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Jurnal Inovasi Teknologi Pendidikan
ISSN : 24070963     EISSN : 24607177     DOI : -
Core Subject : Education,
Jurnal Inovasi Teknologi Pendidikan is a scientific journal which publishes and disseminates the results of researches, deep studies, innovative thinking or work in educational technology. The focus of the journal is innovative works on the development of educational multimedia and e-learning which are effective in giving positive contributions to schools and educational institutions.
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Articles 11 Documents
Search results for , issue "Vol 4, No 1 (2017): April" : 11 Documents clear
Pengembangan multimedia pembelajaran interaktif berbentuk game untuk menstimulasi aspek kognitif dan bahasa Galih Widyatmojo; Ali Muhtadi
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (487.647 KB) | DOI: 10.21831/jitp.v4i1.10194

Abstract

Penelitian ini bertujuan untuk: (1) menghasilkan produk multimedia pembelajaran interaktif berbentuk game, (2) mengetahui kelayakan produk multimedia pembelajaran interaktif, (3) mengetahui kebermanfaatan produk multimedia pembelajaran interaktif berbentuk game untuk menstimulasi aspek kognitif dan bahasa anak TK Kelompok B. Penelitian ini merupakan penilitian dan pengembangan (RD) diadaptasi dari model Alessi dan Trollip. Prosedur pengembangan meliputi tahap perencanaan, desain, dan pengembangan. Pada uji alpha dilakukan penilaian oleh 2 ahli materi dan 2 ahli media untuk mengetahui kelayakan produk. Selanjutnya pada uji beta dilakukan terhadap 18 anak kelompok B5 sebagai subjek uji coba di TK Negeri 2 Yogyakarta. Penelitian ini menunjukkan hasil sebagai berikut: (1) produk yang dihasilkan memiliki karakteristik sebagai berikut: game dapat digunakan untuk menstimulasi aspek kognitif dan bahasa yang sesuai dengan kurikulum sekolah, terdiri atas 4 jenis permainan, bersifat portable dan standalone, dapat berjalan dengan komputer spesifikasi rendah. (2) produk yang dihasilkan memenuhi kriteria sangat layak digunakan, (3) produk yang dihasilkan sangat layak digunakan untuk menstimulasi aspek kognitif dan bahasa anak TK Kelompok B ditinjau dari kebermanfaatan.Kata kunci: multimedia pembelajaran interaktif, game, kognitif dan bahasa DEVELOPING INTERACTIVE TEACHING MULTIMEDIA IN THE FORM OF GAMES TO STIMULATE THE COGNITIVE AND LINGUISTIC ASPECTS OF KINDERGARTEN STUDENTSAbstractThis research study is aimed to: (1) produce interactive teaching multimedia in the form of games kindergarten students, and (2) identify the appropriateness of the developed interactive teaching multimedia. (3) identify the usefulness of the the developed interactive teaching multimedia to stimulate the cognitive and linguistic aspects of group B.This study was a research and development (RD) study adapting Alessi and Trollip’s model. The procedures of the study were planning, design, and development. In the alpha test, two materials experts and two media experts examined the product to determine its appropriateness. Then, in the beta test, 18 students of group B5 TK Negeri 2 Yogyakarta participated. The results of the study are as follows (1) The developed interactive teaching multimedia in the form of games have the following characteristics: the games can be used to stimulate the cognitive and linguistic aspects of the students,  they match the school curriculum, there are four kinds of game, they are portable and standalone, and they can be operated by computers with low specifications. (2) The developed interactive teaching multimedia in the form of games fulfill the appropriateness criterion so that they are appropriate to be used, (3) the developed interactive teaching multimedia are useful to stimulate the cognitive and lingustic aspects of Group B kindergarten students, viewed from its usefulness.Keywords: interactive teaching multimedia, game, cognitive and linguistic
Front matter (cover, table of content) Editorial Team
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (431.452 KB) | DOI: 10.21831/jitp.v4i1.13853

