APLIKASI PEMBELAJARAN KLASIFIKASI MAKHLUK HIDUP BERDASARKAN KINGDOM UNTUK SMA KELAS X BERBASIS ANDROID
SKRIPSI
Disusun sebagai salah satu syarat menyelesaikan Jenjang Strata I Pada Program Studi Informatika Fakultas Komunikasi dan Informatika Universitas Muhammadiyah Surakarta
Oleh : Rindita Gani Fantoro L200110026
PROGRAM STUDI INFORMATIKA FAKULTAS KOMUNIKASI DAN INFORMATIKA UNIVERSITAS MUHAMMADIYAH SURAKARTA 2016
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PERSEMBAHAN
PERSEMBAHAN : 1. Bapak dan ibu tercinta, yang senantiasa memberikan doa, restu, semangat, dorongan moral maupun materi yang tiada hentinya. 2. Teman–teman Informatika angkatan 2011, teman menuntut ilmu dari awal masa perkuliahan. 3. Keluarga besar IT UMS yang telah menjadi tempat untuk mengembangkan ilmu dibidang IT. 4. Semua pihak yang saya sayangi dan selalu ada untuk mendukung saya yang tidak bisa saya sebutkan satu persatu. Terima kasih untuk semua.
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ABSTRAK
Siswa Sekolah Menengah Atas dalam proses belajar mengajar masih secara manual dengan menggunakan buku untuk pegangan dan belajar, namun metode tersebut kurang efektif. Selain itu, siswa cenderung malas untuk mencari dan membeli buku untuk pegangan dalam belajar. Oleh karena itu, dibutuhkan media pembelajaran yang menarik untuk mempermudah siswa dalam mencari materi dan lebih meningkatkan motivasi belajar siswa. Berdasarkan permasalahan tersebut, penulis akan merancang, membangun dan menguji media pembelajaran berupa aplikasi android. Aplikasi android ini memuat materidengan tampilan yang menarik disertai video, sehingga mampu menarik minat dan memudahkan siswa untuk mata pelajaran tentang klasifikasi makhluk hidup khususnya berdasarkan kingdom. Metode pembuatan media pembelajaran ini menggunakan SDLC (System Development
Life
Cycle)
yaitu
model
waterfall.Perancangan
dan
pembangunannya melalui beberapa tahapan meliputi definisi kebutuhan, analisis kebutuhan, desain sistem, pembangunan sistem, pengujian, dan pemeliharaan. Software utamanya yaitu Eclipse, JDK, SDK, ADT, dan PhotoFilmStrip. Hasil dari penelitian ini adalah media pembelajaran berupa aplikasi android dengan memuat materi tentang kingdom plantae, protista, archaebacteria, bacteria, fungi dan animalia. Dari data dapat disimpulkan bahwa sistem mudah digunakan, tampilan sistem ini menarik,memudahkan siswa dalam belajar, sehingga dapat memudahkan siswa dalam mencari materi tentang klasifikasi
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makhluk hidup berdasarkan kingdom. Dengan demikian tujuan dibuatnya tugas akhir ini telah tercapai.
Kata Kunci : Kingdom, Klasifikasi Makhluk Hidup, Media Pembelajaran, Siswa Sekolah Menengah Atas.
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ABSTRACT
Students of Senior High School in the process of teaching and learning are still manually by using the books to guide in learning, but these methods are less effective. The students tend to be lazy to look for and buy books for a guide to learn. Therefore, it needed an interesting learning media to facilitate students in finding material. Based on these problems the researcher will design, build and test learning media in the form of android applications. This android application, load about material with an attractive display accompanied the video, so it is able to attract interest and to improve the understanding of students in the subjects about the classification of living creatures especially about the kingdom. Method of making these learning media, using the SDLC (System Development Life Cycle) that is a model of the waterfall. Planning and construction process through several stages include the definition of needs, requirements analysis, system design, system development, testing, and maintenance. The main software that Eclipse, JDK, SDK, ADT, and PhotoFilmStrip. The result of this research is learning media in the form of android applications
with
load
material
about
the
kingdom
plantae,
protista,
archaebacteria, bacteria, fungi, and animalia. From the data it can be concluded that the system is easy to use, this system attractive appearance, facilitate students in learning, so as to make it easier for students to find material about the
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classification of living creatures based on the kingdom. Thus the goal of establishing the task of minithesis has been accomplished.
Keywords : Kingdom, The Classification Of Living Creature, The Media Learning, Senior High School Students.
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DAFTAR ISI
BAB 1
BAB II
HALAMAN JUDUL ..............................................................
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HALAMAN PERSETUJUAN ...............................................
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HALAMAN PENGESAHAN............................................... .
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DAFTAR KONTRIBUSI...................................................... .
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PERSEMBAHAN................................................................. .
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KATA PENGANTAR............................................................
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ABSTRAK.............................................................................
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DAFTAR ISI ..........................................................................
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DAFTAR TABEL .................................................................
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DAFTAR GAMBAR ............................................................
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DAFTAR LAMPIRAN .........................................................
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PENDAHULUAN ................................................................
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1.1
Latar Belakang Masalah ........................................
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1.2
Rumusan Masalah ..................................................
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1.3
Batasan Masalah ....................................................
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1.4
Tujuan Penelitian ...................................................
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1.5
Manfaat Penelitian ................................................
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1.6
Sistematika Penulisan ............................................
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TINJAUAN PUSTAKA .......................................................
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2.1
Telaah Penelitian ..................................................
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2.2
Landasan Teori ......................................................
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2.2.1
Biologi ...................................................................
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BAB III
BAB IV
2.2.2
Klasifikasi makhluk hidup .....................................
