DEVELOPMENT OF ANDROID-BASED LEARNING MEDIA ON THE BASICS OF ALGORITHM AND PROGRAMMING FOR CLASS X STUDENTS OF RANTAUPRAPAT REGIONAL VOCATIONAL SCHOOL

This research uses a quantitative approach to test the hypotheses proposed in the research in the form of numbers and analysis using statistics, with the aim of the research being to determine the development of Android-based learning media products on the basics of Algorithms and Programming, as well as the feasibility of Android-based learning media. on the basics of Algorithms and Programming for class X students of Rantauprapat Regional Government Vocational School. The results of this research are Android-based learning media on the basics of Algorithms and Programming for class Meanwhile, the results of testing by material experts obtained an overall average of 88.6% in the "Very Eligible" category. The results of the feasibility test by students were 82.47% which was included in the "Very Eligible" category. So overall it can be concluded that the learning media developed is very suitable for use.


INTRODUCTION
Learning is a process of interaction between educators and students in a learning environment.In the learning process, a media is needed to support the smoothness and effectiveness of students' learning.The rapid development of technology today has impacted the use of media for learning without limits.For example, computer technology, laptops, the internet, and even smartphones can now be used as effective learning sources.The development of information technology, which has Aldimas Adianang, Masrijal, Irmayanti Development Of Android-Based Learning Media On The Basics Of Algorithm And Programming For Class X Students Of Rantauprapat Regional Vocational School 6540 become a convenience in various aspects, has been utilized in various schools to implement interactive learning media, which can be used on both PCs and Android smartphones.Various media can help students overcome learning difficulties.For example, in Android-based learning media, students can learn more easily without time and place restrictions and without the need to bring books and laptops.
Based on observations conducted at SMK PEMDA Rantauprapat from October to November 2023, it was found that students still have difficulty learning the Basics of Algorithms and Programming material due to several factors, one of which is the lack of additional learning media as independent learning media outside of school.The school-provided textbooks are very limited in their use and can only be used within the school environment.In addition to the textbooks provided by the school, students are expected to have notes in their own notebooks.Not many students can afford to buy textbooks, so when exams come, they struggle to find sources and materials to study.Another issue is that many students are not focused on learning because they are too busy with their phones, which they use for social media and gaming.Most students already have smartphones with the Android operating system, but they have not been maximized as effective learning tools.
Based on interviews with the Basic Programming subject teacher, Mrs. Ani Dwi Rohmani, S.Pd, it was stated that students' interest and motivation in learning are still lacking.This can be seen from students who do not pay attention to the teacher during class.The lack of interest and motivation in learning is partly caused by the lack of varied learning media.Moreover, according to previous research (Sesmiarni & Iswantir, M, 2023), it was stated that at SMK Negeri 1 Baso (Computer and Networking Engineering), there are still some students who can only achieve the minimum passing grade (KKM).The common problems are the lack of interest and study habits at school, some students never study at home, and they are lazy to study and do homework.The research suggests that teachers should use varied learning media to cultivate students' interest and study habits.
Building on these issues, it is necessary to implement learning media that can enhance students' activity, creativity, and ability to learn, which is expected to stimulate students' interest and motivation to learn and provide ease in studying material with interactive media.Therefore, in this study, the author plans to develop Android-based learning media on the Basics of Algorithms and Programming for 10thgrade students at SMK PEMDA Rantauprapat.
The formulated research problems are: 1.How is the development of Android-based learning media products on the Basics of Algorithms and Programming for 10th-grade students at SMK PEMDA Rantauprapat?2. What is the feasibility of Android-based learning media on the Basics of Algorithms and Programming for 10th-grade students at SMK PEMDA Rantauprapat?

Media
Media, in the perspective of education, is a very strategic instrument that contributes significantly to the success of the teaching and learning process.Its presence directly influences the dynamics of learners (Arsyad A, 2019).The term media is often associated with mass communication, the embodiment of which can be seen in the form of newspapers, magazines, radio, video, television, computers, the internet, intranet, and so on.Various opinions converge to conclude that media is a tool that serves as an intermediary or connector between the sender and receiver in information delivery.Media consists of various types, one of which can be used in the learning process (Purbohastuti, 2017).

