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 25025708 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