DEVELOPMENT OF INTERACTIVE LEARNING MEDIA ABOUT THE EARTH AND ITS SATELLITES THROUGH THE GENIALLY PLATFORM TO IMPROVE STUDENTS’ COGNITIVE LEARNING RESULTS

  • Abstract
  • Literature Map
  • Similar Papers
Abstract
Translate article icon Translate Article Star icon
Take notes icon Take Notes

Science learning contains several subjects, one of which is the material of the earth and its satellites. Some students find this material difficult to understand because the material is abstract, which will affect their low cognitive learning outcomes. The purpose this research to produce an interactive learning media which is valid, feasible, effective in improving student cognitive learning outcomes on the material of the earth and its satellites through the genially platform. This research and development with 4D development stages of Thiagarajan. The results media, material, and question validation tests obtained an average 88.75%, 89.75%, 89.5% so very valid. The results teacher and student readability test obtained average 95% and 88.33% so very feasible. The results of effectiveness test using the t test obtained a significance value of 0.000 so that significant difference between pretest average and posttest average, the results N-gain analysis obtained a score of 0.56 so learning media effective improving the learning outcomes of students with a moderate category. The results student response obtained average 91.42% so very good response. Based on validation, readability, effectiveness, the interactive learning media is declared valid, feasible, effective improving student cognitive learning outcomes.

Similar Papers
  • Research Article
  • 10.21009/jtp.v26i1.47954
Development of Interactive Learning Media in Media and Telecommunication Network Subjects at Vocational High School
  • Apr 30, 2024
  • JTP - Jurnal Teknologi Pendidikan
  • Veri Kurtis + 1 more

This research aims to develop Android-based interactive learning media that can improve student learning outcomes in MJT subjects at SMKN 4 Payakumbuh. This research uses a research and development method with a 4-D model (Define, Design, Develop, Disseminate). Data was collected through a questionnaire distributed to class X TJKT students. The research results show that the use of Android-based interactive learning media can improve student learning outcomes. From the paired sample t-test, a sig (2-Tailed) value of 0.000 <0.05 was obtained, indicating that there is a significant influence of interactive learning media on student learning outcomes. Apart from that, the practicality test shows that this interactive learning media is practical and can be well received by students and teachers. The development of interactive learning media was carried out in accordance with the MJT material taught to class X TJKT students. The validity of this interactive learning media is high, with an average validity value of 0.85. The practicality test shows that this media is practical with a percentage of 82% of teachers and 85.7% of students. The effectiveness of this media can also be seen from the percentage of completeness of student learning outcomes which reached 75.86%. This Android-based interactive learning media helps students to learn independently and improve their understanding of MJT subject matter. The development of Android-based interactive learning media is effective in improving student learning outcomes in MJT subjects at SMKN 4 Payakumbuh. This media is valid, practical, and well received by students and teachers. Thus, this interactive learning media is an effective solution to overcome low student learning outcomes and limited computer facilities in schools.

  • Research Article
  • Cite Count Icon 1
  • 10.51276/edu.v5i1.545
Development of Quizizz Game-Based Interactive Learning Media to Improve Learning Outcomes
  • Aug 22, 2023
  • Edunesia: Jurnal Ilmiah Pendidikan
  • Wahyuni Wahyuni + 2 more

In this digital era, it is very important to understand and use technology wisely to adapt to digital transformation. Technology affects the quality of education in these turbulent times. A game is an interesting learning medium with an interactive nature. Currently, educators can choose Quizizz as an interesting learning environment supporting the learning process. This study aims to provide teachers with interactive learning media interventions based on quizizz games in Economics class X SMA Darul Hadits, Sepulu District, Bangkalan Regency. This time, learning media development uses the research model (ADDIE). The research subjects included in the development of interactive learning media are validation tests by media validators, practitioner validators, and material validators, as well as tests aimed at students. Research data were obtained through observation techniques, questionnaires, and interviews with economics teachers and several class X SMA Darul Hadits regarding the learning process. The study results show that the teacher uses lecture and discussion methods using LKS and PowerPoint media in economics learning. So, with this, the researcher uses the Quizizz game application to support student learning enthusiasm so that later it will improve student learning outcomes. This study got a very good response from teachers and students.

