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Development of Interactive Learning Media Using Genially to Improve Cognitive Ability in Batik Design Learning

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Abstract
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Learning batik motif design at Vocational High Schools requires learning media that can facilitate conceptual understanding visually and interactively in accordance with students’ characteristics. However, the use of interactive learning media that supports the​ improvement of students’cognitive abilities at SMKN 3 Pekalongan is still limited. This study aims to develop interactive learning media using Genially and to analyze its effectiveness in improving students’ cognitive abilities in traditional and contemporary batik elements at SMKN 3 Pekalongan. This study employed a Research and Development (R&D) method using the ADDIE model. The research subjects consisted of 61 eleventh-grade KKBT students, who were divided into an experimental class and a control class to examine the effectiveness of the developed learning media. The efectiveness test showed an increase in the learning outcomes in the experimental class from 74.45 to 89.55, with N-gain value 0.657 (moderate category), while the control class obtained an N-gain of 0.21 (low category). The Independent Sample Test results indicated a significant difference in learning outcomes between the experimental class and the control class. Therefore, the Genially-based interactive learning media is declared feasible, practical, and effective for use in learning.

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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.

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  • Cite Count Icon 1
  • 10.55606/jurripen.v2i2.1547
Development of Interactive Learning Media Based on Geogebra Classic 6 to Improve Mathematical Communication on Solid Geometry
  • Jul 19, 2023
  • JURNAL RISET RUMPUN ILMU PENDIDIKAN
  • Hendri Johan Tambunan + 1 more

This study aims to determine: Showing an interactive learning media of mathematics on students' mathematical communication skills as a whole, The magnitude of the influence of using Geogebra-based interactive learning media on mathematical communication abilities based on educational level, the magnitude of the effect of using interactive mathematical learning media on mathematical communication skills based on previously used interactive learning media, the large influence of the use of interactive learning media plays an important role in systematic mathematical methods, the large effect of the use of interactive learning media on mathematical communication skills is imaginative to mathematical communication based on the mathematical ability that is measured. This study uses the addie model. This sampling technique is highly influential using the Addie model and obtained 20 studies that match the criteria. This data collection technique uses freetest and posttest with the help of Geogebra Classic 6 software and the help of Microsoft powerpoint. The results of this data experiment show that: overall this interactive learning media has a major influence on students' mathematical communication abilities.

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Effectiveness of the use of interactive learning media on student learning outcomes in the digestive system material class VIII MTS Muhammadiyah Kaluarrang
  • Jun 30, 2023
  • Journal of Islam and Science
  • Nurul Musfira Faisal + 2 more

Interactive learning media is needed so that students are motivated to learn and find information related to what they are learning. This research aims to 1) Know the learning outcomes of class VIII MTs Muhammadiyah Kaluarrang taught by interactive learning media; 2) Know the learning outcames of class VIII students of MTs Muhammadiyah Kaluarrang who are taught without using interactive learning media; and 3) Know the effectiveness of using interactive learning media in class VIII MTs Muhammadiyah Kaluarrang. In this quasi-experimental study, a non-equivalent control group was used. All eighth-grade Muhammadiyah Kaluarrang students participated in this study. The purposive sampling method was used to select the sample, which consisted of 22 people from class VIII A, the experimental class, and class VIII B, the control class. Observation sheets and a test of learning outcomes are the instruments used. The homogeneity test, the normality test, and the hypothesis testing were utilized in the descriptive and inferential analyses. Students' average scores for learning outcomes were 61.22 in the control class and 82.27 in the experimental class, according to the study's findings. The significance level that was established was tcount 0.000<0.05. Students who received instruction without the use of interactive learning media had significantly different learning outcomes than students who received instruction with interactive learning media. The implications of this research can be used as a reference and guide for the use of appropriate learning media for both online and offline learning in order to increase students' interest in and comprehension of learning activities.

