WebCode apps: mobile learning peningkat keterampilan pemrograman web statis siswa Sekolah Menengah Kejuruan
DOI:
https://doi.org/10.66599/wp.v1i1.17Keywords:
mobile learning, WebCode Apps, pemrograman web statis, Rekayasa Perangkat Lunak, SMKAbstract
Purpose. Penelitian ini bertujuan mengembangkan serta mengevaluasi keefektifan WebCode Apps sebagai media mobile learning berbasis smartphone untuk meningkatkan keterampilan HTML, CSS, dan JavaScript siswa SMK. Metode.Penelitian menggunakan model research and development berbasis ADDIE yang dipadukan dengan kuasi-eksperimen pretest-posttest nonequivalent control group. Populasi penelitian adalah 108 peserta didik kelas XI RPL tahun ajaran 2025/2026 yang tersebar pada tiga kelas. Sampel ditentukan menggunakan teknik cluster sampling. Satu kelas ditetapkan sebagai kelas eksperimen, satu kelas sebagai kelas kontrol, dan satu kelas digunakan untuk uji coba instrumen serta uji keterbacaan media sebelum intervensi utama. Findings.Penetapan kelas eksperimen dan kontrol dilakukan melalui undian untuk menekan bias pemilihan kelas. Produk divalidasi oleh ahli materi, media, dan bahasa; kepraktisan diukur melalui respons guru dan siswa; efektivitas dianalisis melalui skor tes kognitif, rubrik praktik, N-Gain, uji beda, dan effect size. Practical Implications.Hasil penelitian menunjukkan WebCode Apps berada pada kategori sangat valid dan praktis serta menghasilkan peningkatan belajar yang lebih tinggi dibandingkan dengan kelas kontrol. Originality.Temuan ini mengindikasikan bahwa media mobile learning dengan editor kode, live preview, umpan balik otomatis, dan gamifikasi berpotensi memperkuat pembelajaran pemrograman web statis di SMK.
Purpose. This study aims to develop and evaluate the effectiveness of WebCode Apps as a smartphone-based mobile learning media to improve HTML, CSS, and JavaScript skills of vocational high school students. Method. The study used an ADDIE-based research and development model combined with a quasi-experimental pretest-posttest nonequivalent control group. The study population was 108 students of grade XI RPL in the 2025/2026 academic year spread across three classes. The sample was determined using a cluster sampling technique. One class was designated as the experimental class, one class as the control class, and one class was used for instrument trials and media readability tests before the main intervention. Findings. The determination of the experimental and control classes was carried out through a lottery to reduce bias in class selection. The product was validated by material, media, and language experts; practicality was measured through teacher and student responses; effectiveness was analyzed through cognitive test scores, practice rubrics, N-Gain, difference tests, and effect sizes. Practical Implications. The results showed that WebCode Apps were in the very valid and practical category and produced higher learning gains compared to the control class. Originality. These findings indicate that mobile learning media with code editors, live previews, automatic feedback, and gamification have the potential to strengthen static web programming learning in vocational schools.
References
Afikah, A., Astuti, S. R. D., Suyanta, S., Jumadi, J., & Rohaeti, E. (2022). Mobile learning in science education to improve higher-order thinking skills (HOTS) and communication skills: A systematic review. International Journal of Advanced Computer Science and Applications, 13(7). https://doi.org/10.14569/IJACSA.2022.0130782
Aiken, L. R. (1985). Three coefficients for analyzing the reliability and validity of ratings. Educational and Psychological Measurement, 45(1), 131–142. https://doi.org/10.1177/0013164485451012
Anuar, N. N., & Othman, M. K. (2024). Development and validation of progressive web application usability heuristics (PWAUH). Universal Access in the Information Society, 23, 245–273. https://doi.org/10.1007/s10209-022-00925-4
Badan Standar, Kurikulum, dan Asesmen Pendidikan. (2024). Capaian pembelajaran mata pelajaran Dasar-Dasar Pengembangan Perangkat Lunak dan Gim fase E untuk SMK/MAK. Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.
Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer. https://doi.org/10.1007/978-0-387-09506-6
Brooke, J. (1996). SUS: A quick and dirty usability scale. In P. W. Jordan, B. Thomas, B. A. Weerdmeester, & I. L. McClelland (Eds.), Usability evaluation in industry (pp. 189–194). Taylor & Francis.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Lawrence Erlbaum Associates.
Creswell, J. W., & Creswell, J. D. (2022). Research design: Qualitative, quantitative, and mixed methods approaches (6th ed.). SAGE Publications.
Creswell, J. W., & Guetterman, T. C. (2025). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (7th ed.). Pearson.
Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and game-based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29(2), 1279–1313. https://doi.org/10.1007/s10639-022-11548-w
Díaz-Lauzurica, B., & Moreno-Salinas, D. (2023). Applying design thinking to enhance programming education in vocational and compulsory secondary schools. Applied Sciences, 13(23), Article 12792. https://doi.org/10.3390/app132312792
Di Nardo, V., Fino, R., Fiore, M., Mignogna, G., Mongiello, M., & Simeone, G. (2024). Usage of gamification techniques in software engineering education and training: A systematic review. Computers, 13(8), Article 196. https://doi.org/10.3390/computers13080196
Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64–74. https://doi.org/10.1119/1.18809
Handoyo, F., Tuwoso, T., & Budi, S. (2025). The implementation of mobile-based learning on vocational high school students: Systematic literature review. Jurnal Edukasi Elektro, 9(1), 12–24. https://doi.org/10.21831/jee.v9i1.78707
Hyzy, M., Bond, R., Mulvenna, M., Bai, L., Dix, A., Leigh, S., & Hunt, S. (2022). System Usability Scale benchmarking for digital health apps: Meta-analysis. JMIR mHealth and uHealth, 10(8), Article e37290. https://doi.org/10.2196/37290
Jaya, I. K. B. B., & Putra, I. A. G. S. (2024). Evaluasi pada aplikasi belajar web programming menggunakan System Usability Scale. Jurnal Nasional Teknologi Informasi dan Aplikasinya, 2(4), 815–820. https://doi.org/10.24843/JNATIA.2024.v02.i04.p18
Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: A systematic literature review. Smart Learning Environments, 10, Article 10. https://doi.org/10.1186/s40561-023-00227-z
Kharchenko, O. Y., & Semerikov, S. O. (2026). A systematic review of research on teaching web design to secondary school students through HTML and CSS. Discover Education, 5, Article 59. https://doi.org/10.1007/s44217-025-01079-0
Levene, H. (1960). Robust tests for equality of variances. In I. Olkin (Ed.), Contributions to probability and statistics: Essays in honor of Harold Hotelling (pp. 278–292). Stanford University Press.
Major, R. R., & da Silva, M. M. (2023). Gamification in MOOCs: A systematic literature review. Cogent Education, 10(2), Article 2275820. https://doi.org/10.1080/2331186X.2023.2275820
Ngandu, M. R., Risinamhodzi, D., Dzvapatsva, G. P., & Matobobo, C. (2023). Capturing student interest in software engineering through gamification: A systematic literature review. Discover Education, 2, Article 47. https://doi.org/10.1007/s44217-023-00069-4
Setiyawati, N., & Bangkalang, D. H. (2022). The comparison of evaluation on user experience and usability of mobile banking applications using User Experience Questionnaire and System Usability Scale. Proceedings, 82(1), Article 87. https://doi.org/10.3390/proceedings2022082087
Shapiro, S. S., & Wilk, M. B. (1965). An analysis of variance test for normality (complete samples). Biometrika, 52(3–4), 591–611. https://doi.org/10.1093/biomet/52.3-4.591
Sun, D., Zhu, C., Xu, F., Li, Y., Ouyang, F., & Cheng, M. (2024). Transitioning from introductory to professional programming in secondary education: Comparing learners' computational thinking skills, behaviors, and attitudes. Journal of Educational Computing Research, 62(3), 427–454. https://doi.org/10.1177/07356331231204653
Tlili, A., Padilla-Zea, N., Garzón, J., Wang, Y., Kinshuk, & Burgos, D. (2023). The changing landscape of mobile learning pedagogy: A systematic literature review. Interactive Learning Environments, 31(10), 6462–6479. https://doi.org/10.1080/10494820.2022.2039948
UNESCO. (2023). Global education monitoring report 2023: Technology in education: A tool on whose terms? UNESCO. https://www.unesco.org/gem-report/en/technology
Wang, J., Tigelaar, D. E. H., Zhou, T., & Admiraal, W. (2023). The effects of mobile technology usage on cognitive, affective, and behavioural learning outcomes in primary and secondary education: A systematic review with meta-analysis. Journal of Computer Assisted Learning, 39(2), 301–328. https://doi.org/10.1111/jcal.12759
Wang, X., Cheng, M., & Li, X. (2023). Teaching and learning computational thinking through game-based learning: A systematic review. Journal of Educational Computing Research, 61(7), 1505–1536. https://doi.org/10.1177/07356331231180951
Widowati, A., & Tyas, R. A. (2024). Mobile-based learning in science trends: A systematic review (2015–2023). Cogent Education, 11(1), Article 2303563. https://doi.org/10.1080/2331186X.2024.2303563
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Ade Roni, Tuti Suartini, Suciati

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
WHITE PAPER: Vocational Education Policy © 2025 by Direktorat Sekolah Menengah Kejuruan is licensed under CC BY-SA 4.0