  • Research Article
  • 10.29062/edu.v7i4.789
Development of Interactive Learning Media Based on Articulate Storyline 3 Towards the Learning Outcomes of Integrated Science (IPAS) on the Subject of Energy Sources and Cultural Diversity
  • Jun 30, 2024
  • EDUTEC : Journal of Education And Technology
  • Pramono Eko Andi + 2 more

This study aims to investigate the validity, effectiveness, and student response to the development of Interactive Learning Media (MPI) based on Articulate Storyline 3 in the subject of Natural & Social Sciences (IPAS) with a focus on the material of Energy Sources and Indonesian Cultural Diversity and efforts to preserve it. The research problem formulation includes: (1) What is the validity of Articulate Storyline 3-based Interactive Learning Media; (2) What is the effectiveness of student learning outcomes when using Articulate Storyline 3-based Interactive Learning Media; (3) What is the student response to the use of Articulate Storyline 3-based Interactive Learning Media. The results showed that 95% of users were satisfied with the development of this application. This shows a high level of satisfaction with the learning media used. In addition, this study also found that the use of Interactive Learning Media based on Articulate Storyline 3 has had a positive impact on student learning outcomes, with a 13% increase in understanding of IPAS material on Energy Sources and Cultural Diversity and efforts to preserve them. These results show that the use of interactive media in the learning process can improve learning effectiveness and student learning outcomes. This research makes an important contribution to the development of innovative and effective learning methods at the primary school level, particularly in the Natural & Social Sciences subjects of the independent curriculum, as well as in promoting students' understanding of Indonesia's energy sources and cultural diversity and efforts to preserve them.

  • Research Article
  • 10.29303/jppipa.v10i11.8630
Development of Interactive Learning Media Mobile Learning In Science for Class VIII Junior High School
  • Nov 30, 2024
  • Jurnal Penelitian Pendidikan IPA
  • Jodi Hardika + 5 more

This research focuses on the development of interactive mobile learning media for science subjects in eighth-grade junior high school. The identified problems are the lack of student engagement and the limitations of easily damaged learning media. Additionally, educators face difficulties in using technology in the teaching and learning process. This study uses the research and development (R&D) method with a 4-D model. The product's validity was assessed by six experts—two media experts, two language experts, and two subject matter experts—who rated it as "Highly Valid" with an average percentage of 92%, 89%, and 97%, respectively. The practicality test showed that the media is very practical, with an average percentage of 87% from teachers and 96.7% from students. The effectiveness of the media was measured by the gain score, which showed a value of 0.62, categorized as "Moderate," and the average student learning outcome after using the media was 81.4, categorized as "Very Good." Based on these results, the interactive mobile learning media for science subjects in eighth-grade junior high school has been proven to be valid, practical, and effective in improving student learning outcomes

  • Research Article
  • 10.23887/jpi-undiksha.v14i3.94964
Science Board Game Media Based on Team Game Tournament Model to Improve Cognitive Learning Outcomes
  • Sep 25, 2025
  • JPI (Jurnal Pendidikan Indonesia)
  • Annisa Deni Marinda + 2 more

The low cognitive learning outcomes of students on the subject of force and the limited availability of interactive learning media are the background of this research. Learning that does not involve students actively causes low motivation and understanding of concepts. This research aims to develop learning media in the form of a Science Board Game based on the Teams Games Tournament (TGT) model to improve the cognitive learning outcomes of fourth-grade elementary school students. The approach used is Research and Development (R&D) with the ADDIE model which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques include documentation, observation, questionnaires, validation, and cognitive tests. The trial was conducted on students in grades IV A and IV B. Data analysis was carried out with qualitative data obtained from observations, interviews, and expert validation questionnaires analyzed descriptively qualitatively to evaluate the feasibility of the media and quantitative data regarding students' cognitive learning outcomes were analyzed using descriptive and inferential statistics. The results of the study show that the media that has been developed is in the valid, practical, and effective categories, with an increase in learning outcomes in the medium to high categories. The implication is that game-based media can be an innovative solution to improve the science learning outcomes of elementary school students. The implications of this research show that interactive and competitive learning media innovations can be an effective alternative in increasing student involvement and understanding of science material.

