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APLIKASI PEMBELAJARAN KLASIFIKASI MAKHLUK HIDUP BERDASARKAN KINGDOM UNTUK SMA KELAS X BERBASIS ANDROID SKRIPSI Disusun sebagai salah satu syarat menyelesaikan Jenjang Strata I Pada Program Studi Informatika Fakultas Komunikasi dan Informatika Universitas Muhammadiyah Surakarta Oleh : Rindita Gani Fantoro L200110026 PROGRAM STUDI INFORMATIKA FAKULTAS KOMUNIKASI DAN INFORMATIKA UNIVERSITAS MUHAMMADIYAH SURAKARTA 2016

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APLIKASI PEMBELAJARAN KLASIFIKASI MAKHLUK

HIDUP BERDASARKAN KINGDOM UNTUK SMA KELAS X

BERBASIS ANDROID

SKRIPSI

Disusun sebagai salah satu syarat menyelesaikan Jenjang Strata I

Pada Program Studi Informatika Fakultas Komunikasi dan Informatika

Universitas Muhammadiyah Surakarta

Oleh :

Rindita Gani Fantoro

L200110026

PROGRAM STUDI INFORMATIKA

FAKULTAS KOMUNIKASI DAN INFORMATIKA

UNIVERSITAS MUHAMMADIYAH SURAKARTA

2016

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PERSEMBAHAN

PERSEMBAHAN :

1. Bapak dan ibu tercinta, yang senantiasa memberikan doa, restu,

semangat, dorongan moral maupun materi yang tiada hentinya.

2. Teman–teman Informatika angkatan 2011, teman menuntut ilmu dari

awal masa perkuliahan.

3. Keluarga besar IT UMS yang telah menjadi tempat untuk

mengembangkan ilmu dibidang IT.

4. Semua pihak yang saya sayangi dan selalu ada untuk mendukung saya

yang tidak bisa saya sebutkan satu persatu. Terima kasih untuk semua.

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ABSTRAK

Siswa Sekolah Menengah Atas dalam proses belajar mengajar masih secara

manual dengan menggunakan buku untuk pegangan dan belajar, namun metode

tersebut kurang efektif. Selain itu, siswa cenderung malas untuk mencari dan

membeli buku untuk pegangan dalam belajar. Oleh karena itu, dibutuhkan media

pembelajaran yang menarik untuk mempermudah siswa dalam mencari materi dan

lebih meningkatkan motivasi belajar siswa. Berdasarkan permasalahan tersebut,

penulis akan merancang, membangun dan menguji media pembelajaran berupa

aplikasi android. Aplikasi android ini memuat materidengan tampilan yang

menarik disertai video, sehingga mampu menarik minat dan memudahkan siswa

untuk mata pelajaran tentang klasifikasi makhluk hidup khususnya berdasarkan

kingdom.

Metode pembuatan media pembelajaran ini menggunakan SDLC (System

Development Life Cycle) yaitu model waterfall.Perancangan dan

pembangunannya melalui beberapa tahapan meliputi definisi kebutuhan, analisis

kebutuhan, desain sistem, pembangunan sistem, pengujian, dan pemeliharaan.

Software utamanya yaitu Eclipse, JDK, SDK, ADT, dan PhotoFilmStrip.

Hasil dari penelitian ini adalah media pembelajaran berupa aplikasi android

dengan memuat materi tentang kingdom plantae, protista, archaebacteria,

bacteria, fungi dan animalia. Dari data dapat disimpulkan bahwa sistem mudah

digunakan, tampilan sistem ini menarik,memudahkan siswa dalam belajar,

sehingga dapat memudahkan siswa dalam mencari materi tentang klasifikasi

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makhluk hidup berdasarkan kingdom. Dengan demikian tujuan dibuatnya tugas

akhir ini telah tercapai.

Kata Kunci : Kingdom, Klasifikasi Makhluk Hidup, Media Pembelajaran, Siswa

Sekolah Menengah Atas.

