Abstract
The negative impact of the development of information technology in the form of smartphones triggers students lazy to learn. But the positive impact can increase student activity and learning achievement because students can play while learning. This was experienced by students of Qaryah Thayyibah Elementary School in Purwokerto, Indonesia. In the process of teaching and learning at the elementary school is still using books so that students’ interest in learning is lacking, especially science subjects. But on the other hand, students really like playing with their smartphones. This is the reason for doing research on the development of Android-based learning media using the Flash application. The method used in conducting this research is the Multimedia Development Life Cycle (MDLC). The development of this multimedia method is carried out based on six stages, namely concept, design, collecting material, assembly, testing, and distribution. Based on the results of testing on students, using flash applications in science subjects can provide solutions to optimize student learning processes. This is evidenced by the increase in student scores by 7.275%, namely before using the application has an average value of 7.56 ± 0.726 and after using the learning media application increased to 8.11 ± 0.821.
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