SAR Journal – Volume 1 / Number 1 / 2018. 29
Cross-Platform Learning Media Development
of Software Installation on
Computer Engineering and Networking
Expertise Package
Afis Pratama
1
, Rodia Syamwil
1
, Noor Hudallah
1
1
Institute of teacher training and science education (IKIP) Veteran Central Java, Indonesia
Abstract – Software Installation is one of the
important lessons that must be mastered by student of
computer and network engineering expertise package.
But there is a problem about the lack of attention and
concentration of students in following the teaching and
learning process in the subject of installation of the
software. The matter must immediately find a solution.
This research refers to the technology development
that is always increasing. The technology can be used
as a tool to support learning activities. Currently, all
grade 10 students in public vocational high school
(SMK 8) Semarang Indonesia already have a gadget,
either a smartphone or a laptop and the intensity of
usage is high enough. Based on this phenomenon, this
research aims to create a learning media software
installation that is cross-platform. It is practical and
can be carried easily in a smartphone and a laptop that
has different operating system. So that, this media is
expected to improve learning outcomes, understanding
and enthusiasm of the students in the software
installation lesson.
Keywords – Software Installation, Gadget, Learning
Media, Cross-platform, Learning Outcome.
DOI: 10.18421/SAR11-05
https://dx.doi.org/10.18421/SAR11-05
Corresponding author: Afis Pratama,
Institute of teacher training and science education (IKIP)
Veteran Central Java, Indonesia
Email: afistama@gmail.com
Received: 25 January 2018.
Accepted: 01 March 2018.
Published: 21 March 2018.
© 2018 Afis Pratama, Rodia Syamwil, Noor
Hudallah; published by UIKTEN. This work is licensed
under the Creative Commons Attribution-
NonCommercial-NoDerivs 3.0 License.
The article is published with Open Access
at www.sarjournal.com
1. Introduction
The application of multimedia system
technologies into the field of education is of high
interest today because of the wide accessibility of
Internet and computer technologies in the classroom.
Multimedia technologies have been successfully and
widely applied to teaching, self-paced learning,
digital libraries, etc., in recent years, as described in
[1].
In [3] many innovations in education have
originated from modern technologies. However, the
majority of learners—especially children or
teenagers—find studying from electronic educational
sources and web-based information systems less
exciting than playing today’s popular computer
games that, conversely, lack signs of education.
Currently in Indonesia, the use of IT as a supporter
of learning activities is good enough but not
effective. Most teachers use IT only to the limited
use of LCD projector and Microsoft Power Point
alone, but there are many other innovations that can
be used as teacher support teaching activities. One
example is to develop cross-platform learning media.
This step can be developed based on the rapid
technological advances and the increasingly
affordable price of IT devices. So, with this step,
learners can have more learning resources and be
flexible because the learning media can be accessed
via PC, tablet, or smartphone. Frequently, the use of
instructional media is limited to the use of modules
and power point only. Thus, learners are less active.
The lack of active learners is due to the module and
the power point is not able to display three-
dimensional images that can clarify the ways of
installing the software. Then more interesting and
creative learning media is needed.
This research discusses the development of
learning media as a learning resource for grade 10
students of vocational high school in Computer and
Network Engineering expertise. This learning media
is a media that teachers use to provide alternative