  • Research Article
  • 10.51878/science.v5i2.5718
PENGARUH MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA INTERAKTIF TERHADAP HASIL BELAJAR KOGNITIF IPA SISWA KELAS V SD
  • Jun 27, 2025
  • SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA
  • Hanifah Muslimah + 2 more

This study aims to examine the impact of interactive multimedia-based instructional media on the cognitive science learning outcomes of fifth-grade students at SDN 39 Mataram. The research employed a quasi-experimental design with a Nonequivalent Control Group Design, involving two groups: the experimental group, which received treatment using interactive multimedia learning media, and the control group, which followed conventional teaching methods. The research instrument consisted of multiple-choice tests that had been validated and tested for reliability to measure student learning outcomes through pre-tests and post-tests. Data were analyzed using the Kolmogorov-Smirnov normality test, Levene’s homogeneity test, and paired sample t-test for hypothesis testing. The results showed that the average post-test score of the experimental group was 88.16, higher than the control group’s 76.91. The t-test yielded a significance value of 0.000 (<0.05), indicating a significant effect of interactive multimedia learning media on students’ cognitive learning outcomes in science. Thus, this learning media can be an effective alternative to improve the quality of science education in elementary schools. ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran berbasis multimedia interaktif terhadap hasil belajar kognitif IPA siswa kelas V SDN 39 Mataram. Penelitian menggunakan desain quasi eksperimen tipe Nonequivalent Control Group Design dengan dua kelompok, yaitu kelas eksperimen yang diberi perlakuan menggunakan media multimedia interaktif dan kelas kontrol yang menggunakan metode pembelajaran konvensional. Instrumen penelitian berupa tes pilihan ganda yang telah diuji validitas dan reliabilitasnya digunakan untuk mengukur hasil belajar siswa melalui pre-test dan post-test. Data hasil belajar dianalisis menggunakan uji normalitas Kolmogorov-Smirnov, uji homogenitas Levene, dan uji hipotesis paired sample t-test. Hasil penelitian menunjukkan bahwa rata-rata nilai post-test pada kelas eksperimen sebesar 88,16 lebih tinggi dibandingkan kelas kontrol yang sebesar 76,91. Uji t menunjukkan nilai signifikansi 0,000 (<0,05) yang mengindikasikan bahwa penggunaan media pembelajaran berbasis multimedia interaktif berpengaruh signifikan terhadap peningkatan hasil belajar kognitif IPA siswa. Dengan demikian, media pembelajaran ini dapat menjadi alternatif efektif dalam meningkatkan kualitas pembelajaran IPA di sekolah dasar.

  • Research Article
  • 10.24036/jep/vol7-iss2/746
Media Development Interactive Learning Based Articulate Storyline Materials Movement Systems on Humans Class XI High School
  • Nov 30, 2023
  • JURNAL EKSAKTA PENDIDIKAN (JEP)
  • Raisa Novianti + 2 more

The development of learning media that can be an option so that it can support the times is an interactive learning media based on Articulate Storyline. Effective and interesting interactive learning media, especially for the concept of the human motion system which is classified as complex, can help students achieve the expected learning objectives. This study aims to describe the needs of teachers and student needs, validity, and practicality of the results of the development of interactive learning media on human motion system material. This research is a research and development (R&D) with the 4D model (Thiagarajan et al., 1974). Data collection techniques used instruments of teacher needs and learner needs, validity, and practicality. The research subjects were 3 (three) experts consisting of Biology Education lecturers and one partner teacher and tested at SMA Negeri 9 Banjarmasin Class XI MIPA as many as 12 (twelve) students. The test results show the need to develop interactive learning media on the material of the human motion system, very valid in the validity test, and very practical in the practicality test. This shows that the results of the development of interactive learning media on the material of the human motion system are valid and practical. This interactive media can be used by students anytime and anywhere using devices.

