Developing a Smart Apps Creator-Based Digital Handout for Vocational Creative Projects and Entrepreneurship Education
DOI:
https://doi.org/10.17977/UM014v19i1p271Keywords:
digital handout, smart apps creator, innovative learning, learning strategiesAbstract
Amid rapid technological advancement, vocational education requires innovative learning strategies to address evolving student needs. This study aims to develop a digital handout using smart apps creator (SAC) for the subject of creative projects and entrepreneurship, specifically focusing on promotional media marketing. Following the ADDIE model, the research successfully completed the analysis, design, and development phases, which involved a limited trial with 36 vocational students at SMKN 2 Mojokerto. Data collection utilized validation instruments adapted from Indonesian National Education Standards Board guidelines. Findings indicate that the SAC-based digital handout is highly feasible, with average validation scores reaching 95% from the content specialist, 98% from the media expert, and 96% from the language expert. Furthermore, student response during the field trial reached 91.05%, placing the product in the highly practical category. This interactive resource effectively minimizes classroom boredom, enhances learning engagement through mobile access, and proves highly appropriate for vocational instructional implementation in the current digital era.
References
Al-Ansi, A., Al-Ansi, A. M., & Al-Saman, A. S. (2021). Technology-enhanced Learning in high education: Evaluating the interactivity and usability of multimedia instructional tools. International Journal of Emerging Technologies in Learning (iJET), 16(12), 44–58. https://doi.org/10.3991/ijet.v16i12.21554
Alpiani, N., Pamungkas, A. S., & Jaenudin. (2022). Pengembangan e-modul matematika pada materi barisan dan deret berbantuan smart app creator untuk siswa SMA/SMK. Jurnal Cendekia: Jurnal Pendidikan Matematika, 6(2), 2110–2121. https://j-cup.org/index.php/cendekia/article/view/1452
Ardiansyah, A. R., & Indrakusuma, A. H. (2024). Pengembangan media pembelajaran berbasis smart apps creator pada mata pelajaran informatika kelas X SMK Negeri 2 Tulungagung. BIOS: Jurnal Teknologi Informasi dan Rekayasa Komputer, 6(1), 1–10. https://doi.org/10.37148/bios.v6i1.147
Asmawadi, A., Pattaufi, P., & Hakim, A. (2025). Development of android application-based learning media for English subjects. Inovasi Kurikulum, 22(3), 1257-1270.
Bahri, A., Hidayat, W., Putra, K. P., Ainun, N. A., & Arifin, N. (2024). The relationship between students' perception to the learning media, digital literacy skills, and self-regulated learning with students' learning outcomes in the rural area. Journal of Technology and Science Education, 14(2), 588-606.
Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer.
Bruner, J. S. (1963). The process of education. Cambridge: Harvard University Press.
BSNP. (2016). Instrumen penilaian buku teks pelajaran. Jakarta: Badan Standar Nasional Pendidikan.
Diyana, T. N., & Artanti, F. H. (2025). Development of a smart apps creator-based e-book to enhance students' conceptual understanding and digital literacy. Momentum: Physics Education Journal, 9(2), 110–121. https://doi.org/10.21067/mpej.v9i2.11106.
Efendi, R., & Wulandari, R. A. (2025). Bridging the Industry 4.0 skills gap: An immersive augmented reality mobile learning approach for vocational education. International Journal of Interactive Mobile Technologies, 19(06), 60–74. https://doi.org/10.3991/ijim.v19i06.53825.
Gusteti, M. U., Wulandari, S., Rahmalina, W., Putri, M., & Putri, E. K. (2023). Development of electronic handouts using numerical literacy-based Mathemagics methods for learning in the digital era. Jurnal Eksakta Pendidikan (JEP), 7(1), 115-125.
Ilmi, R., I. M. Arnawa., Yerizon, dan N. N. Bakar. (2020). Development of an android based for math e-module by using adobe flash professional CS6 for grade X students of senior high school. Journal of Physics: Conference Series. 1-7
Irpan, M., & Lutfi, A. F. (2024). Development of learning media using genially to increase student learning interest at SMK Muhammadiyah 2 Kuningan in basic graphic design subjects. Journal of Social Science, 5(4), 2720-9938.
Juliana, I., & Sulistyowati, R. (2023). Pengembangan e-modul interaktif berbasis aplikasi book creator mata pelajaran produk kreatif dan kewirausahaan kelas XI BDP SMK PGRI 13 Surabaya. Jurnal Pendidikan Ekonomi (JUPE), 11(3), 328–334. https://doi.org/10.26740/jupe.v11n3.p328-334
Kotsopoulos, K. I., Chourdaki, P., Tsolis, D., Antoniadis, R., Pavlidis, G., & Assimakopoulos, N. (2024). An authoring platform for developing smart apps which elevate cultural heritage experiences: A system dynamics approach in gamification. Journal of Ambient Intelligence and Humanized Computing, 15(2), 1679-1695.
