Jurnal Teknologi Informasi dan Pendidikan Volume 14, No. 2, September 2021 PG. 158 – 164 | https://doi.org/10.24036/tip.v14i12 No. 463 | REC. 17-08-2021 | REV. 23-08-2021 | ACC. 10-09-2021 P.ISSN: 2086 – 4981 E.ISSN: 2620 – 6390 tip.ppj.unp.ac.id Development of Android-Based Learning Media on Workshop Working Lessons and Engineering Images Ika Parma Dewi 1 , Yuni Meinastria 2 , Nizwardi Jalinus 3 , Rijal Abdullah 4 12 Electronics Engineering Education Study Program, Padang State University, Indonesia 34 Engineering Magister, Padang State University, Padang, Indonesia Corresponding Author : ika_parma@ft.unp.ac.id INTISARI Penelitian ini bertujuan untuk perancangan media pembelajaran berbasis android memakai aplikasi Web Mit App Inventor dalam mata pelajaran kerja bengkel dan gambar teknik kelas x teknik elektronika industri smk negeri 1 sumatera barat. Jenis penelitian ini merupakan memakai metode Richey and Klein yang adalah pengembangan Desigh and Development (D&D). Richey and Klein menyatakan fokus pada perancangan, produksi, dan evaluasi. Jenis data pada penelitian ini yaitu data kuantitatif dan data kualitatif. Instrumen penelitian berupa angket yang dipakai buat memperoleh data mengenai taraf kelayakan dan kepraktisan media pembelajaran. Angket ini diisi dua orang pakar materi, dua orang pakar media, dan respon anak didik secara uji terbatas. Hasil penelitian ini merupakan penilaian & pengguna kelayakan media pembelajaran menurut kedua pakar materi menggunakan homogen-homogen 95,45% pakar media menggunakan homogen-homogen 86,15% kategori “Sangat Valid”. Evaluasi dan pengguna menurut respon anak didik secara uji terbatas menggunakan homogen-homogen merupakan 86% kategori “Sangat Praktis”. Kata Kunci : Media Pembelajaran berbasis android, Desigh and Development (D&D), Kerja Bengkel dan Gambar Teknik. ABSTRACT This study aims to design android-based learning media using the Mit App Inventor Web application in workshop work subjects and engineering drawings for class X industrial electronics engineering at SMA Negeri 1 West Sumatra. This type of research is using the Richey and Klein method which is the development of Desigh and Development (D&D). Richey and Klein stated a focus on design, production, and evaluation. The types of data in this study are quantitative data and qualitative data. The research instrument in the form of a questionnaire used to obtain data regarding the level of feasibility and practicality of learning media. This questionnaire was filled with two material experts, two media experts, and students' responses on a limited test basis. The results of this study are an assessment & user of the feasibility of learning media according to the two material experts using homogeneous 95.45% media experts using homogeneous 86.15% category "Very Valid". Evaluation and users according to students' responses in a limited test using homogeneity are 86.27% of the "Very Practical" category. Keywords : Android-based Learning Media, Desigh and Development (D&D), Workshop Work and Technical Drawing. INTRODUCTION Education is an internal part of development [1]. The learning process during the COVID-19 pandemic, according to the practice of educational field practice in July-December 2020, the implementation of learning by sharing learning materials through the WhatsApp application created a lack of interest in learning activities [2], one of which was class X industrial electronics engineering . The material that has been given in the