Phenomenon, 2022, Vol. 12 (No. 1), pp. 90-107
JURNAL PHENOMENON
phenomenon@walisongo.ac.id
Universitas Ahmad Dahlan ©2022 Universitas Islam Negeri Walisongo
90
Email: syariful.fahmi@pmat.uad.ac.id ISSN: 2088-7868, e-ISSN 2502–5708
Android Learning Media Development to Improve Spatial Ability
Syariful Fahmi
1
, Widayati
2
, Soffi Widyanesti Priwantoro
3
1,2,3
Universitas Ahmad Dahlan, Banguntapan, Kabupaten Bantul, Daerah Istimewa
Yogyakarta
Abstract
The research aims to produce an interactive learning media. This research is
included in the type of development research, using the ADDIE development
model (Analysis, Design, Development, Implementation, and Evaluation).
The software used in this interactive learning media is Adobe Flash CS 6 and
Unity as the main software. The research was carried out at SMP
Muhammadiyah 7 Yogyakarta with the subject of 31 students of class VIII C
in the 2020/2021 academic year. The research data was obtained from the
results of material validation questionnaires by material experts, media
validation questionnaires by media experts, and student response
questionnaires by students. The feasibility of this interactive learning media is
obtained from the process of quantitative and qualitative data analysis. The
product of this development research is in the form of mathematics learning
software for class VIII that can be downloaded and operated on android-based
mobile phones. Based on the results by material experts, media experts, and
students , this product obtained an average feasibility score of 77; 118.5; and
78.87 with very good, very good, and good qualitative categories. Thus, the
interactive learning media product that has been successfully developed is
suitable for use in the mathematics learning process.
Keywords: Learning Media, Unity, Solid Geometry.
Pengembangan Media Pembelajaran Android Untuk Meningkatkan
Kemampuan Spasial
Abstrak
Penelitian bertujuan untuk untuk menghasilkan suatu produk media
pembelajaran interaktif. Pnelitian ini termasuk dalam jenis penelitian
pengembangan, dengan menggunakan model pengembangan ADDIE
(Analysis, Design, Development, Implementation, and Evaluation). Software
yang dalam pembuatan media pembeljaran interaktif ini adalah Adobe Flash
CS 6 dan Unity sebagai software utamanya. Penelitian dilaksanakan di SMP
Muhammadiyah 7 Yogyakarta dengan subjek 31 siswa kelas VIII C tahun
pelajaran 2020/2021. Data penelitian diperoleh dari hasil angket validasi
materi oleh ahli materi, angket validasi media oleh ahli media, dan angket
respon siswa oleh siswa. Kelayakan media pembelajaran interaktif ini
didapatkan dari proses analisis data secara kuantitatif dan kualitatif. Produk