  • Research Article
  • 10.52783/rlj.v11i3.2097
IMPACT OF DANCE EDUCATION LEARNING MODEL DEVELOPMENT (ICOSRIE) TO IMPROVE COLLEGE STUDENTS’ COGNITIVE SKILLS
  • Apr 7, 2023
  • Russian Law Journal
  • Sitti Rahmah, Abdul Hasan Saragih, Efendi Napitupulu

This study aims to develop an educational dance learning model for basic education with a model called ICOSRIE. The method used was research and development. This research was conducted in small-scale and large-scale trials. In developing this model, the test was carried out twice, namely the pre-test and the post-test (before and after being given treatment). The stages carried out in the trial include: (1) conducting a pre-test to measure the initial ability of college students about educational dance courses for kindergarten and elementary school using instruments that have been tested, (2) providing treatment of the ICOSRIE learning model in Educational Dance Courses for Kindergarten and Elementary School, (3) holding a post-test to measure the ability of college students after being treated. Based on statistical calculations, the average cognitive pre-test learning outcomes in large group trials were 39.82, mode 12, median 40, standard deviation 4.02, and variance 16.18. While the average cognitive post-test learning outcomes in large group trials were 80.01, mode 24, median 81.66, standard deviation 4.81, and variance 23.14. Histograms of pre-test and post-test cognitive learning outcomes were obtained in large group trials. Based on statistical calculations, the average value of cognitive pre-test learning outcomes in small group trials was 33.66, mode 50, median 35, standard deviation 14.69, and variance 219.92. Meanwhile, the average cognitive post-test learning outcomes in small group trials were 71.33, mode 80, median 71.66, standard deviation 8.04, and variance 64.70. The average difference in small-group cognitive learning outcomes among students during the pre-test was 10, with a standard deviation of 4,408. While the average cognitive learning outcomes of students during the post-test were 21.10 with a standard deviation of 2,025. The results of the statistical test obtained a p-value of 0.001, asserting that it can be concluded that there are small group cognitive learning outcomes in students during the pre-test and post-test after being given the ICOSRIE learning model. The average difference in cognitive learning outcomes of large groups of students during the pre-test was 11.95, with a standard deviation of 1,207. Meanwhile, the average cognitive learning outcomes of students during the post-test were 24.61 with a standard deviation of 1,443. The results of the statistical test obtained a p-value of 0.001, asserting that there are cognitive learning outcomes in large groups of students during the pre-test and post-test after being given the ICOSRIE learning model.

  • Research Article
  • 10.35870/siskom.v3i2.799
Pemanfaatan Adobe Animate dalam Pengembangan Media Pembelajaran Interaktif Konsep Listrik dan Konduktivitas Untuk Siswa Sekolah Dasar Negeri 4 Banda Aceh
  • Aug 30, 2023
  • Jurnal Sistem Komputer (SISKOM)
  • Johan Al Fajar + 2 more

This research aims to develop and evaluate interactive learning media that uses Adobe Animate to teach electricity and conductivity concepts to students at State Elementary School 4 Banda Aceh. This interactive learning media is designed to increase students' interest and understanding of science subject matter. The development method used includes the design stage, content development, and testing on a group of students. The development of this learning media is based on constructivist learning theory and an interactive learning approach. Adobe Animate is used as a tool to create interesting animations, simulations and interactions, with the aim of making it easier for students to understand abstract concepts such as conductors, insulators, electric currents and circuits. Testing of learning media was carried out through trials on students in Banda State Elementary School 4 class. Aceh. The test results show that this interactive learning media is able to increase students' interest and understanding of the concepts of electricity and conductivity. Students show more active participation, and are able to better explain the concepts taught through this interactive media. This research indicates that the use of interactive learning media using Adobe Animate can be an effective alternative in supporting the learning of electricity and conductivity concepts at the school level Base. The implications of this research provide guidance for further development of interactive learning media in an effort to improve the quality of science learning for elementary school students.

