Pengembangan PowerPoint Interaktif Berbasis Case-Based Learning untuk Meningkatkan Kreativitas Mengajar dan Minat Belajar Mahasiswa di STT KAO
Abstract
In the digital era, learning in religious higher education faces significant challenges, as PowerPoint usage remains predominantly textual and monotonous. Monitoring and evaluation data from STT Kristus Alfa Omega revealed student complaints about lecturers' limited creativity in designing presentation media, resulting in low student interest and engagement. This study aimed to develop a valid and feasible interactive PowerPoint-based learning medium grounded in Case-Based Learning to enhance teaching creativity and student learning interest. The study employed a Research and Development (R&D) method following the ADDIE model. Data were collected through interviews with ten experts—comprising four subject-matter experts, three instructional media experts, and three instructional design experts—and through questionnaires administered to 32 respondents. The data were then analyzed using descriptive qualitative and quantitative methods. The results indicate that the developed medium achieved an overall feasibility score of 91.88%, categorized as "very good." Specifically, the material dimension reached 92.39%, the display and design dimension 91.46%, and the interactivity dimension 91.77%. The medium was assessed as having an attractive visual design, user-friendly navigation, and interactive features capable of fostering active and participatory learning. These findings confirm that the interactive PowerPoint-based learning medium grounded in Case-Based Learning is valid and feasible for implementation to enhance teaching creativity and student learning interest in religious higher education.
Abstrak:
Penelitian pengembangan ini bertujuan menghasilkan media PowerPoint interaktif berbasis Case-Based Learning yang valid dan layak untuk meningkatkan kreativitas mengajar dosen serta minat belajar mahasiswa di STT Kristus Alfa Omega. Penelitian menggunakan metode Research and Development dengan model ADDIE yang terdiri atas tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Data dikumpulkan melalui wawancara dengan sepuluh ahli serta angket yang diisi oleh 32 responden, kemudian dianalisis secara deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa media yang dikembangkan memperoleh nilai kelayakan keseluruhan sebesar 91,875 persen dengan kategori sangat baik. Pada dimensi materi mencapai 92,39 persen, dimensi tampilan dan desain 91,46 persen, serta dimensi interaktivitas 91,77 persen, semuanya dalam kategori sangat baik. Media ini dinilai memiliki tampilan visual yang menarik, navigasi yang mudah digunakan, dan tingkat interaktivitas yang mampu menciptakan pengalaman belajar aktif dan partisipatif. Dengan demikian, media PowerPoint interaktif berbasis Case-Based Learning dinyatakan valid dan layak diimplementasikan untuk meningkatkan kreativitas mengajar dosen dan minat belajar mahasiswa di lingkungan pendidikan tinggi keagamaan.
Kata Kunci: PowerPoint interaktif, Case-Based Learning, kreativitas mengajar, minat belajar, pendidikan tinggi keagamaan
Keywords
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DOI: https://doi.org/10.55097/sabda.v7i2.337
DOI (PDF): https://doi.org/10.55097/sabda.v7i2.337.g164
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