Development of Android-Based Interactive Multimedia on Mushroom Material in High School

Authors

Veni Wulandari , Aunurrahman , Indri Astuti , Urai Salam , Dede Suratman

DOI:

10.29303/jppipa.v10i6.4758

Published:

2024-06-30

Issue:

Vol. 10 No. 6 (2024): June

Keywords:

Android, Interactive multimedia, Mushrooms

Research Articles

Downloads

How to Cite

Wulandari, V., Aunurrahman, A., Astuti, I., Salam, U., & Suratman, D. (2024). Development of Android-Based Interactive Multimedia on Mushroom Material in High School. Jurnal Penelitian Pendidikan IPA, 10(6), 3455–3462. https://doi.org/10.29303/jppipa.v10i6.4758

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...

Abstract

This research aims to produce Android-based interactive multimedia products that are feasible to use, easy for students to learn, and assist students in learning and improve student learning outcomes independently. This type of development research used the Dick, Carey & Carey developer design model. The test subjects consisted of a study teacher, six expert validators, and thirty-two students of X grade. Sampling used a purposive sampling technique, by using consideration of student scores, which were divided into three namely, high, low, and medium categories. The instruments used involved trial questionnaires, test questions, and student response questionnaires. Each of which had been validated and analyzed with the content validity of Aiken's V (Vcount ≥ Vtable). The research results show media expert validation with a score of 3.9 (valid and suitable for use), design expert validation with a score of 4.1 (very valid and highly suitable for use), and subject matter expert validation with a score of 4.1 (very valid and highly suitable for use). The results of individual test, small group test, and field test obtained an average result of 89.6% in the very positive category. Based on test performed by students, the results show that interactive multimedia development designs can be used to facilitate students to learn with an average percentage score of 85% (Very Positive Category). The feasibility of each of these processes shows that the Android-based interactive multimedia profile meets the requirements as a medium that can assist students in learning. The results of the effectiveness test also stated that interactive multimedia on Android-based had an effect and could improve students' cognitive learning outcomes with an N-Gain Score = 0.61 (Medium Category) and an Effect Size value = 2.322 (Category = Strong). The conclusion is based on the results of expert validation and product test, the Bio-Fungi learning application is feasible for use as a learning medium in the teaching and learning process and to improve students' cognitive learning outcomes.

References

Asnawir, & Usman, M. B. (2002). Media pembelajaran. Jakarta: Ciputat Pers.

Astuti, I. (2019). Desain Pembelajaran dalam Perspektif Konstruktivistik. Pontianak: IAIN Pontianak Press.

Aunurrahman. (2014). Belajar dan Pembelajaran cetakan ke 9. Bandung: Alfabeta.

Dick, W., Carey, L., & Carey, J. O. (2015). The Systematic Design of Instruction. New York: HarperCollins.

Firmansyah, I., & Ardi. (2022). Analisis Kebutuhan Multimedia Interaktif Berbasis Aplikasi Android Tentang Materi Virus Untuk Peserta Didik Kelas X Di SMAN 13 Padang. Jurnal Biologi Dan Pembelajarannya, 17(2). https://doi.org/10.30870/biodidaktika.v17i2.16504

Haidah, S., Saadi, P., Almubarak, A., Syahmani, S., & Pratama, S. (2022). Pengembangan Media Pembelajaran Berbasis Android Berkonteks Lahan Basah Menggunakan Model Inkuiri Terbimbing Untuk Meningkatkan Literasi Sains Peserta Didik Pada Materi Larutan Penyangga. JCAE (Journal of Chemistry And Education), 6(1), 31–41. https://doi.org/10.20527/jcae.v6i1.1557

Hamdani, S. A., Prima, E. C., Agustin, R. R., Feranie, S., & Sugiana, A. (2022). Development of Android-based Interactive Multimedia to Enhance Critical Thinking Skills in Learning Matters. Journal of Science Learning, 5(1), 103–114. https://doi.org/10.17509/jsl.v5i1.33998

Hamimi, L., & Sari, R. (2020). The Development Of Proof Teaching Materials For High School Students. Proceedings of the Proceedings of the 3rd International Conference on Economic and Social Science, ICON-ESS, 17–18 October 2018, Banda Aceh, Indonesia, 488(Aisteel), 113–119. https://doi.org/10.4108/eai.17-10-2018.2294081

Hartoyo, & Abdul Gafur, D. (2019). Development and Testing of Biology Learning Multimedia Effectiveness. Journal of Physics: Conference Series, 1233(1). https://doi.org/10.1088/1742-6596/1233/1/012004

Kartini, K. S., & Putra, I. N. T. A. (2020). Respon Siswa Terhadap Pengembangan Media Pembelajaran Interaktif Berbasis Android. Jurnal Pendidikan Kimia Indonesia, 4(1), 12. https://doi.org/10.23887/jpk.v4i1.24981