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ABSTRACT

Students of Senior High School in the process of teaching and learning are

still manually by using the books to guide in learning, but these methods are less

effective. The students tend to be lazy to look for and buy books for a guide to

learn. Therefore, it needed an interesting learning media to facilitate students in

finding material. Based on these problems the researcher will design, build and

test learning media in the form of android applications. This android application,

load about material with an attractive display accompanied the video, so it is able

to attract interest and to improve the understanding of students in the subjects

about the classification of living creatures especially about the kingdom.

Method of making these learning media, using the SDLC (System

Development Life Cycle) that is a model of the waterfall. Planning and

construction process through several stages include the definition of needs,

requirements analysis, system design, system development, testing, and

maintenance. The main software that Eclipse, JDK, SDK, ADT, and

PhotoFilmStrip.

The result of this research is learning media in the form of android

applications with load material about the kingdom plantae, protista,

archaebacteria, bacteria, fungi, and animalia. From the data it can be concluded

that the system is easy to use, this system attractive appearance, facilitate students

in learning, so as to make it easier for students to find material about the

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classification of living creatures based on the kingdom. Thus the goal of

establishing the task of minithesis has been accomplished.

Keywords : Kingdom, The Classification Of Living Creature, The Media

Learning, Senior High School Students.

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DAFTAR ISI

HALAMAN JUDUL .............................................................. i

HALAMAN PERSETUJUAN ............................................... ii

HALAMAN PENGESAHAN............................................... . iii

DAFTAR KONTRIBUSI...................................................... . iv

PERSEMBAHAN................................................................. . v

KATA PENGANTAR............................................................ vi

ABSTRAK............................................................................. vii

DAFTAR ISI .......................................................................... xi

DAFTAR TABEL ................................................................. xiv

DAFTAR GAMBAR ............................................................ xv

DAFTAR LAMPIRAN ......................................................... xvii

BAB 1 PENDAHULUAN ................................................................ 1

1.1 Latar Belakang Masalah ........................................ 1

1.2 Rumusan Masalah .................................................. 2

1.3 Batasan Masalah .................................................... 2

1.4 Tujuan Penelitian ................................................... 3

1.5 Manfaat Penelitian ................................................ 3

1.6 Sistematika Penulisan ............................................ 3

BAB II TINJAUAN PUSTAKA ....................................................... 5

2.1 Telaah Penelitian .................................................. 5

2.2 Landasan Teori ...................................................... 9

2.2.1 Biologi ................................................................... 9

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2.2.2 Klasifikasi makhluk hidup ..................................... 10

2.2.3 Kingdom........................................................... ..... 10

2.2.4 Android .................................................................. 10

2.2.5 Eclipse ................................................................... 11

2.2.6 Java ....................................................................... 11

2.2.7 JDK ........................................................................ 11

2.2.8 SDK ....................................................................... 12

2.2.9 ADT ....................................................................... 12

2.2.10 Adobe photoshop................................................... 12

2.2.11 PhotoFilmStrip....................................................... 13

BAB III METODE PENELITIAN .................................................... 14

3.1 Waktu dan Tempat Penelitian ................................ 14

3.2 Peralatan Utama dan Pendukung .......................... 14

3.3 Diagram Alir Penelitian ........................................ 15

3.4 Perancangan Sistem ............................................... 18

3.4.1 Analisa Kebutuhan................................................. 18

3.4.2 Pengumpulan Data ................................................. 18

3.4.3 Perancangan Desain Aplikasi ................................ 19

3.4.3.1 Desain Umum ........................................................ 19

3.4.3.2 Desain Terperinci................................................... 21

3.4.4 Perancangan Pengujian .......................................... 26

3.5 Langkah Pembuatan............................................... 28

BAB IV HASIL DAN PEMBAHASAN ............................................ 37

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4.1 Hasil Penelitian ..................................................... 37