  • Research Article
  • 10.70211/ltsm.v1i1.21
Development of Arabic Interactive Learning Media Assisted by Kodular for Grade VIII at Islamic Junior High School
  • Jun 24, 2023
  • Language, Technology, and Social Media
  • M Tegar Wicaksana + 1 more

This research is a research and development of interactive learning media in Arabic with codular assistance for class VIII of Madrasah Tsanawiyah. This study aims to find out how the development, feasibility, student responses and effectiveness of codular-assisted Arabic interactive learning media. This research method is research and development (R&D) based on a 4D model consisting of definition, design, development and dissemination. Before media is used, it is verified by two media and material experts. Subjects of this study were class VIII students of MTs Guppi 2 Tanjung Karang (maximum 20 students) and MTs NU Tanjung Karang (maximum 20 students). Survey data were obtained through interview techniques, questionnaires, tests and documentation. Rating results based on the Media Expert Validation Questionnaire for this Cordura-based Arabic interactive learning media are in the valid category with a decent category average score of 98%. The material expert's assessment of this codular-assisted Arabic interactive learning media obtained an average score of 98% with a decent category. Based on calculations using the t-test, researchers obtained the results of research data in MTs Guppi 2 Tanjung Karang with a value = 12.55 and a value = 1.27 at a significant level = 0.05 with the results of the comparison with is 12.55>1.27. Then the researchers obtained the results of research data at MTs NU Tanjung Karang with a value = 10.38 and a value = 2.88 at a significant level = 0.05 with the results of a comparison with is 10.38>2.88. The results of the two research data showed significant results between before using learning media and after using learning media. So by looking at the results above, this codular-assisted Arabic interactive learning media has shown high effectiveness in improving student learning outcomes.

  • Research Article
  • 10.17977/um033v7i2p57-65
DEVELOPMENT OF A HYPER-CONTENT E-MODULE USING A SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS (STEM) APPROACH TO TRAIN COGNITIVE AND PSYCHOMOTORY LEARNING OUTCOMES OF JUNIOR HIGH SCHOOL STUDENTS
  • Dec 31, 2023
  • Jurnal Pembelajaran Sains
  • Sausan Asy Syifa Madaniah + 1 more

Education is essential and a right for all Indonesian citizens. The quality of education is seen in student learning outcomes. Based on observations at SMP N 1 Talun, as many as 85.3% of students' cognitive learning outcomes still need to be completed, and learning activities after the COVID-19 pandemic have yet to carry out learning activities that can hone students' psychomotor abilities. The use of teaching materials is also only based on printed package books. Therefore, it is necessary to develop teaching materials to train students' cognitive and psychomotor learning outcomes. Research & Development (R&D) research conducted using the 4D model. This study aims to determine the characteristics and validity of hypercontent e-modules with a STEM approach and the profile of students' cognitive learning outcomes and psychomotor learning outcomes after using e-modules. The average material and media validation results were 95.4% and 97.2%, which received very valid criteria. The cognitive and psychomotor learning outcomes profile shows that 76% and 79% of students get a complete score. Based on these results, hypercontent e-modules with a STEM approach are declared very valid and can train students' cognitive and psychomotor learning outcomes.

  • PDF Download Icon
  • Research Article
  • Cite Count Icon 2
  • 10.24036/jep/vol7-iss1/714
Development of Critical and Creative Skills-Based Interactive Learning Media for High School Physics Learning
  • May 29, 2023
  • JURNAL EKSAKTA PENDIDIKAN (JEP)
  • Puti Zafirah Maharani Sastra + 2 more

Science and technology, which continue to experience development in education at the school level, raise demands and improvements in the learning process. In the 21st century, critical and creative thinking skills are needed for students. Therefore, interactive learning media are developed to make students more active and can make improvements to students' critical and creative thinking skills. The development of interactive learning media aims to create interactive learning media based on critical and creative thinking skills on valid and practical circular motion material. This study used the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The validation test resulted in the developed interactive learning media obtained a result of 0.78 with a reasonably valid category. The validation results showed that the interactive learning media was not yet valid, so it needed to be revised based on the validator's suggestions to make the product more valid. After revision, the product was declared usable. The results of the practicality test conducted on high school physics teachers in Padang obtained 91% results, indicating that interactive learning media is practical to use. Based on the results of the validation test and practicality test, interactive learning media based on critical and creative thinking skills in circular motion material is declared valid and practical.