Learning Media
In line with the development of science and technology (S&T), especially in the field of education, the use of learning aids or media has become increasingly extensive and interactive, such as computers, the internet, and mobile phones (Munthe, 2020).
The traditional view of learning suggests that knowledge is the main role in human life, and it can be acquired through learning.In the modern view, changes in human behavior, observable through interactions with the environment, are also the result of learning.Individuals who previously did not know something can understand it through learning (Singh & Hashim, 2020).

Development of Learning Media
Activities in the development of learning media include the preparation of learning materials, including curriculum development, syllabi, and lesson plans.The preparation of these materials is accompanied by the development of teaching aids in the learning process, namely the creation of learning media.If the variety of available learning media is limited, educators need to develop them individually, in groups, or involve other parties to achieve efficiency and mutual benefits (Septiasari & Sumaryanti, 2022).
Products, in the form of learning designs with the ADDIE approach, which stands for Analysis, Design, Development, Implementation, and Evaluation.Analysis involves analyzing or identifying any problems found in a specific environment, leading to ideas or concepts in determining the product to be developed (Priyanto, 2019).The purpose of the analysis step is to identify possible causes of performance gaps.

Definition of Learning Modules
Learning with modules allows learners with high learning speeds to complete one or more basic competencies faster than other learners (Mytra et al., 2022).As one form of teaching material, modules serve the following functions: a. Independent learning material b.Substitute for teaching functions c.As an evaluation tool d.As a reference material for learners Aldimas Adianang, Masrijal, Irmayanti Development Of Android-Based Learning Media On The Basics Of Algorithm And Programming For Class X Students Of Rantauprapat Regional Vocational School 6542

Definition of Multimedia
Multimedia is a combination of art, video, sound, animation, images, and text manipulated digitally and delivered and controlled interactively.In the field of communication, multimedia can be interpreted as channels, connecting media, and communication tools.The elements in multimedia are integrated into applications to form a harmonious application.Multimedia can be understood as the use of several different media to combine and deliver information in the form of animation, audio, text, graphics, and video (Masrizal et al, 2016).

Definition of Android
The development of technology such as smartphones has been widely used by almost everyone due to their affordability (Pratama & Hermawan, 2016).Android has become a very popular operating system due to its effectiveness and efficiency compared to other similar programs, making it popular for educational purposes due to its ease and flexibility.Learning that adopts mobile systems and devices further, (Researches & Nano-coatings, 2020).
The Android operating system also has a unique code name assigned to each version of Android.Android Studio is an IDE (Integrated Development Environment) software used to develop Android applications.Android Studio uses Java and Kotlin programming languages as used in the Android operating system., (Ii & Teori, 2019).
Basics of Algorithms and Programming for 10th-grade students at SMK PEMDA Rantauprapat in the odd semester of 2022.The feasibility of learning media in the study will be assessed by expert judgment, namely media experts to assess media aspects and subject matter experts to assess content aspects, as well as by 10th-grade students majoring in Computer Networking Engineering at SMK PEMDA Rantauprapat using a structured questionnaire.The framework can be illustrated by the following diagram: http://eduvest.greenvest.co.id

RESEARCH METHOD
This study examines the "Development of Android-Based Learning Media for the Basics of Algorithms and Programming for 10th Grade Students at SMK PEMDA Rantauprapat", located at JL. KH.Dewantara, No. 104, Rantauprapat, Sioldengan, Kec.Rantau Sel., Kab.Labuhanbatu, North Sumatra 21419.The purpose of using a quantitative approach is to test the hypotheses proposed in the study using numbers and statistical analysis.According to Sugiyono (2017:165), the Likert Scale is widely used in questionnaires to measure perceptions, attitudes, or opinions of individuals towards a developed product.The responses to each item on the Likert scale vary from very positive to very negative, namely: (1) Strongly Agree, (2) Agree, (3) Uncertain, (4) Disagree, and (5) Strongly Disagree.

Instrument Grid for Media Experts
This instrument is aimed at media experts to test the developed product.This instrument contains points related to Android-based learning media.

Instrument Grid for Subject Matter Experts
Before being used for research, the quality of the content in learning media needs to be reviewed by subject matter experts.This assessment also uses a nontest questionnaire instrument that includes points to assess the quality of content in this Android-based learning media.

