Pengembangan Media Pembelajaran Berbasis ATmega328 untuk Pemantauan Suhu Air Rumput Laut dengan Pendekatan STEAM
https://doi.org/10.51574/jrip.v5i3.5961
Keywords:
STEAM, ATmega328, Media Pembelajaran, Sensor Suhu, Budidaya Rumput LautAbstract
Pembelajaran mikrokontroler memerlukan media yang menghubungkan konsep, perangkat fisik, pengolahan data, dan masalah autentik. Penelitian ini bertujuan mengembangkan media pembelajaran STEAM berbasis ATmega328 untuk pemantauan suhu air pada budidaya rumput laut serta menilai kebutuhan, validitas, kepraktisan, dan efektivitas awalnya. Penelitian menggunakan Research and Development yang mengacu pada Sugiyono dengan prosedur 4D: define, design, develop, dan disseminate. Data kebutuhan dikumpulkan melalui angket Likert pada tahap define; validitas diperoleh melalui expert judgment oleh tiga ahli materi, tiga ahli media, dan tiga penilai integrasi STEAM; kepraktisan dikumpulkan melalui angket setelah implementasi; sedangkan hasil belajar diperoleh melalui pretest dan posttest pada 40 mahasiswa Program Studi Informatika. Data dianalisis secara deskriptif, menggunakan persentase kelayakan, N-Gain, Shapiro-Wilk pada skor selisih, paired-samples t-test, dan Cohen's dz. Analisis kebutuhan mencapai 88,51%; validasi materi, media, dan integrasi STEAM masing-masing 90,7%, 91,9%, dan 91,6%; serta kepraktisan 89,05%. Rata-rata hasil belajar meningkat dari 52,18 menjadi 82,68 dengan N-Gain 0,643 (kategori sedang). Perbedaan pretest-posttest signifikan, t(39)=20,281; p<0,001, dengan Cohen's dz=3,21. Hasil menunjukkan media sangat valid dan sangat praktis serta berasosiasi dengan peningkatan hasil belajar. Karena desain menggunakan satu kelompok tanpa kontrol, temuan ditafsirkan sebagai bukti efektivitas awal, bukan bukti kausal yang kuat.
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