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2.2.3
Kingdom........................................................... .....
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2.2.4
Android ..................................................................
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2.2.5
Eclipse ...................................................................
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2.2.6
Java .......................................................................
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2.2.7
JDK ........................................................................
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2.2.8
SDK .......................................................................
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2.2.9
ADT .......................................................................
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2.2.10
Adobe photoshop...................................................
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2.2.11
PhotoFilmStrip.......................................................
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METODE PENELITIAN ....................................................
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3.1
Waktu dan Tempat Penelitian................................
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3.2
Peralatan Utama dan Pendukung ..........................
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3.3
Diagram Alir Penelitian ........................................
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3.4
Perancangan Sistem ...............................................
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3.4.1
Analisa Kebutuhan.................................................
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3.4.2
Pengumpulan Data .................................................
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3.4.3
Perancangan Desain Aplikasi ................................
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3.4.3.1
Desain Umum ........................................................
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3.4.3.2
Desain Terperinci...................................................
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3.4.4
Perancangan Pengujian ..........................................
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3.5
Langkah Pembuatan...............................................
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HASIL DAN PEMBAHASAN ............................................
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BAB V
4.1
Hasil Penelitian .....................................................
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4.1.1
Halaman Menu Utama...........................................
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4.1.2
Form Klasifikasi MH berdasarkan kingdom..........
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4.1.2.1
Tampilan Menu Plantae.......................... ...............
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4.1.2.2
Tampilan Menu Protista...................................... ..
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4.1.2.3
Tampilan Menu Archaebacteria........................... .
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4.1.2.4
Tampilan Menu Bacteria............................................
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4.1.2.5
Tampilan Menu Fungi..................................... ......
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4.1.2.6
Tampilan Menu Animalia..................... .................
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4.2
Pengujian..................................................................
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4.2.1
Pengujian Interface Aplikasi.....................................
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4.3
Analisis Kuisioner......................................................
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4.4
Analisa Sistem...........................................................
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4.4.1
Kelebihan...................................................................
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4.4.2
Kekurangan................................................................
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PENUTUP .............................................................................
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5.1
Kesimpulan ............................................................
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5.2
Saran .....................................................................
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DAFTAR PUSTAKA ..............................................................................
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LAMPIRAN .............................................................................................
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DAFTAR TABEL
3.1
Rancangan Kuisioner Guru ......................................................
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3.2
Rancangan Kuisioner Siswa .....................................................
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4.1
Tabel Pengujian ........................................................................
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4.2
Tabel Hasil Pengisian Kuisioner Siswa....................................
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4.3
Tabel Skoring Kuisioner Siswa ................................................
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4.4
Tabel Hasil Pengisian Kuisioner Guru .....................................
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4.5
Tabel Skoring Kuisioner Guru .................................................
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DAFTAR GAMBAR
3.1
Diagram AlirPenelitian ...............................................................
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3.2
Use Case Diagram .....................................................................
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3.3
Activity Diagram ........................................................................
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3.4
Rancangan Halaman Menu Utama .............................................
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3.5
Rancangan Halaman Menu Klasifikasi MH berdasarkan kingdom
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3.6
Rancangan Menu Plantae ............................................................
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3.7
Rancangan Menu Jenis Plantae ...................................................
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3.8
Rancangan Menu Fungi ..............................................................
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3.9
Rancangan Menu Jenis Fungi .....................................................
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3.10
Rancangan Menu Animalia.........................................................
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3.11
Rancangan Menu Jenis Animalia................................................
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3.12
Project Android Baru ..................................................................
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3.13
styles.xml....................................................................................
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3.14
Membuat File xml.......................................................................
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3.15
File Gambar ................................................................................
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3.16
Xml Tampil materi ......................................................................
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3.17
strings.xml................................................................... ................
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3.18
File Video........................................................................ ...........
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3.19
Form Video................................................................. ................
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4.1
Halaman Menu Utama ................................................................
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4.2
Halaman Klasifikasi MH berdasarkan kingdom .........................
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4.3
Tampilan Menu Plantae ..............................................................
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4.4
Tampilan Menu Jenis ..................................................................
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4.5
Tampilan Menu Bryophyta .........................................................
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4.6
Tampilan Video Klasifikasi ........................................................
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4.7
Tampilan Menu Protista ..............................................................
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4.8
Tampilan Menu Jenis ..................................................................
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4.9
Tampilan Menu Protozoa ............................................................
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4.10
TampilanVideo Golongan ...........................................................
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4.11
Tampilan Menu Archaebacteria ..................................................
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4.12
Tampilan Menu Jenis ..................................................................
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4.13
Tampilan Menu Metanogen ........................................................
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4.14
Tampilan Menu Bacteria.............................................................
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4.15
Tampilan Menu Jenis ..................................................................
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4.16
Tampilan Menu Basilus ..............................................................
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4.17
Tampilan Menu Fungi.................................................................
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4.18
Tampilan Menu Jenis ..................................................................
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4.19
Tampilan Menu Zygomycota............................. .........................
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4.20
Tampilan Video Contoh ..............................................................
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4.21
Tampilan Menu Animalia ...........................................................
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4.22
Tampilan Menu Jenis............................................. .....................
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4.23
Tampilan Menu Porifera .............................................................
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4.24
Tampilan Video Klasifikasi ........................................................
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4.25
Prosentase Penilaian Responden Siswa......................................
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4.26
Prosentase Penilaian Responden Guru........................................
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DAFTAR LAMPIRAN
Lampiran I Contoh Source Code Program (Script) Eclipse Lampiran II Dokumentasi Lampiran III Hasil Kuesioner Lampiran IV Surat Keterangan Penelitian
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