4.1.1 Halaman Menu Utama........................................... 37

4.1.2 Form Klasifikasi MH berdasarkan kingdom.......... 38

4.1.2.1 Tampilan Menu Plantae.......................... ............... 39

4.1.2.2 Tampilan Menu Protista...................................... .. 42

4.1.2.3 Tampilan Menu Archaebacteria........................... . 44

4.1.2.4 Tampilan Menu Bacteria............................................ 46

4.1.2.5 Tampilan Menu Fungi..................................... ...... 48

4.1.2.6 Tampilan Menu Animalia..................... ................. 51

4.2 Pengujian.................................................................. 54

4.2.1 Pengujian Interface Aplikasi..................................... 54

4.3 Analisis Kuisioner...................................................... 55

4.4 Analisa Sistem........................................................... 63

4.4.1 Kelebihan................................................................... 64

4.4.2 Kekurangan................................................................ 64

BAB V PENUTUP ............................................................................. 66

5.1 Kesimpulan ............................................................ 66

5.2 Saran ..................................................................... 66

DAFTAR PUSTAKA .............................................................................. 68

LAMPIRAN ............................................................................................. 70

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DAFTAR TABEL

3.1 Rancangan Kuisioner Guru ...................................................... 27

3.2 Rancangan Kuisioner Siswa ..................................................... 27

4.1 Tabel Pengujian ........................................................................ 55

4.2 Tabel Hasil Pengisian Kuisioner Siswa.................................... 55

4.3 Tabel Skoring Kuisioner Siswa ................................................ 56

4.4 Tabel Hasil Pengisian Kuisioner Guru ..................................... 59

4.5 Tabel Skoring Kuisioner Guru ................................................. 60

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DAFTAR GAMBAR

3.1 Diagram AlirPenelitian ............................................................... 16

3.2 Use Case Diagram ..................................................................... 19

3.3 Activity Diagram ........................................................................ 20

3.4 Rancangan Halaman Menu Utama ............................................. 21

3.5 Rancangan Halaman Menu Klasifikasi MH berdasarkan kingdom 22

3.6 Rancangan Menu Plantae ............................................................ 22

3.7 Rancangan Menu Jenis Plantae ................................................... 23

3.8 Rancangan Menu Fungi .............................................................. 24

3.9 Rancangan Menu Jenis Fungi ..................................................... 24

3.10 Rancangan Menu Animalia......................................................... 25

3.11 Rancangan Menu Jenis Animalia................................................ 25

3.12 Project Android Baru .................................................................. 29

3.13 styles.xml.................................................................................... 30

3.14 Membuat File xml....................................................................... 31

3.15 File Gambar ................................................................................ 32

3.16 Xml Tampil materi ...................................................................... 33

3.17 strings.xml................................................................... ................ 33

3.18 File Video........................................................................ ........... 34

3.19 Form Video................................................................. ................ 35

4.1 Halaman Menu Utama ................................................................ 38

4.2 Halaman Klasifikasi MH berdasarkan kingdom ......................... 38

4.3 Tampilan Menu Plantae .............................................................. 39

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4.4 Tampilan Menu Jenis .................................................................. 40

4.5 Tampilan Menu Bryophyta ......................................................... 41

4.6 Tampilan Video Klasifikasi ........................................................ 41

4.7 Tampilan Menu Protista .............................................................. 42

4.8 Tampilan Menu Jenis .................................................................. 42

4.9 Tampilan Menu Protozoa ............................................................ 43

4.10 TampilanVideo Golongan ........................................................... 44

4.11 Tampilan Menu Archaebacteria .................................................. 45

4.12 Tampilan Menu Jenis .................................................................. 45

4.13 Tampilan Menu Metanogen ........................................................ 46

4.14 Tampilan Menu Bacteria............................................................. 47

4.15 Tampilan Menu Jenis .................................................................. 47

4.16 Tampilan Menu Basilus .............................................................. 48

4.17 Tampilan Menu Fungi................................................................. 49

4.18 Tampilan Menu Jenis .................................................................. 49

4.19 Tampilan Menu Zygomycota............................. ......................... 50

4.20 Tampilan Video Contoh .............................................................. 51

4.21 Tampilan Menu Animalia ........................................................... 52

4.22 Tampilan Menu Jenis............................................. ..................... 52

4.23 Tampilan Menu Porifera ............................................................. 53

4.24 Tampilan Video Klasifikasi ........................................................ 54

4.25 Prosentase Penilaian Responden Siswa...................................... 57

4.26 Prosentase Penilaian Responden Guru........................................ 61

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DAFTAR LAMPIRAN

Lampiran I Contoh Source Code Program (Script) Eclipse

Lampiran II Dokumentasi

Lampiran III Hasil Kuesioner

Lampiran IV Surat Keterangan Penelitian