Abstract

This study aims to produce android-based learning multimedia. The research method used is R&D research with the ADDIE development model (analysis, design, development, implementation, evaluation). The steps in the research include analyzing, designing, developing, implementing, and evaluating. Data collection techniques in this study include interviews, questionnaires, tests, and documentation. The trial was carried out using the One Group Pretest-Posttest Design. The results of this study are (1) the need for multimedia mejabando learning in the high category (2) the validity of the interactive multimedia mejabando from the material expert got a score of 4.18 in the good category and 4.64 from the material expert in the good category (3) multimedia practicality is in the very practical category with a score of 87%, 88% and 89% (4) the effectiveness of interactive multimedia learning mejabando can be seen from the results of the students' pretest and posttest. Critical thinking skills get an N-Gain score of 0.66 in a fairly effective category and N-Gain score for creative thinking skills of 0.57 in a moderately effective category. Based on the results of the research obtained, it can be concluded that the interactive multimedia mejabando learning to improve critical and creative thinking skills in learning Indonesian for fifth-grade elementary school is practical, valid and effective for use in learning. Keywords: Multimedia, critical thinking, creative thinking, Indonesian Language.

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