Abstract

Implementasi Kurikulum 2013 dalam pelaksanaan pembelajaran di SMP Mastur Mastur
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.06 KB) | DOI: 10.21831/jitp.v4i1.10131

Abstract

Penelitian ini bertujuan untuk mendeskripsikan: (a) perencanaan pembelajaran, (b) pelaksanaan pembelajaran, (c) pelaksanaan penilaian, dan (d) faktor penghambat dan pendukung pelaksanaan pembelajaran dalam rangka mengimplementasikan Kurikulum 2013 di SMP N 8 Yogyakarta. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Subjek penelitian ini adalah personel yang berkaitan dengan implementasi Kurikulum 2013 dalam pelaksanaan pembelajaran di SMP N 8 Yogyakarta yang terdiri dari kepala sekolah, wakil kepala sekolah bagian kurikulum, guru, dan siswa. Pengumpulan data dilakukan melalui observasi partisipan, wawancara mendalam, dan dokumentasi. Keabsahan data dilakukan dengan cara ketekunan pengamatan, triangulasi data dan pemeriksaan data. Data penelitian ini dianalisis secara terus-menerus sejak awal pengumpulan data dan melelaui tiga tahap yaitu reduksi data, penyajian data, dan pengambilan kesimpulan. Hasil penelitian mengungkapkan: (1) perencanaan pembelajaran dilakukan dengan menerjemahkan ide dan konsep Kurikulum 2013 terlebih dahulu, kemudian disusun RPP yang dikembangkan secara rinci dari suatu materi pokok atau tema tertentu yang mengacu pada standar isi dan silabus; (2) pelaksanaan pembelajaran dilaksanakan dengan menggunakan pendekatan ilmiah (saintifik); (3) penilaian hasil belajar oleh guru dilakukan dengan menggunakan teknik tes, tertulis maupun lisan, juga teknik non-tes, pengamatan kinerja dan pengukuran sikap.Kata kunci: implementasi, Kurikulum 2013, pelaksanaan pembelajaran THE IMPLEMENTATION OF CURRICULUM 2013 ON INSTRUCTIONAL ACTIVITIES IN JUNIOR HIGH SCHOOLAbstractThis study aims to describe: (a) the lesson plan, (b) the instructional implementation, (c) the implementation of assessment, and (d) the factors obstructing and supporting the instruction in the implementation of curriculum 2013 at State Junior High School 8 Yogyakarta. This study used descriptive qualitative approach. The subjects of this study were personnels related to the implementation of curriculum 2013 in instructional implementation of State Junior High School 8 Yogyakarta consisting of the principal, vice principal in curriculum affairs, teachers, and students. Data collection was conducted through participant observation, in-depth interviews, and documentation. The data were validated by means of perseverance observation, data triangulation, and data checking. The data were analyzed continually since the beginning of data collection, and passed three stages, namely: data reduction, data presentation, and drawing conclusions. The research results reveal that: (1) Instructional planning is conducted by translating ideas and concepts of Curriculum 2013 first, then lesson plans can be drafted and developed in detail from a certain subject matter or theme which is referred to the content standard and syllabus; (2) The instruction is conducted using a scientific approach; (3) The assessment of the learning outcome was conducted using both written and verbal tests, and also non-test technique, performance observation, and behavior measurement.Keywords: one or more word(s) or phrase(s), that it’s important, spesific, or representative for the article
Back matter (index of subject, index of authors, author guidelines) Editorial Team
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (88.501 KB) | DOI: 10.21831/jitp.v4i1.13897

Abstract

Pengembangan model blended learning menggunakan aplikasi Edmodo untuk mata pelajaran geografi SMA Muhammad Alwan
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.573 KB) | DOI: 10.21831/jitp.v4i1.10505