  • Research Article
  • Cite Count Icon 3
  • 10.23887/jjpgsd.v12i1.68763
Interactive Learning Media Based on Articulate Storyline in Social Sciences Learning for Grade V Elementary School
  • Apr 27, 2024
  • MIMBAR PGSD Undiksha
  • Dyah Kusuma + 1 more

The learning media owned by schools and used by teachers are still limited. Especially in technology-based interactive learning media, students become passive because the press used by teachers has not yet been interactive. This research aims to develop interactive learning media, Articulate Storyline, for Social Sciences lesson content on Various Economic Activities in Indonesia. This type of research was developed using the Borg and Gall research model. Observations, interviews, and questionnaires were used as data collection methods. Several experts and students carried out product design trials, including material experts, media experts, and small-scale tests carried out by student representatives. Qualitative and quantitative analysis are used as data analysis techniques. Research data shows that the percentage level of appropriateness for interactive learning media based on Articulate Storyline by material experts is 96.25%, and media experts are 96.66%. Based on the Normalized Gain test results, a score of 0.62 was achieved with quite effective qualifications. It was concluded that the development of interactive learning media based on Articulate Storyline is suitable for use for Social Sciences lesson content in the learning of fifth-grade elementary school students. The implication of this research is that interactive multimedia learning media is more effectively used in material on Various Businesses and Economic Activities in Indonesia.

  • Research Article
  • Cite Count Icon 1
  • 10.33258/birle.v2i1.189
Development of Interactive Learning Media on Material Writing Short Story Texts Based on Experience
  • Feb 26, 2019
  • Budapest International Research and Critics in Linguistics and Education (BirLE) Journal
  • Mastari Ramadhani + 2 more

The development of interactive media on learning to write experience-based short stories is designed according to the needs and characteristics of students who are expected to be able to overcome all the problems in learning activities to write short stories and make students more active, independent and able to think critically. This research was carried out at Amanah Islamic Modern School Middle School in Medan. The data in this study are the results of observations, interviews, results of questionnaires validation of material and design of learning media, the results of questionnaires teacher perceptions of learning media developed, and student learning outcomes totaling 32 people. Data from observations in the form of learning values writing short stories totaling 32 students so far and the results of interviews in the form of opinions of two Indonesian language teachers related to learning to write short stories obtained from students and teachers of Indonesian. Learning outcomes in short story text writing material based on the experience of students of class IX-1 Amanah Middle School Islamic Modren School Medan after using interactive learning media are in the category of "very good" with an average value of 80 and average values before using interactive multimedia learning media for 69.37 which is in the "good" category.

  • Research Article
  • 10.35438/inomatika.v4i2.327
The Development of Interactive Learning Media to Improve Students' Motivation on Trigonometry
  • Jul 30, 2022
  • INOMATIKA
  • Saepuloh Saepuloh + 2 more

The problem found by the researchers was the lack of student motivation in learning mathematics. Teachers must try to create innovations to make learning fun, that is, through learning media. Learning media that can create motivation and student activity is interactive learning media in the form of multimedia with Articulate Storyline. This study aimed to develop and analyze the effectiveness of using interactive learning media developed using Articulate Storyline in the learning motivation view. This research includes development research with a 4D model from Thiagarajan. It consists of define, design, develop, and dissemination stages. The study was conducted at MA Assa’adah Jamanis Tasikmalaya. Data collection techniques are observation, interviews, questionnaires, and tests. Data analysis techniques are validity, practicality, and effectiveness analysis. The study results stated that the learning media was feasible based on the validation of material experts and media experts and student responses. Learning motivation increased seen from before and after using interactive media created using Articulate Storyline. There is also an increase in student learning outcomes based on the average pre-test and post-test results. The use of these learning media can increase students' learning motivation to participate in learning. Interactive media are recommended as a learning resource or learning media that can be combined with varied learning models/methods.

Save Icon
Up Arrow
Open/Close
  • Ask R Discovery Star icon
  • Chat PDF Star icon

AI summaries and top papers from 250M+ research sources.