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The Effectiveness Of Interactive Power Point Learning Media Towards The Motivation Of Learning To Write Pantun For Class VII Students Of The Masehi Private Junior High School Berastagi 2021/2022
  • Sep 1, 2022
  • International Journal of Educational Research & Social Sciences
  • Grace Hanna Marina Tarigan + 3 more

The quality of education is very much influenced by factors, where one of the factors that affect the quality of education is the quality of learning in schools and can be seen from the increase in grades. Utilization of media in the learning process in the classroom to make the learning atmosphere fun and can increase student grades. The use of learning media to write rhymes can increase the learning motivation of 7th graders of Berastagi Private Middle School students. It can be seen from the results of simple linear regression testing that the t test significance value is 0.071 less than 0.1and the t regression coefficient is positive, meaning that the more frequent use of interactive learning media, the students' learning motivation will increase. There is a significant difference in value between before the use of interactive learning media and after the use of interactive power point learning media. It can be seen from the test results that the average paired sample difference produces a sig value of 0.000 less than 0.05. The value after using interactive learning media is higher than the value before using interactive power point learning media. Suggestions for further research to add other variables that affect students' learning motivation, because the results of this study indicate that the contribution of learning media to increasing students' learning motivation is only 3.8 percent. Suggestions for teachers to use interactive learning media as a means to deliver material to students, because it is proven that the use of interactive learning media can increase student values and motivation in learning.

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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.

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Development of Interactive Learning Media on Light Vehicle Engine System Based on Classpoint to Improve Student Learning Achievement (A Study on Light Vehicle Engine System Components for Grade XI Students at SMK Negeri 3 Seluma)
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  • JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi
  • Sofian Hadi + 2 more

Background of study: The low academic achievement of students in understanding the elements of light vehicle engine systems, particularly in the subject of engine management systems (EMS) at SMK Negeri 3 Seluma, is caused by the lack of use of interactive learning media that are interesting and suited to the characteristics of the students. Therefore, there is a need to develop innovative and interactive learning media to improve student academic achievement. Aims and scope of paper: This research aims to develop ClassPoint-based interactive learning media on engine management system (EMS) materials and test the feasibility and effectiveness of these media in improving student learning achievement. The scope of the research is focused on grade XI TKR students at SMK Negeri 3 Seluma on the competence of light vehicle engineering regarding the elements of the light vehicle engine system. Methods: The research method uses a Research and Development (R&D) approach with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. Results: The results of the study showed that the ClassPoint-based learning media developed was declared very feasible based on the results of validation of material experts, media experts, and positive responses from teachers and students with an overall media feasibility assessment of 92.87% with an average percentage of 92.87%. In addition, the results of the effectiveness test showed a significant increase in student learning achievement, which was evidenced by the comparison of pretest and posttest scores between the experimental class and the control class using the t test with the result t calculated = 2.730 > t table = 1.995 (N=69, α=0.05). Conclusion: The conclusion of this study is that ClassPoint-based interactive learning media is effective and feasible to be used as a learning tool in engine management system (EMS) materials to improve student learning achievement.

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  • Cite Count Icon 5
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  • May 29, 2023
  • JURNAL EKSAKTA PENDIDIKAN (JEP)
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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.

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Pengembangan Media Pembelajaran Interaktif Berbasis Canva untuk Meningkatkan Hasil Belajar Peserta Didik pada Pembelajaran IPA Kelas VI SD Negeri Gumilir 05
  • Aug 23, 2025
  • Proceedings Series on Social Sciences & Humanities
  • Nur Alfi Fatmawati + 1 more

The development of interactive learning media is a factor that can influence student learning outcomes. This research aims to analyze the effect of developing interactive learning media on student learning outcomes. This research is a Research and Development (RnD) type study aimed at developing and producing a product. The development of this research refers to the 4-D model (Define, Design, Development, and Dissemination) developed by Thiagarajan, which was conducted at SD Negeri Gumilir 05, North Cilacap District, Cilacap Regency. The research population consisted of sixth-grade students at SD Negeri Gumilir 05, with a research sample of 6 students (3 students from class VI A and 3 students from class VI B). Class VI A with 23 students served as the experimental class, while class VI B with 25 students served as the control class. Data collection techniques included observation, documentation, and questionnaires. Prerequisite tests were conducted before hypothesis testing, consisting of normality tests, homogeneity tests, and independent T-tests. The research results obtained from the t-test and simple linear regression analysis showed that the development of Canva-based interactive learning media had a 5% effect on the science learning outcomes of Class VI students at SD Negeri Gumilir 05.

