Development of Android-Based Interactive Learning Media on Class X Payment Systems And Tools Materials

Cindy Febriyanti, Sukidin Sukidin, Tiara Tiara

Abstract


Lack of innovation in learning and less than optimal use of learning media cause students to get bored easily, lack focus- and have difficulty understanding the subject matter. This study aimed to test the attractiveness and effectiveness of interactive learning media based on Android on the material of payment systems and tools for class X students of SMAN Pakusari. This study includes development research using the ADDIE, model which consists of five stages: analysis, design, development, implementation, and evaluation. The product trial was carried out on class X students of SMAN Pakusari composed of two groups, a limited group of 12 students from class X-1 and a broad group composed of 36 students from class X-8. The instruments used in this study were interviews, questionnaires, tests, and validation sheets with data analysis techniques using descriptive statistics. The attractiveness and effectiveness test is a data analysis method used. Using descriptive analysis, test the level of product attractiveness. In addition, the Paired Sample T-test was used to evaluate the effectiveness of the product. The limited group has an attractiveness level of 85.33% which is classified as very attractive, and the broad group has an attractiveness level of 90.11%. With a significance value of <0.05, the results of this development research indicate that Android-based interactive learning media are more effective and interesting than previous media. The results of the study showed that the results of the pretest and posttest before and after using this media were very significant, which made Android-based interactive learning suitable for use in learning.

Keywords


Interactive learning media; ADDIE; Attractivieness; Effectiveness; System and means of payment

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DOI: https://doi.org/10.20527/jee.v6i1.11719

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