Instrument Grid for Users
This instrument is aimed at learning media users, namely students.Points in this instrument cover aspects of ease of use and navigation, clarity of presentation, aesthetics, and instructional quality.
In validating this instrument, experts are asked for their opinions on the instrument that has been prepared, which can lead to decisions: (1) the instrument can be used without modification, (2) the instrument can be used with modification, and (3) the instrument needs to be revamped.After tabulating the data, validation testing of the instrument is continued with item analysis, by correlating the score of each item with the total score, which is the sum of each item score (Sugiyono, 2017:194) The reliability of the instrument can be calculated using the Alpha formula according to Arikunto (2013) in his journal (Arikunto suharsimi, 2019) as follows: = number of item questions ∑ ab 2 = sum of item variances Ab1 2 = total variance After the scores are determined, the data are applied in calculations to assess the feasibility in the form of a percentage, which can be briefly described with the following formula: Persentase Kelayakan (%) =   ℎ    100 (Purwanto, 2016) The feasibility percentage obtained is then converted into sentences to assess the feasibility of the media.Below is the table guideline for media feasibility percentage criteria according to Arikunto and Jabar (2016) in the journal by (Rimbani, 2017).

RESULT AND DISCUSSION
Storyboard design contains the initial design of the appearance, layout, and determination of content in learning media, such as navigation buttons, page layout, text placement, and things contained in learning media.

a. Storyboard Design
Start page The start page is a mandatory page in a learning software.The initial page is designed in the form of a splash screen containing information on the title of the learning media and the identity of the creator as shown in Figure 1.The menu page storyboard contains the main menu layout of the learning media.In Figure 2, it is shown that there are several menu buttons, namely the hint menu, basic competence menu, destination menu, material menu, video menu, program sample menu, practice question menu, glossary menu, and developer menu.On the upper right side there is an application exit button.The design of this page contains text to present instructions for using the application.At the bottom there is a home button to return to the main menu.As in figure 3  The design of this page contains text to display the basic competencies and objectives included in the learning media.At the bottom there is a home button to return to the main menu.Can be seen in figure 4. Figure 5 and Figure 6 show the storyboard for the material page designed by presenting buttons for specific materials.When a button is pressed, it will lead to the material page containing the provided material content.At the bottom of the material content page, there is a back button to return to the material menu, and at the bottom of the material page, there is a home button to return to the main menu.An example image can be seen below: http://eduvest.greenvest.co.idThe video storyboard contains a layout of video options, which when a button is pressed, will display the video content.The image can be seen in Figure 7 below: The storyboard design in Figure 8 shows the arrangement for displaying Pascal example programs.The box area is where the program code is displayed, then there is a result button at the bottom to display the results of the example program code.The illustration can be seen in the image below:  The glossary page storyboard contains the glossary content layout and menu buttons used to return to the main menu page.The illustration can be seen in Figure 11 below: There are three types of practice questions to be presented, each grouping of material.Therefore, on this storyboard, there are three buttons which are submenus of practice questions.
Design of the practice question menu in Figure 10.contains a button that, when clicked, will go to the exercise work page.On the page, the layout of the question placement and answer choices are determined.http://eduvest.greenvest.co.idThe splash screen page is the first page executed when the user opens the application.Inside, there is an Enter button to start learning and enter the menu page.To ensure that every element in the application functions properly, a program script needs to be provided.

