Development of Learning Media Game Computer Assembly (GAPEKO) Android Based on Computer Assembly Subjects for Students TKJ SMK Negeri 1 Sukoharjo

Received Januari 12, 2019 Revised Februari 20, 2019 Accepted Februari 27, 2019 Research and development is aimed to (1) make the game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo to support the material practice of computer assembly (2) to investigate the feasibility of learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo. GAPEKO learning media is developed by Adobe Flash Professional CS6 and published as an .apk file to be installed and used on android phone. Research and development is carried out with a model of the development of DDD-E (Decide, Design, Develop, Evaluate). The results of the feasibility study and measurement of media expert obtained a percentage of 78.23% is categorized as very feasible, material expert obtained a percentage of 91.67% is categorized as very feasible, and the test results obtained by a percentage of 81.35% users categorized as very feasible. Based on the measurement results feasibility it can be concluded that the learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo included in the category of very feasible to use, both from the aspect of media, materials, and users.


INTRODUCTION
Computer assembly subjects is one of the subjects TKJ (Computer and Network Engineering) SMK (Vocational High School) majors who need the practice is expensive and amounts to much because almost all of the subject matter requires a set of computer assembly complete computer. Learning computer assembly in SMK N 1 Sukoharjo has been done with the theory and practice. However, teachers have not applied learning media as a supporter of the material before practice. This causes a lack of understanding of lstuden ts so that less than the maximum in practice assembly of the computer. Therefore, it is necessary to develop a media that can help students to identify computer components and understand the correct way to assemble a computer.
Interactive multimedia can be an alternative media that can be developed. Adobe Flash with Adobe Integrated Runtime (AIR) is a multifunctional software that facilitate the making of animation, web, gam in g, and multimedia applications based on Android that combines graphics with Action Script to produce interactive animations, engaging and interesting. (Komputer, 2014).
On the basis of the researchers are interested in developing learning media game computer assembly (GAPEKO) android based for students TKJ in favor of the practice material on computer assembly subjects in SMK Negeri 1 Sukoharjo.

Literature Review
Borg and Gall (1983) suggested that research and development in an effort to develop and validate the products to be used in education. According to Gagne 'and Briggs cited [1] says that the learning media covering the tool is physically used to convey the conten ts of teaching materials, consisting of among other e-ISSN: Journal homepage: https://jurnal.uns.ac.id/joive/index books, tape recorders, cassettes, video camera, video recorder, films, slides (picture frame), photographs, images, graphics, televisions, and computers. Game is an activity in which participants / players follow the rules that have been established and are different from real life as they strive to achieve challenging goals [6]. While computer assembly is one of the compulsory subjects TKJ basic skills programs.
One example of research that are relevant to this research is Sarah Farhana Juhari and Nor Azan Mat Zin [2] in his research entitled "Educating Children about Internet Safety through Digital Games Based Learning". This study aims to develop a prototype game to educate children about Internet safety . The result s of the effectiveness study showed a significant increase (23%, p <0.5), the participants are more aware of internet security. The evaluation results indicate the usefulness of this game with a decent score aspect of the game (4.04), ease of use (4.1), effectiveness (4.9), user friedly (4.25), interactive (3.61), the design of the display ( 4.7). Research procedure with DDD-E models are as follows:

Decide
Stage decide is the stage to plan learning media GAPEKO, which set goals, determine the material, and conducting preliminary studies.

Design
Stage design is a visual thinking stage because it produces a blueprint for the entire GAPEKO learning media in the form of a flowchart a nd navigation structure, appearance, and storyboards.

Develop
Phase develop a development stage media elements such as text, images, audio, video, and animation. At this stage also include the incorporation of these elements into a single learning media is ready installed and used on android phone.

Evaluate
Evaluations conducted internally by the developer and externally by experts and users. Internal evaluation in DDD-E models conducted at each stage of development or formative evaluation and is done by trying GAPEKO learning media in some android phones with different specifications, both in terms of screen size, android version, RAM, and so forth.
External evaluation is done after learning media GAPEKO, is structured as follows: a. Trial product 1) Design test  The data collection instruments used modified as needed, consisting of several aspects as follows: 1) Aspects of the media covering the main pa ge quality, quality slides, text quality, quality background, color quality, the quality of the navigation buttons, image quality, sound quality, video quality, the quality of animation, instructions for use, and interaction wit h the media 2) Material aspects include the content and purpose, Instructional 3) Aspects users include learning objectives, quality of the game, a video presentation of the material, activities, appearance, quality of text, background quality, sound quality, video quality, the quality of the animation, and the use of d. Data analysis technique Data analysis techniques used in this research is quantitative descriptive. Data in the form of a description at the time of interview and observation were analyzed with descriptive techniques. While quantitative data from the test experts test and analyzed with quantitative techniques. Scale in measuring the feasibility of this media using Linkert weighing scale score of 4, 3, 2, 1 [8]. The measurement scale can be seen in the following Step-by-step development of learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo Here are the results of learning media GAPEKO by step development of Decide, Design, Develop and Evaluate: After learning media GAPEKO completed, then performed a trial by media expert, material expert and users and obtained the following results: a. Media Expert Results of the assessment by media expert can be seen in the following table: Percentage of each aspect have been counted can be seen in the following charts:  Percentage of each aspect have been counted can be seen in the following charts:

d. Users Test
Results of the assessment by users can be seen in the following table:

ANALYSIS
With these steps development are decide, design, develop, and evaluate have produced learning media GAPEKO ready tested. After testing and calculation assessment results of learning media GAPEKO, obtained a score of 97 and a percentage of 78.23% are feasible by media expert, a score of 55 and a percentage of 91.67% are feasible by material expert, as well as a score of 846 and a percentage of 81, 35% are feasible by users test. Percentage learning media GAPEKO feasibility can be seen in the following charts:

CONCLUSION
Based on the results of research and discussion, we can take the conclusion that measures the development of learning media GAPEKO includes the step decide (set goals, determine the material, conducting preliminary studies), design (making flowchart, navigation structure, interface design, and storyboarding), develop (development of elements of text, images, audio, video, and animation), and evaluate (internal and external evaluation). And the measurement results feasibility states th at media