Abstract

Tujuan penelitian ini adalah untuk menghasilkan: (1) model blended learning menggunakan Edmodo, (2) tingkat kelayakan model blended learning menggunakan Edmodo pada mata pelajaran geografi, (3) keefektifan model blended learning dengan menggunakan Edmodo pada mata pelajaran geografi. Penelitian ini adalah penelitian dan pengembangan (RD) yang menggunakan model ADDIE. Prosedur pengembangan meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Tahap analisis dan desain, dilakukan survei di lapangan untuk menganalisis kebutuhan siswa. Tahap desain disesuaikan dengan kebutuhan dalam kegiatan pembelajaran. Tahap pengembangan, validasi ahli model dan materi, kemudian dilakukan revisi produk. Tahap implementasi di kelas XI IPS SMA Assalaam pada 17 siswa. Hasil penelitian ini adalah sebagai berikut. (1) Model blended learning menggunakan aplikasi Edmodo berdasarkan tahapan komponen-komponen model. (2) Model blended learning dinyatakan layak berdasarkan hasil validasi ahli materi dengan skor 3,65 dan ahli model dengan skor 3,64 dengan kategori sangat baik. (3) Keefektifan model blended learningdibuktikan melalui peningkatan hasil belajar siswa dari 55,29 menjadi 88,65. Respon siswa secara umum menanggapi positif.Kata Kunci: model blended learning, Edmodo, geografi DEVELOPING A BLENDED LEARNING MODEL USING THE EDMODO APPLICATION IN GEOGRAPHY SUBJECT MATTER OF SENIOR HIGH SCHOOLSAbstractThis research study aims to produce (1) the blended learning model using Edmodo which can improve learning outcomes and motivation in geography subject matter, (2) the appropriateness level of the blended learning model using Edmodo which can improve learning outcomes and motivation in geography subject matter, and (3) the effectiveness of the blended learning model using Edmodo in geography subject matter. This study was research and development (RD) using the ADDIE model. The procedure of the development included the steps of analysis, design, development, implementation, and evaluation. In the analysis and design steps, a survey was conducted in the field to analyze the student’s needs in the learning. The development step, a validation was done by the model and materials experts which resulted in the initial revision of the product. In the implementation step, the teaching and learning in class XI social sciences of SMA Assalaam to 17 students. The result of the study is as follows. (1) The blended learning model using the Edmodo application viewed from its components. (2) The blended learning model using the Edmodo application fulfills the appropriateness criteria based on the result of the validity test from the material expert with the mean score of 3.65 and that from the model expert with the mean score of 3.64 which is in a very good category. (3) The effectiveness of the blended learning model was proved by the increasing learning achievements of the students from 55.29 to 88.65. In general, the students responded to the blended learning model positively.Keywords: blended learning model, Edmodo, geography
Pengembangan visual novel game mata pelajaran ilmu pengetahuan sosial di sekolah menengah pertama Adrie Satrio; Abdul Gafur
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (343.237 KB) | DOI: 10.21831/jitp.v4i1.10140

Abstract

Penelitian ini bertujuan untuk: (1) menghasilkan visual novel game pada mata pelajaran Ilmu Pengetahuan Sosial untuk siswa SMP, dan (2) mengetahui peningkatan hasil belajar siswa setelah menggunakan visual novel game. Penelitian pengembangan ini mengacu langkah yang dikembangkan oleh Thiagarajan yang terdiri atas tiga tahap, yaitu: (1) define, (2) design, dan (3) develop. Pada tahap develop dilakukan uji coba awal dengan subjek 6 orang siswa. Tahap selanjutnya adalah uji coba kuantitatif dengan jumlah siswa sebanyak 34 orang untuk kelas kontrol dan ekseperimen. Hasil penelitian ini adalah sebagai berikut. (1) Produk visual novel game berhasil dikembangkan. Visual novel game dinilai layak dengan skor rata-rata hasil validasi ahli media dan materi mencapai 4,4. (2) Visual novel game dinilai efektif dengan terdapat perbedaan yang signifikan dari hasil gain pretest dan posttestantara kelas kontrol dan kelas eksperimen dengan nilai t sebesar 8,252 pada α 0,000 ( 0,05) dan 50% siswa memihak kutub positif.Kata kunci: visual novel game, ilmu pengetahuan sosial. DEVELOPING A VISUAL NOVEL GAME IN SOCIAL SCIENCES LESSON FOR JUNIOR HIGH SCHOOLAbstractThis research aims to: (1) develop a visual novel game on social sciences lesson for seventh grade junior high school students, and (2) reveal the students learning achievement after using visual novel game. This study refered to the model suggested by Thiagarajan grouped into three steps, consisting of: (1) define, (2) design, and (3) develop. At the stage of develop the initial testing was done with six students. The next step was the quantitative testing with both control and experimental class consisting of 34 students. The results of study are as follows. (1) The visual novel game product was successfully developed. The visual novel game is considered worthy, feasibility can be seen from the expert assessment score of 4.4 in media and materials. (2) The visual novel game is considered effective indicated by significant difference of the pretest and the posttest gain scores between the experimental class and control class with t 8.252 at α 0,000 (0,05) and 50% students choose the positive pole.Keywords: visual novel game, social sciences
Pengembangan multimedia pembelajaran interaktif menggunakan teknik dinamis pada mata pelajaran produktif teknik komputer dan jaringan untuk siswa SMK kelas X Oktavia Hardiyantari
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (442.997 KB) | DOI: 10.21831/jitp.v4i1.13372