Muzakkir, M. A., Pomalato, S. W. D., & Katili, M. R. (2022). Smartphone-based interactive multimedia development using smart apps creator for high school mathematics learning. Journal of Pedagogical Inventions and Practices, 11, 26-33.
Ningrum, A. O., & Sulistyowati, R. (2024). Developing wordwall-based learning media for online business subjects for eleventh grade students at SMKN 1 Sooko Mojokerto. Jurnal Pendidikan Administrasi Perkantoran (JPAP), 12(1), 207–216. https://doi.org/10.26740/jpap.v12n1.p207-216
Piaget, J. (1952). The origins of intelligence in children. New York: International Universities Press.
Pratama, A. Y., & Mutadi, M. (2021). Development of Mathematics learning media based on android using smart apps creator (SAC). Jurnal Math Educator Nusantara, 7(2), 143–152.
Pratama, L. D., Lestari, W., & Anggraini, W. (2023). Developing android-based learning media using smart apps creator: Its impact on students' cognitive retention. International Journal of Information and Education Technology, 13(5), 844–851. https://doi.org/10.18178/ijiet.2023.13.5.1872
Puspitasari, J., Juhadi, J., Suyahmo, S., Wijayanto, P. A., & Saadah, N. (2022). Smartphone learning media prototype model based on SAC (Smart Apps Creator) for 4.0 learning. International Journal of Social Learning (IJSL), 3(1), 31-47.
Rahma, G., Nurfajriani, N., & Jahro, I. S. (2024). Developing an interactive multimedia innovation based on android using the smart apps creator 3.0 as teaching material for buffered solution course. KnE Social Sciences, 229-240.
Ramadhani, S., & Sugianto, A. (2023). Utilization of smart apps creator to improve cognitive learning outcomes in creative products and entrepreneurship subjects. Jurnal Pendidikan Ekonomi & Bisnis, 11(1), 32–41.
Riduwan, M. B. (2013). Skala pengukuran variabel-variabel penelitian. Alfabeta.
Rukoyah, S., & Bektiningsih, K. (2024). Development of interactive learning media based on smart apps creator to enhance elementary school students' science learning outcomes. Jurnal Penelitian Pendidikan IPA, 10(10), 8127-8135.
Sakdiah, H., Islami, F., Muliani, R., Riza, A., & Amam, T. H. (2023). Sosialisasi budaya kerja industri sebagai upaya penguatan kompetensi dasar siswa SMK Negeri 7 Lhokseumawe. Jurnal Abdimas BSI, 6(2), 208–217.
Sitanggang, W. Z. B. (2023). Pengembangan media pembelajaran Pendidikan Agama Katolik berbasis SAC (Smart Apps Creator) pada materi manusia makhluk pribadi untuk siswa kelas X SMA/SMK [Doctoral dissertation, STKIP Widya Yuwana Madiun].
Sugiyono. (2019). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.
Tanju, N., Nenohai, J. M., & Udil, P. A. (2024). Development of Android-based learning media on trigonometry for 10th graders. Union: Jurnal Ilmiah Pendidikan Matematika, 12(1), 145-159.
El Koshiry, A., & Tony, M. A. A. (2025). Modern Learning Strategies in the Age of Digital Transformation: Future Insights and Practical Challenges. Educational Process: International Journal, 17, e2025313.
Widodo, A.W., Solikhatun I., Raharja, S., Salam, A.A., Wartini, F.S. (2020). A utilization of information technology on education in indonesia (2017-2020): A systematic literature review. Journal of Physycs: Conference Series. DOI: 10.1008/1742- 6596/1779/1/012024.
Wiro’i, M., & Sulistyowati, R. (2021). Pengembangan mobile learning berbasis android pada mata pelajaran produk kreatif dan kewirausahaan sekolah menengah kejuruan. Edukatif: Jurnal Ilmu Pendidikan, 3(5), 2092–2104. https://doi.org/10.31004/edukatif.v3i5.730
Wu, S. (2024). Application of multimedia technology to innovative vocational education on learning satisfaction in China. Plos one, 19(2), e0298861.
Wulandari, C. Y., & Sulistyowati, R. (2022). Pengembangan e-modul interaktif berbasis flip pdf profesional mata pelajaran produk kreatif dan kewirausahaan di sekolah menengah kejuruan. Edukatif: Jurnal Ilmu Pendidikan, 4(3), 4882–4889. https://doi.org/10.31004/edukatif.v4i3.3027
Yusri, M., & Sulistyowati, R. (2020). Pengaruh teaching factory six steps pada mata pelajaran produk kreatif dan kewirausahaan terhadap kesiapan kerja siswa kelas XII Di SMKN 1 Surabaya. Jurnal Pendidikan Tata Niaga (JPTN), 8(3), 1–9. https://ejournal.unesa.ac.id/index.php/jptn/article/view/39998
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Zahida Rohmatul Laila, Raya Sulistyowati

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




