ABSTRACT Development
of Interactive Multimedia Based on Adobe Flash Application Material Dynamics of
Indonesia's Role in World Peace To Improve Student Learning Outcomes Class XI
in Senior High School 1 Kota Mojokerto
Name : Alvia
Rohmatul Hidayah
NIM : 1604025494
Study Program :
S-1 Education Pancasila and Citizenship
Major :
PMPK-n
Faculty : Social
Sciences and Law
Name of Institution : Surabaya State University
Supervisor : Dr.
Harmanto, S.Pd., M.Pd.
Research
on the development of interactive multimedia application-based adobe flash
material dynamics of Indonesia's role in world peace to improve student
learning outcomes in class XI in Senior High School 1 Kota Mojokerto.This study
aims to describe the process of developing interactive multimedia, describe the
feasibility of empirical interactive multimedia as a learning medium and find
out the use of interactive multimedia based on the Adobe Flash application in
improving student learning outcomes on material dynamics of Indonesia's role in
world peace. The process of developing interactive multimedia is based on the
Borg and Gall development model, and uses the Dale Experience Cone theory. The
feasibility of interactive multimedia in terms of validity is obtained through
validation conducted by the validator of
media experts and material experts through the validation questionnaire,
practicality is obtained through student questionnaire responses and
effectiveness is obtained from student learning outcomes aspects of knowledge
namely pre-test, post-test, skills, attitudes and Student activities are obtained
from observations. Meanwhile, the use of interactive multimedia based on Adobe
Flash application to improve student learning outcomes in terms of increasing
pre-test and post-test results. This type of research is a research development
with the method of R&D (Research and Development) up to 6 stages which
include, potential and problems, data collection, product design, design
validation, design revision and product testing. The results of the development
of interactive multimedia that has obtained the proper criteria are then tested
on students of XI MIPA 4 class in Senior High School 1 Kota Mojokerto with a
total of 32 students. This study uses a mixed approach (Mixed Design) that is
dominant less dominant, the dominant in this study is the R&D (Research and
Development) research model while the less dominant one is pre-experimental
research with one group pretest posttest design. The results of the multimedia
feasibility study based on the level of validity obtained an average percentage
of 92.22%, Practicality obtained an average percentage of 90.70% and the level
of effectiveness of the pre-test and post-test learning outcome assessments
obtained an average of 54.40 and 82.31 so that an average the calculation of
g-gain of 0.61 with the moderate category, the observation of skills obtained
an average percentage of 96.5%, observation of spiritual and social attitudes
gained an average percentage of 98.1%. Then for the observation of student
activities obtained a percentage of 90.87% and 92.87% so that an average
percentage of 91.87% was obtained with a very decent category.
Keywords: Interactive
Multimedia, Learning Outcomes, Dynamics of Indonesia's Role in World Peace