SAR Journal – Volume 1 / Number 1 / 2018. 29 Cross-Platform Learning Media Development of Software Installation on Computer Engineering and Networking Expertise Package Afis Pratama 1 , Rodia Syamwil 1 , Noor Hudallah 1 1 Institute of teacher training and science education (IKIP) Veteran Central Java, Indonesia Abstract – Software Installation is one of the important lessons that must be mastered by student of computer and network engineering expertise package. But there is a problem about the lack of attention and concentration of students in following the teaching and learning process in the subject of installation of the software. The matter must immediately find a solution. This research refers to the technology development that is always increasing. The technology can be used as a tool to support learning activities. Currently, all grade 10 students in public vocational high school (SMK 8) Semarang Indonesia already have a gadget, either a smartphone or a laptop and the intensity of usage is high enough. Based on this phenomenon, this research aims to create a learning media software installation that is cross-platform. It is practical and can be carried easily in a smartphone and a laptop that has different operating system. So that, this media is expected to improve learning outcomes, understanding and enthusiasm of the students in the software installation lesson. Keywords – Software Installation, Gadget, Learning Media, Cross-platform, Learning Outcome. DOI: 10.18421/SAR11-05 https://dx.doi.org/10.18421/SAR11-05 Corresponding author: Afis Pratama, Institute of teacher training and science education (IKIP) Veteran Central Java, Indonesia Email: afistama@gmail.com Received: 25 January 2018. Accepted: 01 March 2018. Published: 21 March 2018. © 2018 Afis Pratama, Rodia Syamwil, Noor Hudallah; published by UIKTEN. This work is licensed under the Creative Commons Attribution- NonCommercial-NoDerivs 3.0 License. The article is published with Open Access at www.sarjournal.com 1. Introduction The application of multimedia system technologies into the field of education is of high interest today because of the wide accessibility of Internet and computer technologies in the classroom. Multimedia technologies have been successfully and widely applied to teaching, self-paced learning, digital libraries, etc., in recent years, as described in [1]. In [3] many innovations in education have originated from modern technologies. However, the majority of learners—especially children or teenagers—find studying from electronic educational sources and web-based information systems less exciting than playing today’s popular computer games that, conversely, lack signs of education. Currently in Indonesia, the use of IT as a supporter of learning activities is good enough but not effective. Most teachers use IT only to the limited use of LCD projector and Microsoft Power Point alone, but there are many other innovations that can be used as teacher support teaching activities. One example is to develop cross-platform learning media. This step can be developed based on the rapid technological advances and the increasingly affordable price of IT devices. So, with this step, learners can have more learning resources and be flexible because the learning media can be accessed via PC, tablet, or smartphone. Frequently, the use of instructional media is limited to the use of modules and power point only. Thus, learners are less active. The lack of active learners is due to the module and the power point is not able to display three- dimensional images that can clarify the ways of installing the software. Then more interesting and creative learning media is needed. This research discusses the development of learning media as a learning resource for grade 10 students of vocational high school in Computer and Network Engineering expertise. This learning media is a media that teachers use to provide alternative