Abstract

Penelitian ini bertujuan untuk menghasilkan produk multimedia pembelajaran interaktif menggunakan teknik dinamis pada mata pelajaran produktif teknik komputer dan jaringan untuk siswa SMK kelas X serta mengetahui tingkat kelayakan dan efektifitas produk multimedia pembelajaran yang dikembangkan. Penelitian ini merupakan penelitian pengembangan atau Research Development (RD) diadaptasi dari model pengembangan multimedia for learningdari Alessi and Trollip yang terdiri dari perencanaan, desain, dan pengembangan. Hasil penelitian ini menunjukkan bahwa produk yang dikembangkan layak digunakan sebagai alat bantu pembelajaran. Hasil uji coba pada siswa memperoleh nilai rata-rata 4,34 dengan kategori sangat baik, dengan rincian pada aspek materi memiliki rata-rata 4,33 (sangat baik) dan aspek media memiliki ratarata 4,35 (sangat baik). Peningkatan skor (gain score) rata-rata seluruh siswa dari hasil  pretes dan postes sebesar 0,71 (N-gain 0,70), hal ini menunjukan bahwa efektivitas pengembangan produk termasuk kategori tinggi.Kata kunci: pengembangan media, pembelajaran teknik komputer dan jaringan MULTIMEDIA DEVELOPMENT OF INTERACTIVE LEARNING USINGDYNAMIC TECHIC IN PRODUCTIVE COMPUTER ENGINEERING AND NETWORKS SUBJECTS FOR CLASS X VOCATIONAL SCHOOL STUDENTSAbstractThis research aims to produce multimedia interactive learning using dynamic techic in Productive Computer Engineering and Networks Subjects for Class X Vocational school students, determine the feasibility level and the effectiveness of the multimedia learning which was developed. This study is a research development (R D) which was adapted from the multimedia for learning development model from Alessi and Trollip that consists of planning, design, and development. The results of this research are the product which is developed is feasible to be used as a learning tools. The students test result obtain average score 4.34 with very good category. In details, on the material aspect has average score 4.33 (very good) and media aspect has average score 4.35 (very good), (3) the gain score for all students from pre-test and post-test result obtain average score 0,71 (N-gain ≥ 0,7), it means that the effectiviness of the product development gets a high category.Keywords: multimedia development, computer engineering and networks learning
Pembelajaran fisika berbasis web enhanced course: mengembangkan web-logs pembelajaran fisika dasar I Ardian Asyhari; Rahma Diani
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (678.303 KB) | DOI: 10.21831/jitp.v4i1.13435