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Pengaruh Penggunaan Media Pembelajaran Interaktif Quizizz terhadap Hasil Belajar Siswa Kelas 10 Program Keahlian DKV SMK Negeri 10 Malang
  • Dec 10, 2024
  • Jurnal Teknologi Informasi dan Ilmu Komputer
  • Krisna Wahyu Saputra + 2 more

Rendahnya hasil belajar yang didapatkan oleh siswa dikarenakan kurangnya pemanfaatan media pembelajaran yang interaktif menjadi permasalahan bagi seorang guru di kelas. Pelaksanaan penelitian ini bertujuan untuk mengetahui pengaruh dan efektivitas yang ditimbulkan dari adanya penggunaan media pembelajaran interaktif Quizizz terhadap suatu kelas penelitian yang dibandingkan dengan kelas penelitian yang lain. Penelitian ini lebih berfokus pada penggunaan media pembelajaran interaktif Quizizz menggunakan metode penelitian Quasy Experimental dengan jenis Non-Equivalent Control Group Design. Populasi dari penelitian ini adalah siswa kelas 10 DKV SMK Negeri 10 malang, dengan jumlah sampel pada penelitian ini sebanyak 67 siswa yang terbagi pada kelas eksperimen dan kontrol. Pada proses pelaksanaannya ditemukan bahwa aspek kognitif hasil belajar yang didapatkan oleh siswa terdapat perbedaan yang ditunjukan dari hasil pretest kelas kontrol dan kelas eksperimen tidak jauh beda dengan rerata nilai untuk kelas kontrol sebesar 66,67 dan kelas eksperimen sebesar 62,67 dan untuk hasil posttest terdapat perbedaan yang signifikan di mana untuk rerata nilai posttest kelas kontrol sebesar 82,33 dan posttest kelas eksperimen sebesar 91,67. Kemudian dari hasil belajar tersebut terdapat pengaruh yang berdampak cukup efektif terhadap aspek kognitif dari hasil belajar yang didapatkan yang mana hal ini dapat diketahui dengan melakukan pengujian menggunakan Uji N-Gain sehingga dapat diketahui seberapa efektif penggunaan media pembelajaran interaktif Quizizz tersebut. Didapati hasil pengujian dari kelas eksperimen sebesar 79% dinyatakan efektif dan hasil pengujian dari kelas kontrol sebesar 36% dinyatakan tidak efektif. Sehingga dapat disimpulkan bahwa penggunanan media pembelajaran interaktif Quizizz dapat memberikan pengaruh dan hasil yang efektif terhadap hasil belajar siswa kelas X DKV SMK Negeri 10 Malang. Abstract The low learning outcomes obtained by students due to the lack of use of interactive learning media is a problem for a teacher in the classroom. The implementation of this study aims to determine the influence and effectiveness arising from the use of Quizizz interactive learning media on a research class compared to other research classes. This research focuses more on the use of interactive learning media Quizizz using the Quasy Experimental research method with the type of Non-Equivalent Control Group Design. The population of this study was grade 10 students of DKV SMK Negeri 10 Malang, with the number of samples in this study as many as 67 students divided into experimental and control classes. In the implementation process, it was found that the cognitive aspects of learning outcomes obtained by students there were differences shown from the pretest results of the control class and experimental class were not much different from the average score for the control class of 66.67 and the experimental class of 62.67 and for the posttest results there was a significant difference where for the average posttest score of the control class was 82.33 and the experimental class posttest was 91.67. Then from the learning results there is an influence that has a fairly effective impact on the cognitive aspects of the learning outcomes obtained which can be known by testing using the N-Gain Test so that it can be known how effective the use of Quizizz interactive learning media is. It was found that the test results from the experimental class of 79% were declared effective and the test results of the control class of 36% were declared ineffective. So it can be concluded that the use of Quizizz interactive learning media can have an effective influence and results on the learning outcomes of grade X DKV students of SMK Negeri 10 Malang.

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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.

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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.

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Pengaruh Penggunaan Media Pembelajaran Interaktif Berbantuan Android Terhadap Hasil Belajar pada Mata Pelajaran IPS Kelas VIII MTs Al-Huda Pekanbaru
  • Feb 20, 2025
  • Indo-MathEdu Intellectuals Journal
  • Fadlulrahman Attifa + 3 more