Khalid, M. S., Alias, M., Razally, W., Yamin, S., & Herawan, T. (2010). The Effect of Using an Interactive Multimedia Courseware within a Collaborative Learning Environment on the Learning of Pre-Algebra Concepts among Pre-University Engineering Students. Procedia - Social and Behavioral Sciences, 8(December 2015), 571–579. https://doi.org/10.1016/j.sbspro.2010.12.079

Malik, S., & Agarwal, A. (2012). Use of Multimedia as a New Educational Technology Tool–A Study. International Journal of Information and Education Technology, 2(5), 468–471. https://doi.org/10.7763/ijiet.2012.v2.181

Nofitasari, A., Lisdiana, L., & Marianti, A. (2021). Development of My Biology App Learning Media Based On Android Materials of Food Digestion Systems as Student Learning Source at MA. Journal of Innovative Science Education, 9(3), 70–78. https://doi.org/10.15294/jise.v9i2.38670

Nurhamidah, D., Masykuri, M., & Dwiastuti, S. (2018). Profile of senior high school students’ creative thinking skills on biology material in low, medium, and high academic perspective. Journal of Physics: Conference Series, 1006(1). https://doi.org/10.1088/1742-6596/1006/1/012035

Nuri, C., Direktör, C., & Arnavut, A. (2021). The mediation effects of smartphone addiction on relationship between aggression and nomophobia. World Journal on Educational Technology: Current Issues, 13(1), 106–114. https://doi.org/10.18844/wjet.v13i1.5403

Safitri, I., Pasaribu, R., Simamora, S. S., & Lubis, K. (2019). The effectiveness of android application as a student aid tool in understanding physics project assignments. Jurnal Pendidikan IPA Indonesia, 8(4), 512–520. https://doi.org/10.15294/jpii.v8i4.19433

Sarah, R. A. P., & Effendi, Z. M. (2020). Pengembangan Mobile Learning Berbasis Android Pada Mata Pelajaran Biologi Kelas X SMA. Jurnal Penelitian IPTEKS, 5(1), 71–77. https://doi.org/10.32528/ipteks.v5i1.3021

Saraswati, E., & Novallyan, D. (2018). Pengembangan Media Pembelajaran Interaktif Berbasis Android Untuk Pemahaman Konsep Trigonometri. IJER (Indonesian Journal of Educational Research), 2(2), 72. https://doi.org/10.30631/ijer.v2i2.37

Sari, I. K., Anwar, Y., & Meilinda, M. (2021). The profile of biology teaching and learning materials from scientific literacy perspective. JPBIO (Jurnal Pendidikan Biologi), 6(2), 133–141. https://doi.org/10.31932/jpbio.v6i2.1080

Setiawan, A. (2017). Belajar dan Pembelajaran. Ponorogo: Uwais Inspirasi Indonesia.

Siahaan, M., & Chandra, R. V. (2023). Analisis dan Pengembangan Aplikasi Mobile Learning Tanaman Jamur Edible Menggunakan Framework ADDIE. INTECOMS: Journal of Information Technology and Computer Science, 6(1), 151–157. https://doi.org/10.31539/intecoms.v6i1.5712

Suryani, S. M., & Hardiyantari, O. (2023). Pengembangan Multimedia Pembelajaran Interaktif Berbasis Android pada Mata Pelajaran Dasar-Dasar Program Keahlian Kelas X TKJ. Jurnal Pendidikan Dan Teknologi Indonesia, 3(5), 20–23. https://doi.org/10.52436/1.jpti.280

Tabrani, M. B., Puspitorini, P., & Junedi, B. (2021). Pengembangan multimedia interaktif berbasis Android pada materi kualitas instrumen evaluasi pembelajaran matematika. Jurnal Inovasi Teknologi Pendidikan, 8(2), 1–23. https://doi.org/10.21831/jitp.v8i2.42943

Zakiyyatulmuna, N., Ningsih, K., & Wahyuni, E. S. (2022). Kelayakan Multimedia Interaktif Berbasis Android Pada Materi Fungi Kelas X Sma. Bioilmi: Jurnal Pendidikan, 8(2), 147–158. https://doi.org/10.19109/bioilmi.v8i2.13802

Author Biographies

Veni Wulandari, Universitas Tanjung Pura,

Aunurrahman, Universitas Tanjung Pura

Universitas Tanjung Pura

Indri Astuti, Universitas Tanjung Pura,

Universitas Tanjung Pura,

Urai Salam, Universitas Tanjung Pura

Universitas Tanjung Pura

Dede Suratman, Universitas Tanjung Pura

Universitas Tanjung Pura

License

Copyright (c) 2024 Veni Wulandari, Aunurrahman, Indri Astuti, Urai Salam, Dede Suratman

Creative Commons License

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

Authors who publish with Jurnal Penelitian Pendidikan IPA, agree to the following terms:

  1. Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
  2. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Jurnal Penelitian Pendidikan IPA.
  3. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).