Abstract

Penelitian ini bertujuan untuk mengembangkan Web-blogs dengan metode RD prosedur 4D (define, design, develop, disseminate) yang dapat mendukung Web Enhanced Course (WEC) agar menunjang pembelajaran Fisika Dasar 1 materi Gerak Dua Dimensi pada mahasiswa Program Studi Pendidikan Fisika UIN Raden Intan Lampung, dan mengetahui kriteria penilaian melalui validasi produk dari ahli desain instruksional, ahli media pembelajaran, dan ahli web designer. Serta mengetahui tanggapan mahasiswa terkait kemenarikan produk dan kemudahan penggunaan dari produk yang dikembangkan. Spesifikasi pada WEC yang dikembangkan menekankan pada web yang memungkinkan terjadinya komunikasi interaktif antara dosen dan mahasiswa, baik secara individu maupun kelompok, serta dapat menjadi alternatif belajar secara online. Setelah divalidasi oleh ahli desain instruksional, ahli media pembelajaran, dan ahli website designer, didapatkan nilai dengan kriteria “sangat baik” dan memperoleh nilai dengan kriteria “sangat baik” setelah dilakukan uji coba terbatas (N=15) dan uji coba diperluas (N=90) dalam hal kemenarikan desain dan kemudahan penggunaan produk awal dan produk akhir dari WEC yang dikembangkan.Kata kunci: RD, web enhanced course, fisika dasar I PHYSICS LEARNING BASED ON WEB ENHANCED COURSE: DEVELOPING WEB-LOGS TO SUPPORT PHYSICS I COURSEAbstractThis research aims to (1) develop a Web-blogs by the method of R D procedures 4D (define, design, develop, disseminate) that can support Web Enhanced Course (WEC) to help to learn Physics 1 material Motion Two-Dimensional student department of physics education UIN Raden Intan Lampung. (2) Know the assessment criteria through product validation from instructional design experts, learning media experts, and web designers expert. Moreover, (3) knowing the students' responses related to the attractiveness of the product and the ease of use of the developed product. Specifications on the WEC developed an emphasis on the web that enables interactive communication between faculty and students, either individually or in groups, and can be an alternative to online learning. After being validated by an instructional design expert, an instructional media expert, and a website designer. A score of "excellent" criteria was obtained and scored with "excellent" criteria after a limited trial (N = 15) and an expanded trial (N = 90) regarding design attractiveness and ease of use of the initial product and end product of the developed WEC.Keywords: R D, Web Enhanced Course, Physics I
Pengembangan digital book interaktif mata kuliah pengembangan multimedia pembelajaran interaktif untuk mahasiswa teknologi pendidikan Sella Mawarni; Ali Muhtadi
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.877 KB) | DOI: 10.21831/jitp.v4i1.10114

Abstract

Penelitian pengembangan ini bertujuan: (1) menghasilkan produk digital book interaktif yang didesain untuk mata kuliah Pengembangan Multimedia Pembelajaran Interaktif untuk mahasiswa Teknologi Pendidikan FIP UNY, dan (2) mengetahui tingkat kelayakan produk yang dikembangkan. Metode penelitian ini mengacu pada model pengembangan Allesi Trollip yang dikelompokkan atas tiga prosedur pengembangan, yakni: (a) planning, (b) design, dan (c) development yang dilengkapi dengan komponen atribut mencakup standards, ongoing evaluation, dan project management. Penelitian ini menghasilkan produk digital book interaktif berupa Compact Disk (CD) berserta buku petunjuk. Hasil skor penilaian kelayakan produk melalui uji alpha pada ahli materi sebesar 3,39 (sangat layak) dan pada ahli media sebesar 3,54 (sangat layak). Selanjutnya pada uji betha kelompok kecil diperoleh skor hasil penilaian sebesar 3,64 (sangat layak) dan pada kelompok besar sebesar 3,37 (sangat layak). Penilaian kelayakan produk pada aspek pembelajaran didukung oleh perolehan rerata skor hasil belajar mahasiswa dan hasil unjuk kerja mahasiswa sesuai capaian pembelajaran.Kata kunci: digital book interaktif, multimedia pembelajaran interaktif, mahasiswa Teknologi Pendidikan DEVELOPING INTERACTIVE DIGITAL BOOK FOR "THE DEVELOPMENT OF INTERACTIVE MULTIMEDIA LEARNING COURSE" FOR EDUCATIONAL TECHNOLOGY STUDENTSAbstractThis developmental research aims to: (1) develop an interactive digital book designed for the Development of Interactive Multimedia Learning course for Educational Technology students in faculty of science education Yogyakarta State University, and (2) reveal the feasibility of the developed product. This study refers to the developmental phases developed by Allesi Trollip that was grouped into three development procedures, consisting of: (a) planning, (b) design, and (c) development that was equipped with component attributes including standards, ongoing evaluation, and project management. This research has produced interactive digital book in the form of Compact Disk (CD) along with manual. The results of the feasibility assessment scores of products through alpha testing on materials experts are 3.39 (very decent), and the media expert of 3.54 (very decent). Later, the betha test in the small group obtained an assessments score of 3.64 (very decent) and in the large group of 3.37 (very decent). The assessment of the feasibility of the product in the learning aspect is supported by the cognitive learning outcomes and of students performance according to the learning outcomes.Keywords: interactive digital book, interactive multimedia learning, Educational Technology students
Pengembangan adaptive mobile learning pada mata pelajaran biologi SMA sebagai upaya mendukung proses blended learning Ence Surahman; Herman Dwi Surjono
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (446.77 KB) | DOI: 10.21831/jitp.v4i1.9723

