Pengembangan Media Pembelajaran Interaktif Berbasis Website Zep Quiz pada Mata Pelajaran Sanitasi dan Hygiene Kecantikan
DOI:
https://doi.org/10.36312/panthera.v6i2.1134Keywords:
Web-Based Learning Media, ADDIE Model, Sanitation and Beauty Hygiene, Vocational High Schools, Zep QuizAbstract
The learning process in the subject of Sanitation and Beauty Hygiene at SMK Tamansiswa Kudus tends to be passive because it is dominated by lecture methods, which has an impact on low student interest and learning outcomes. This study aims to develop an interactive learning media based on the Zep Quiz website and test its feasibility, effectiveness, and practicality to overcome these problems. This type of research is Research and Development (RnD) by applying the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subjects of the research trial were 16 students of grade X of the Beauty and SPA Study Program. Data collection techniques included observation, expert validation sheets, learning outcome tests (pretest and posttest), and student response questionnaires. The results showed that the learning media obtained a very feasible level of feasibility with an expert validation score of 88.67%. The effectiveness test showed an effective category (77.04%) as indicated by an increase in the average student score from 46.5 in the pretest to 87.75 in the posttest. The conclusion of this study is that the Zep Quiz-based learning media is feasible, effective, and practical for improving students' theoretical understanding and learning interest in Sanitation and Beauty Hygiene in vocational high schools.
Downloads
References
Adinda, C., Faisal, E. E., & Susilawati, S. (2025). Upaya Meningkatkan Motivasi Belajar Peserta Didik Kelas IX.7 melalui Model Pembelajaran TGT melalui Aplikasi Zep Quiz. Pendas : Jurnal Ilmiah Pendidikan Dasar, 10(02), 268-276. https://doi.org/10.23969/jp.v10i02.27372
Aditya, T., Sudrajat, A., & Sumantri, M. S. (2021). The Development of Interactive Multimedia Based on the Quiz Education Game on the Content of IPS Learning in Basic Schools. International Journal of Multicultural and Multireligious Understanding, 8(4), 654-661. https://doi.org/10.18415/ijmmu.v8i4.2627
Akbar, S. (2017). Instrumen Perangkat Pembelajaran. Bandung: PT. Remaja Rosdakarya.
Apriliyah, P., Desiningrum, N., & Pratiwi, D. E. (2026). Pengembangan Media Pembelajaran Interaktif Berbasis Aplikasi Zep Quiz untuk Meningkatkan Hasil Belajar Murid pada Mata Pelajaran IPAS Kelas V-B SDN Dukuh Kupang V Surabaya. Pendas : Jurnal Ilmiah Pendidikan Dasar, 11(01), 42-53. https://doi.org/10.23969/jp.v11i01.40466
Hakim, A. N., & Yulia, L. (2024). Dampak Teknologi Digital terhadap Pendidikan Saat Ini. Jurnal Pendidikan Sosial dan Humaniora, 3(1), 145-163.
Hermansah, H., & Jakaria, J. (2025). Efektifitas Media Pembelajaran Berbasis Digital terhadap Motivasi dan Hasil Belajara Siswa di Sekolah Dasar. Jurnal Ilmiah Pendidikan Dasar (JIPDAS), 5(3), 2670-2680. https://doi.org/10.37081/jipdas.v5i3.3101
Huizenga, J., Admiraal, W., Dam, G. T., & Voogt, J. (2019). Mobile Game-Based Learning in Secondary Education: Students’ Immersion, Game Activities, Team Performance and Learning Outcomes. Computers in Human Behavior, 99, 137-143. https://doi.org/10.1016/j.chb.2019.05.020
Husen, F. A., & Wulandari, F. (2025). Pengaruh Media Game Edukasi Zep Quiz terhadap Pemahaman Konsep IPA Siswa di Sekolah Dasar pada Materi Perubahan Wujud Benda. Jurnal Pendidikan MIPA, 15(3), 940-947. https://doi.org/10.37630/jpm.v15i3.3051
Inayah, L. (2019). Manfaat Hasil Belajar Sanitasi Hygiene Kecantikan sebagai Kesiapan PKL dalam Melakukan Praktik Perawatan Kulit Wajah. Skripsi. Universitas Pendidikan Indonesia.
Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke, S., & Petridis, P. (2017). Essential Features of Serious Games Design in Higher Education: Linking Learning Attributes to Game Mechanics. British Journal of Educational Technology, 48(4), 972-994. https://doi.org/10.1111/bjet.12467
Pramana, I. B. W., Fitriani, H., & Safnowandi, S. (2022). Pengaruh Metode Mind Map dengan Media Komik terhadap Minat Baca dan Hasil Belajar Kognitif Siswa. Biocaster : Jurnal Kajian Biologi, 2(2), 71-87. https://doi.org/10.36312/bjkb.v2i2.68
Riduwan, R. (2013). Skala Pengukuran Variabel-variabel Penelitian. Bandung: CV. Alfabeta.
Ridwan, S. (2016). Buku Inovasi Pembelajaran. Jakarta: PT. Sinarmas.
Siagian, N. A., Sianturi, C. F., & Tamba, R. L. H. (2023). Utilization of Adobe Flash Interactive Learning Media. Pejuang : Jurnal Pengabdian kepada Masyarakat, 01(02), 01-09.
Slamet, F. A. (2022). Model Penelitian Pengembangan (R n D). Malang: Institut Agama Islam Sunan Kalijogo Malang.
Solikah, H. (2020). Pengaruh Penggunaan Media Pembelajaran Interaktif Quizizz terhadap Motivasi dan Hasil Belajar Siswa pada Materi Teks Persuasif Kelas VIII di SMPN 5 Sidoarjo Tahun Pelajaran 2019/2020. Bapala: Jurnal Pendidikan Bahasa dan Sastra Indonesia, 7(3), 1-8.
Undang-Undang Republik Indonesia Nomor 20 Tahun 2003 tentang Sistem Pendidikan Nasional. 2003. Jakarta: Pemerintah Republik Indonesia.
Widyaningrum, D., Smaragdina, A. A., Rizky, D. D., Ardiansyah, Y. E., & Prasasti, F. A. M. (2025). Meningkatkan Motivasi Belajar Siswa Menggunakan Zep Quiz pada Pembelajaran Informatika di SMP. Pendas : Jurnal Ilmiah Pendidikan Dasar, 10(02), 200-211. https://doi.org/10.23969/jp.v10i02.28792
Windyarti, U., Muhtar, M., & Susanti, A. D. (2022). Pengaruh Media Pembelajaran terhadap Hasil Belajar melalui Kejenuhan Belajar pada Siswa SMK di Surakarta Tahun Pelajaran 2021/2022. Tata Arta : Jurnal Pendidikan Akuntansi, 8(1), 105-118.
Yuliana, Y., Wibowo, M. E., & Mulawarman, M. (2022). The Influence of Self-Control through Self-Efficacy on Academic Procrastination. Jurnal Bimbingan Konseling, 11(4), 301-307. https://doi.org/10.15294/jubk.v11i4.66547
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Siti Muthia Anggaraini S. Yantu, Anik Maghfiroh, Ade Novi Nurul Ihsani, & Ifa Nurhayati

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
-
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.


