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PROTOTIPE MEDIA PEMBELAJARAN JARAK JAUH BERBASIS MOBILE LEARNING DENGAN PENDEKATAN PEERAGOGY LEARNING (STUDI KASUS: PERGURUAN TINGGI BERASRAMA)

Aris Nugroho, Ir. Adhistya Erna Permanasari, S.T., M.T., Ph.D., IPM. ; Dr. Bimo Sunarfri Hantono, S.T., M.Eng.

2025 | Tesis | S2 Teknologi Informasi

Era kemajuan teknologi saat ini sangat memengaruhi dunia pendidikan, terutama dalam perkembangan media pembelajaran. Salah satu kemajuan signifikan adalah penggunaan teknologi Mobile Learning, yaitu pembelajaran yang memanfaatkan perangkat mobile seperti smartphone atau tablet. Mobile Learning memungkinkan mahasiswa belajar secara fleksibel menggunakan alat yang mereka miliki kapan pun dan di mana pun. Di Indonesia, sistem pendidikan berasrama sudah diterapkan dari jenjang pendidikan dasar hingga perguruan tinggi. Mahasiswa di perguruan tinggi berasrama dapat melakukan pembelajaran baik di kelas maupun di lingkungan asrama. Namun, terdapat permasalahan minimnya interaksi antara dosen dan mahasiswa ketika mahasiswa berada di asrama, serta belum adanya media pembelajaran khusus yang menyesuaikan dengan kehidupan mahasiswa berasrama. Hal ini menyebabkan kurang optimalnya proses pengawasan dan diskusi antara mahasiswa baik di kelas maupun di asrama.
Penelitian ini bertujuan merancang dan mengembangkan prototipe Mobile Learning dengan pendekatan Peeragogy yang menekankan prinsip pembelajaran kolaboratif antar mahasiswa dan pengawasan oleh dosen. Pendekatan Peeragogy dipilih agar mahasiswa dapat saling mendukung dan belajar secara bersama-sama, sehingga meningkatkan keterlibatan dan interaksi dalam proses pembelajaran di lingkungan keasramaan. Prototipe yang dikembangkan diharapkan menjadi media pembelajaran yang efektif dan sesuai dengan kebutuhan mahasiswa berasrama.
Metode penelitian yang digunakan meliputi perancangan prototipe, implementasi fitur Mobile Learning berbasis Peeragogy, serta pengujian menggunakan User Acceptance Testing (UAT) untuk menilai tingkat penerimaan pengguna, lalu mengukur pengaruh prototipe terhadap motivasi mahasiswa. Hasil pengujian menunjukkan bahwa prototipe Mobile Learning mencapai skor total persentase 76,8%, yang menurut kriteria interpretasi skor termasuk dalam kategori Baik. Selain itu, pengukuran motivasi belajar mahasiswa juga menunjukkan peningkatan setelah menggunakan aplikasi prototipe ini.


The era of technological advancement currently has a significant influence on the world of education, particularly in the development of learning media. One notable advancement is the use of Mobile Learning technology, which leverages mobile devices such as smartphones or tablets for educational purposes. Mobile Learning enables students to learn flexibly using the tools they possess anytime and anywhere. In Indonesia, the boarding school education system has been implemented from primary education through to higher education. Students in boarding universities can engage in learning both in the classroom and within the dormitory environment. However, there are issues regarding the minimal interaction between lecturers and students when students are in the dormitory, as well as the absence of specific learning media that aligns with the lives of boarding students. This results in suboptimal monitoring and discussion processes among students both in class and in the dormitory.
This research aims to design and develop a Mobile Learning prototype with a Peeragogy approach that emphasizes the principles of collaborative learning among students and supervision by lecturers. The Peeragogy approach was chosen to allow students to support each other and learn together, thereby enhancing engagement and interaction in the learning process within the dormitory environment. The developed prototype is expected to serve as an effective learning medium that meets the needs of students residing in dormitories.
The research methods employed include prototype design, implementation of Peeragogy-based Mobile Learning features, and testing using User Acceptance Testing (UAT) to assess user acceptance levels, followed by measuring the impact of the prototype on student motivation. The test results indicate that the Mobile Learning prototype achieved a total percentage score of 76.8%, which according to the score interpretation criteria falls into the Good category. Furthermore, the measurement of student learning motivation also shows an increase after using this prototype application.


Kata Kunci : Peeragogy, Mobile Learning, UAT, Prototipe

  1. S2-2025-471668-abstract.pdf  
  2. S2-2025-471668-bibliography.pdf  
  3. S2-2025-471668-tableofcontent.pdf  
  4. S2-2025-471668-title.pdf