Abstract

Penelitian ini bertujuan untuk: (1) menghasilkan produk Adaptive Mobile Learning yang layak menurut ahli materi, ahli media dan pengguna, (2) mengetahui kebermanfaatan produk melalui ketuntasan hasil belajar peserta didik, dan kemampuan program untuk mendukung blended learning. Penelitian pengembangan ini mengikuti langkah-langkah yang dikembangkan oleh Alessi dan Trollip yang terdiri dari tiga tahap, yakni perencanaan, perancangan, dan pengembangan. Produk awal divalidasi oleh ahli media dan ahli materi kemudian dilakukan revisi. Tahap berikutnya dilakukan tes beta 1 terhadap beberapa calon pengguna, dan diujicobakan kepada 29 pengguna. Selanjutnya tes sumatif terhadap 29 peserta didik. Hasil penelitian menunjukkan bahwa: (1) produk Adaptive Mobile Learning dinyatakan layak sebagai media pembelajaran berdasarkan validasi ahli materi, ahli media, dan pengguna dengan rerata kelayakan mencapai skor 3,35 dengan kategori “sangat baik”; (2) kebermanfaatan produk dibuktikan melalui perbedaan hasil belajar mencapai angka kenaikan sebesar 33,80 sesudah menggunakan produk Adaptive Mobile Learning dan terbukti mendukung blended learning dengan skor 3,42 dengan kategori “sangat baik”.Kata kunci: adaptive learning, mobile learning, blended learning. THE DEVELOPING OF ADAPTIVE MOBILE LEARNING IN SENIOR HIGH SCHOOL BIOLOGY SUBJECT AS EFFORTS TO SUPPORT THE PROCESS OF BLENDED LEARNINGAbstractThis research study aims: (1) producing Adaptive Mobile Learning which fulfil the criteria and appropriateness according to the experts, media experts, and users; and (2) the usefulness of the product seen from the completeness of the student learning outcomes and ability the product to support blended learning process. This research and development study refers to the stages developed by Alessi and Trollip which classified into three stages namely planning, designing, and developing. Early product was validated by the media and experts (alpha test), followed by revision. The next stage namely beta 1 test was done by some users and then tested by the 29 students as the users of the product. After that, a summative test was administered to them. The result of the study shows that: (1) the product namely Adaptive Mobile Learning fulfils the criteria and has been claimed as appropriate to be used as learning media according to the validation from the materials experts, media experts, and students who use the product with the average appropriateness score of 3.35 which belongs to the category of “very good”; and (2) the usefulness of the product is confirmed by the difference of the results of the last and early tests, that of after and before the use of the product of Adaptive Mobile Learning with raise the score of 33,80 after use the product, and that it supports the process of blended learning with the average appropriateness score of 3,42 which belongs to the category “very good”.Keywords: adaptive learning, mobile learning, blended learning

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