
Pengembangan Media Pembelajaran Interaktif dengan Menggunakan Software Swishmax pada Materi Segiempat Kelas VII SMP
Author(s) -
Hutomo Atman Maulana
Publication year - 2020
Publication title -
math educa journal
Language(s) - English
Resource type - Journals
eISSN - 2598-2133
pISSN - 2580-6726
DOI - 10.15548/mej.v1i1.1540
Subject(s) - addie model , class (philosophy) , interactive media , multimedia , computer science , mathematics education , test (biology) , psychology , pedagogy , artificial intelligence , curriculum , paleontology , biology
This study wa research and development. This study aimed to develop an interactive learning media for rectangular in 7 th grade by using Swishmax and to know the effect of the media on the student learning outcomes. This study adapted ADDIE development model that consist of five steps: analysis, design, development, implementation, and evaluation. The instruments used in the form of media evaluation that were given to a lecturer as material expert, an IT practioner as media expert, and questionnaire sheet for knowing student’s feedback. The implementation stage was conducted for 35 students of class VII.1 SMP Negeri 10 Jambi. As a result in evaluation stage obtained 93.93% students passed the 65 minimum passing grade which based on analysis of the final test and 78.78% students gave positive feedback to the application of the development product.