This study aims to assess the significant impact of the use of Android-assisted interactive learning media on student learning outcomes in social studies grade VIII at MTs Al Huda Pekanbaru. The research method used is the quasi-experimental method. The instrument used is a test to see student learning outcomes. The resulting data is statistically tested and analyzed descriptively. Based on the research conducted, it was found that the use of interactive learning media assisted by Android had a positive impact on students' academic achievement. The average score in the experimental class was proven to be higher compared to the average score in the control class, with the experimental class achieving an average score of 74.54, while the control class had an average score of 63.63. Based on the t-test results, the calculated t-value was 2.31, while the t-tabel value at a significance level of 0.05 was 2.018. Since the calculated t-value (2.31) is greater than the t-tabel value (2.018), it can be concluded that H1 is accepted. In conclusion, the use of interactive learning media assisted by Android has a significant impact on the learning outcomes of eighth-grade social studies students at MTs Al Huda Pekanbaru

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  • Research Article
  • 10.24036/jptk.v3i3.10723
Development of Interactive Learning Media of Automotive Lighter Vehicle Maintenance Machine in Smk N 1 Padang
  • Nov 27, 2020
  • JURNAL PENDIDIKAN TEKNOLOGI KEJURUAN
  • Meiyaldi Eka Putra + 1 more

Learning Media for Automotive Vehicle Engine Maintenance still uses a simple medium consisting of whiteboards and worksheets, which encourages less effective learning to develop more interactive media and supports students to more easily understand the basic concepts of Automotive Light Vehicle Engine Maintenance lessons. This development research aims to develop interactive learning media that is packaged interactively in the subject of Automotive Light Vehicle Engine Maintenance. This research method is R&D with One Group Pretest-Posttest design. The procedure of this research was carried out in the stages of defining, designing and developing. The subjects of this study were 28 students from SMK N 1 Padang in class XI OTO A. The data collected in this study consisted of primary data obtained directly from respondents in the format obtained. This research instrument consisted of a questionnaire of validity, practicality and effectiveness. The research data collected was analyzed using t test analysis. The results obtained from this research and development are as follows: (1) the validity of interactive learning media is stated to be very valid from didactic, construction and technical requirements with an average score of 94.16%. (2) The practicality of interactive learning media is stated to be very practical based on teacher responses with an average score of 95%, based on student responses also expressed very practical with an average score of 91.17%. (3) The effectiveness of interactive learning media can be seen from student learning outcomes before and after using the media. This is evidenced by the significant differences in the use of interactive learning media obtained from student learning outcomes. Improved student learning outcomes are changed by the students' completeness value of KKM with an average value of 86.61, which means students are complete in learning.

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Development of Web-Based Interactive Learning Media on Excretory System Materials to Increase Learning Interest
  • Oct 31, 2024
  • Jurnal Penelitian Pendidikan IPA
  • Nurul Kholiza Priani + 1 more

Education today requires the utilization of increasingly sophisticated technology, which provides new effectiveness and innovation in learning. One of them is the development of interactive learning media to optimize classroom learning, which aims to increase interest in learning and can make it easier for students to understand learning materials. This media development uses research and development (R&D) with the development model ADDIE. The data collection technique uses a questionnaire, which is divided into a feasibility questionnaire (for media experts and material experts), a practicality (for biology teachers and student responses), and a learning interest questionnaire. The results obtained from feasibility and practicality are very good criteria, and the results of learning interest show a much higher average value in the experimental class (79.21) than the control class (62.26). In general, it can be concluded that learning media are feasible, practical, and effective for increasing learning interest

  • Research Article
  • 10.29303/jipp.v11i1.3960
Pengaruh Media Pembelajaran Interaktif Berbantuan Genially Terhadap Minat Belajar Siswa Sekolah Dasar
  • Jan 19, 2026
  • Jurnal Ilmiah Profesi Pendidikan
  • Inang Irma Rezkillah + 2 more

In today’s digital era, the use of interactive learning media has become increasingly important for improving the quality of teaching and learning processes in elementary schools. One widely adopted innovation is Genially; therefore, this study was conducted to investigate the effect of using Genially-based interactive learning media on students’ learning interest at MI NW Montong Selat. This research employed a quantitative approach with a quasi-experimental method, in which fourth-grade students served as the control group using picture-based learning media, while fifth-grade students served as the experimental group using Genially interactive learning media. Data collection techniques included learning interest questionnaires and observation of learning activities. The collected data were normally distributed, with significance values of 0.109 in the control class and 0.103 in the experimental class. Both classes were homogeneous, with a significance value of 0.806. The results of the independent t-test showed that the t-value (2.28) was less than the t-table (1.684), indicating a significant difference between the two classes. The findings concluded that the use of Genially-based interactive learning media had a positive and significant effect on students’ learning interest.

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