ANALISIS KEBUTUHAN MEDIA PEMBELAJARAN BERBASIS TEKNOLOGI PADA SISWA KELAS XI SMA SEBAGAI DASAR RANCANGAN MEDIA EDPUZZLE DAN BAMBOOZLE DI SMAN 11 BULUKUMBA
DOI:
https://doi.org/10.23969/jp.v10i04.30599Keywords:
learning media, educational technology, Edpuzzle, Baamboozle, high school studentsAbstract
This study aims to analyze students' needs for technology-based learning media at SMAN 11 Bulukumba as a foundation for developing interactive tools such as Edpuzzle and Baamboozle. This research employed a descriptive qualitative approach with data collection techniques including classroom observation, in-depth interviews, and questionnaires distributed to Grade XI students. The results indicate that the majority of students are not yet accustomed to using interactive media; however, they demonstrate strong enthusiasm for technology-integrated learning. Students expressed a preference for learning media that support interactive features, independent access, and the presentation of content that is engaging, contextual, and relevant to their needs. These findings highlight the importance of developing technology-based learning media that are adaptive, participatory, and aligned with students’ characteristics and learning preferences.
Downloads
References
Aisyah, A., Nur, H., & Rahmawati, S. (2024). Efektivitas Media Teknologi Sebagai Upaya Meningkatkan Motivasi Belajar Siswa SD. MARAS: Jurnal Penelitian Multidisiplin, 2(4), 2260–2269.
Arfa, A. N., Supriyatin, T., Syafa’atun, S., & Kurniawan, M. A. R. (2022). Mengembangkan Media Pembelajaran Interaktif dengan Edpuzzle di SMPN 11 Bekasi. Jurnal Pengabdian Masyarakat Biologi dan Sains, 1(2), 15–24.
Arsyad, A. (2011). Media Pembelajaran (Edisi Revisi). Jakarta: Rajawali Pers.
Baamboozle. (2023). How to Play Baamboozle. Retrieved from https://www.baamboozle.com/help
Edpuzzle. (2023). Features. Retrieved from https://edpuzzle.com/features
Kurnia, I., Safitri, D. A., & Nasution, S. (2025). Pemanfaatan Media Interaktif Baamboozle untuk Meningkatkan Motivasi Belajar Siswa Kelas IV UPT SDN 066050 Medan Denai. Jurnal Pendidikan Dasar, 11(1), 1–10.
Miles, M. B., & Huberman, A. M. (1994). Qualitative Data Analysis: An Expanded Sourcebook (2nd ed.). Thousand Oaks, CA: Sage Publications.
Nana Sudjana. (1989). Penelitian dan Penilaian dalam Pendidikan. Bandung: Sinar Baru.
Nasruddin, M. A. (2024). Pemanfaatan Bamboozle dalam Meningkatkan Motivasi Belajar Siswa IPS SMPN 2 Sungguminasa Kabupaten Gowa. Jurnal Pendidikan dan Inovasi, 10(1), 4–6.
Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5), 1–6.
Resnawati, P. (2022). Peningkatan Partisipasi Aktif Siswa Melalui Penerapan Pendekatan Ilmu Teknologi Masyarakat (ITM) dalam Pembelajaran IPS di SD Kelas Tinggi. Jurnal Guru Kita PGSD, 6(2), 48–55.
Roblyer, M. D., & Doering, A. H. (2012). Integrating Educational Technology into Teaching (6th ed.). Boston: Pearson.
Sujdarwo. (2011). Metodologi Penelitian Sosial. Bandung: Mandar Maju.
Ulviani, M., Amin, S., Hafid, H., & Kemala, R. (2025). The Effectiveness of Media Based Mind Mapping in Teaching Short Story Writing at SMP Unismuh Makassar. EduMedia Solution.
Ulviani, M., Arisa, A., Kemala, R., & Aba, A. (2025). Upaya Peningkatan Literasi Berbicara melalui Model Pembelajaran Berdiferensiasi pada Siswa SD Unismuh Makassar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(2).
Ulviani, M., Tahir, S. R., & Budiman, A. (2023). Pembuatan Media Pembelajaran Sastra Indonesia Berbasis ICT di Lab School SMP Unismuh Makassar. Literasi: Jurnal Ilmiah Pendidikan Bahasa, Sastra Indonesia dan Daerah, 13(2).
UNESCO. (2019). Technology in Education: A Tool on the Rise. Paris: UNESCO.
Zahrani, A. M., Suryani, E., & Kurniawan, R. A. (2024). Sinergisitas Pendidikan dan Kebudayaan dalam Pandangan Ki Hadjar Dewantara. Jurnal Integrasi dan Harmoni Inovatif Ilmu-Ilmu Sosial, 4(4), 1–9.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.
