Figure 14. Instruction page
The instruction page shown in Figure 14. is a page that displays instructions for using the application, so that users can understand how to use this application.Based on Figure 25, it is found that the testing of the Android-based learning media application on various versions did not encounter any issues in running the application.Therefore, the developed learning media application achieved the Compatibility aspect up to Android version with API level 26, which is up to Android Oreo.
The data from the testing by media experts, subject matter experts, and students were then processed to determine the product's feasibility level.Data analysis was conducted by scoring the responses chosen by evaluators or respondents from the alternative answers using a Likert scale interval from 1 to 5. http://eduvest.greenvest.co.idBased on the data from Table 1, the feasibility score of the media from the aspects of ease of use and navigation is stated to be very feasible with a feasibility percentage of 96%.The aesthetic aspect is stated to be very feasible with a feasibility percentage of 92.8%, media integration is stated to be very feasible with a feasibility percentage of 95%, and technical quality is stated to be very feasible with a feasibility percentage of 97.5%.The final score obtained is 95.34%, indicating that the Android-based learning media on the Basics of Algorithms and Programming falls under the "Very Feasible" category.The graph of the media expert assessment analysis data can be seen in Figure 27.The assessment of the feasibility of material on Android-based learning media is reviewed from 3 aspects, namely ease of use and navigation, aesthetic or beauty, media integration, and technical quality.The results of the material expert assessment are listed in  Based on the data analysis results in Table 2, the feasibility percentage of the suitability aspect is stated to be very feasible with a percentage of 90%, the content and objective quality aspect is stated to be very feasible with a percentage of 93.3%, and the instructional quality aspect is stated to be very feasible with a percentage of 82.5%.The total percentage is 88.6%, indicating that the material in the learning media is categorized as "Very Feasible" to use.The graph of the data analysis on the material assessment results can be seen in Figure 28.The assessment of Android-based learning media by students includes aspects of ease of use and navigation, aspects of clarity of presentation, aspects of aesthetic or beauty, and instructional aspects.Table 3 shows the results of assessment by students.
Table 3 Based on the results in Table 3, the feasibility percentage of the ease of use and navigation aspect is stated to be very feasible with a percentage of 85.4%, the clarity of presentation aspect is stated to be very feasible with a percentage of 82.2%, the aesthetic aspect obtained a feasibility percentage of 84%, thus stated as very feasible, and the instructional quality aspect is considered feasible with a feasibility percentage of 78.25%.The overall average obtained is 82.47%, indicating that the Android-based learning media on the Basics of Algorithms and Programming is categorized as "Very Feasible" to use.The graph of the feasibility test results of Android-based learning media can be seen in Figure 29.http://eduvest.greenvest.co.idThe product successfully developed in this development is an application that supports classroom learning as well as self-learning, utilizing Android-based smartphones and has been tested compatible with various Android versions.In this application, there are features that have been tailored to the needs, namely user guide features, learning materials, sample programs, instructional videos, practice questions, and mini-games.2. Android-based learning media on the Basics of Algorithms and Programming for 10th-grade students at SMK Pemda Rantauprapat has been tested for its feasibility by media experts, with an overall average of 95.34% with the category "Very Feasible".Meanwhile, the results of testing by subject matter experts obtained an overall average of 88.6% with the category "Very Feasible".The results of feasibility testing by students are 82.47%,which falls into the category of "Very Feasible".Therefore, overall, it can be concluded that the developed learning media is highly suitable for use.
. The correlation technique used is the Product Moment correlation with the following formula: rxy = ()−() () √{n(ΣX 2 )−()²}{( 2 )−() 2 } Information : Rxy = correlation coefficient between variables x and y N = number of respondents ∑X = sum of item scores ∑Y = sum of total scores ∑XY = sum of the product of item scores and total scores

Figure 1
Figure 1 Start page storyboard

Figure 2
Figure 2 Storyboard of the menu page

Figure 3
Figure 3 Storyboard instruction page

Figure 4 .
Figure 4. Storyboard for basic competency and objective page

Figure 5 .
Figure 5. Storyboard for material submenu page

Figure 7 .
Figure 7. Storyboard for video page

Figure 8 .
Figure 8. Storyboard for example program page

Figure 11 .
Figure 11.Storyboard for glossary page

Figure 15 .
Figure 15.Basic competencies page Figure 16.Landing page Figure 19.Figure 20. Figure 21.Video submenu page Video display page Program sample page

Figure 25
Figure 25 Developer Profile

Figure 27 .
Figure 27.Graph of material expert assessment data analysis results

Figure 28 .
Figure 28.Graph of material expert assessment data analysis results

Figure 29 .
Figure 29.Graph of the results of due diligence data analysis by students

Table 1 :
Results of Media Expert Assessment Analysis

Table 2
Results of Media Expert Assessment Analysis Development Of Android-Based Learning Media On The Basics Of Algorithm And Programming For Class X Students Of Rantauprapat Regional Vocational School 6554 Source : SMK PEMDA Rantauprapat 2023

No Assessment Aspect Feasibility Percentage Score Obtained
. Results of Student Trial Analysis