasa ini, teknologi telah berkembang hingga dapat digunakan untuk sarana media pembelajaran di bidang biologi. Studi ini bertujuan untuk merancang dan membangun aplikasi media pembelajaran yang berbasis Android untuk pembelajaran Etologi. Metode penelitian yang digunakan untuk merancang dan membangun media pembelajaran berbasis Android dengan metode system development life cycle (SDLC) tipe waterfall. Tahapan dalam metode SDLC tipe waterfall terdiri atas analisis (analysis), desain (design), penulisan skrip (coding), dan pengujian sistem (testing). Hasil penelitian berupa desain user-interface (UI) media pembelajaran yang digunakan untuk penulisan skrip menjadi produk aplikasi Android (Android mobile-app). Aplikasi media pembelajaran ini dapat digunakan untuk sarana pembelajaran, karena dapat menggantikan buku ajar teks ataupun modul cetak karena sangat efisien bersifat digital dan dapat dibawa ke mana saja dan di mana saja.
This paper describes the design and development of an Android-based learning application for Ethology, a specialized branch of biology focusing on animal behavior. The initiative is highly relevant given the increasing integration of technology into educational settings and the specific needs of higher education students studying Ethology. The core aim of the study—to create a digital learning medium—addresses a contemporary need for flexible and accessible educational resources, potentially offering an efficient alternative to traditional print materials. The motivation to leverage mobile technology for specialized biological studies is a commendable and timely endeavor. The methodology employed for this project is the System Development Life Cycle (SDLC) with a Waterfall approach, encompassing distinct phases: analysis, design, coding, and testing. The abstract indicates that the primary outcome of this research is the design of a user interface (UI) that was subsequently translated into a functional Android mobile application. The authors claim that this digital learning medium can effectively serve as a teaching aid, offering efficiency, portability, and the ability to replace conventional textbooks or printed modules due to its digital nature. This development addresses the practical need for flexible learning tools in an increasingly mobile-centric educational landscape. While the abstract clearly outlines the *rancang bangun* (design and build) aspect, a notable limitation is the lack of detail regarding the *evaluation* or *impact* of the developed application. The claims of efficiency and its ability to replace traditional materials are strong, yet the abstract provides no empirical data from user acceptance testing, pedagogical effectiveness studies, or comparative analyses. For future iterations or subsequent publications, it would be crucial to include rigorous evaluation metrics, user feedback, and evidence of the app's efficacy in improving learning outcomes for Ethology students. Such data would significantly strengthen the research and provide robust justification for its widespread adoption in biological education.
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