This study aimed to develop interactive multimedia products that were suitable for use as technology-based learning media in senior high schools. This research method was research and development (RnD) with the research model adopting the ADDIE model. This model can be used in various product developments in learning activities such as models, strategies, methods, and media whose supported by a technology to create innovations in technology-based. Data collection techniques use non-test techniques, with variations in data collection instruments at each stage. At analysis stage uses observation sheets and a needs analysis questionnaire, the design stage uses the study of learning documents, then at the development and implementation stages used a multimedia feasibility questionnaire for media experts, teaachers, and 54 high school students. The results showed that during the teacher learning process was not optimal in utilizing learning media, students strongly supported the development of interactive multimedia to facilitate learning, based on assessments conducted by media experts, material experts, teachers and students, it was found that interactive multimedia was included in the category. 'very good' which was followed by several suggestions for improving product quality, overall interactive multimedia was decided feasible as a medium for learning in high schools.
 
 Keywords: multimedia, feasibility, high school, learning activities, interactive
Read full abstract