Penerapan Inovasi Rekayasa Media Pembelajaran Berbasis Android Untuk Optimalisasi Kemampuan Branding Produk Pada Siswa SMK 14 14
DOI:
https://doi.org/10.26623/tematik.v6i2.14708Keywords:
Media Android, Branding Produk, PKKWU, Show-and-do, Pendidikan VokasiAbstract
Pengabdian masyarakat ini dilatarbelakangi oleh kurangnya variasi media pembelajaran pada mata pelajaran Produk Kreatif dan Kewirausahaan (PKKWU) di SMK Negeri 4 Semarang yang memicu kebosanan dan rendahnya literasi branding siswa. Padahal, 100% siswa memiliki smartphone yang belum dioptimalkan sebagai instrumen akademik. Kegiatan ini bertujuan untuk meningkatkan kompetensi siswa dalam mendesain identitas merek dan kemasan melalui pemanfaatan media pembelajaran berbasis Android. Metode pelaksanaan menggunakan pendekatan show-and-do yang mencakup tahap demonstrasi, simulasi, dan aplikasi. Hasil kegiatan menunjukkan bahwa metode learning by doing ini berhasil menstimulasi 85% siswa kelas XII Teknik Permesinan untuk menciptakan identitas merek, logo, dan konsep kemasan secara profesional. Kesimpulannya, intervensi media Android terbukti efektif mengatasi kebosanan belajar, mentransformasi pola pikir siswa menjadi market-oriented, dan sangat direkomendasikan untuk diintegrasikan secara permanen ke dalam silabus sekolah.
References
Alfian, R. D., Bahtiar, F. Z., Rahman, F., & Burhan, N. (2025). Development of learning media to improve student learning outcomes on product branding materials in vocational high schools. Jurnal Pendidikan Teknik Mesin, 25(2), 36–43.
Brown, T., & Green, A. (2022). Demonstration-based learning in educational technology training. Educational Technology Research and Development, 70(4), 2145–2162. https://doi.org/10.1007/s11423-022-10145-6.
Dirgatama, C. H. A., Ningharjanti, P., Indrawati, C. D. S., & Wirawan, A. W. (2021). Utilization of interactive multimedia Android-based archiving towards learning independence. Economic Education Analysis Journal, 10(3), 487–496. https://doi.org/10.15294/eeaj.v10i3.50437.
Elfisa, Safwan, & Fadhillah, R. (2023). Design of Android-based augmented reality physics book for grade XII of high school chapter 9 digital technology. Jurnal Inotera, 8(2), 316–324. https://doi.org/10.31572/inotera.vol8.iss2.2023.id259.
Hanny, A. B., & Fajar, M. (2022). The development of “ACCESS” Android based learning media in the accounting cycle material. Jurnal Pendidikan Akuntansi Indonesia, 19(2), 44–58. https://doi.org/10.21831/jpai.v19i2.42396.
Koessoy, H., Katuuk, D. A., Lengkong, J. S. J., & Rotty, V. N. J. (2023). Digital literacy learning management innovation at state vocational schools in Manado City. i(2), 275. https://doi.org/10.29240/jsmp.v7i2.6981.
Myori, D. E., Krismadinata, K., Hidayat, R., Eliza, F., & Fadli, R. (2019). Peningkatan Kompetensi Guru dalam Penguasaan Teknologi Informasi dan Komunikasi melalui Pelatihan Pengembangan Media Pembelajaran Berbasis Android. Jtev (Jurnal Teknik Elektro Dan Vokasional), 5(2), 102. https://doi.org/10.24036/jtev.v5i2.106832.
Nandiyanto, A. B. D., Rachmat, L. A., Rahayu, D., Azizah, N. N., & Husaeni, D. F. A. (2020). Development of Job sheet Application in Making Biobriquette Based on Coconut (<I>Cocos nucifera</I>) Coir with Variation of Particle Size and Banana (<I>Musa paradisica</I>) Peels for Vocational Students. Journal of Engineering Education Transformations, 34(0), 132. https://doi.org/10.16920/jeet/2020/v34i0/157879.
Niswah, A. K., Roemintoyo, R., & Rejekiningsih, T. (2024). Development of Android-based virtual laboratory media at vocational school: Effects on students’ cognitive skills. International Journal of Evaluation and Research in Education (IJERE), 13(1), 503. https://doi.org/10.11591/ijere.v13i1.25470.
Purmadi, A., Muzakkir, M., & Astuti, E. R. P. (2022). Developing m-learning applications to support digital literacy of vocational high school students. Jurnal Inovasi Dan Teknologi Pembelajaran, 9(3), 291. https://doi.org/10.17977/um031v9i32022p291.
Saputri, A., Sukirno, S., Kurniawan, H., & Probowasito, T. (2020). Developing Android game-based learning media “Go Accounting” in accounting learning. Indonesian Journal on Learning and Advanced Education (IJOLAE), 2(2), 91–99. https://doi.org/10.23917/ijolae.v2i2.9998.
Setyanto, B. N., Mushlihudin, M., & Pradana, D. Y. (2021). Quality analysis of a learning media analog electronics on the Android platform with ISO 25010. Journal of Vocational Education Studies, 4(1), 112. https://doi.org/10.12928/joves.v4i1.4047.
Taylor, K. (2022). Skill acquisition through simulation and application stages. Journal of Vocational Education Research, 47(2), 189–204..

