Firman Jaya
Information Technology Education, PGRI Situbondo Teacher Training and Education College, Situbondo, Indonesia

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Development and Feasibility Evaluation of an MIT App Inventor-Based Android Interactive Learning Application for Basic Computer and Networking in a Vocational High School Moh. Mazhud Hasyim; Firman Jaya; Rahmat Shofan Razaqi
Education Specialist Vol. 4 No. 1 (2026): January-June
Publisher : Tinta Emas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59535/es.v4i1.682

Abstract

Vocational learning in Basic Computer and Networking requires interactive media that can visualise technical concepts, guide practice, and support independent study. This study developed and evaluated an Android-based interactive learning application for the Basic Computer and Networking subject at State Vocational School 1 Kendit, Indonesia. A research-and-development approach was applied using the ADDIE model. The application was built with MIT App Inventor and included learning materials, instructional videos, practice questions, interactive evaluation, and usage guidance accessible through Android devices. Participants consisted of one material expert, one media expert, one subject teacher, and 25 Grade X Computer and Network Engineering students. Data were collected using observation, interviews, validation sheets, user-response questionnaires, and documentation. The product obtained a material-expert validation score of 94.0%, with content, presentation, and language all in the very valid category. Media validation reached 93.0%, indicating that the visual design, navigation, interactivity, and software-engineering aspects were highly feasible. Classroom implementation showed positive student and teacher responses, particularly regarding ease of use, visual appeal, and support for self-directed learning. The findings demonstrate that an MIT App Inventor-based Android application can serve as a feasible learning medium for vocational computer-networking instruction. The study contributes a context-sensitive development model for transforming students' smartphone familiarity into structured learning activity. Because effectiveness was not tested using a controlled experimental design, future studies should examine learning gains, retention, and long-term classroom integration.
Development and Implementation of a Thunkable-Based Android Mobile Learning Application for Computer Hardware Instruction in a Vocational High School Muhammad Ali Zainal Abidin; Firman Jaya; Rahmad Shofan Razaqi
Classroom Experiences Vol. 4 No. 1 (2026): June
Publisher : Tinta Emas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59535/care.v4i1.681

Abstract

Digital learning in vocational education requires media that can visualise technical concepts while supporting independent access beyond classroom time. This study developed and implemented a Thunkable-based Android mobile learning application for the Informatics topic of computer hardware and its functions at State Vocational School 1 Kendit, Indonesia. The study adopted a research-and-development design using the ADDIE stages of analysis, design, development, implementation, and evaluation. The product included learning objectives, a material guide, hardware illustrations, instructional content, an interactive quiz, and automated evaluation. Feasibility was examined through content validation by a subject-matter expert, media validation by an instructional-media expert, and user-response questionnaires completed by 25 Grade X Computer and Network Engineering students. The material validation score was 84.0%, indicating a very feasible category, while media validation reached 80.6%, also indicating a very feasible category. Student responses were substantially higher at 92.7%, with the strongest item being ease of understanding the hardware material (94.4%). The findings show that a low-code Android application can provide a practical, visually supported, and flexible learning medium for vocational hardware instruction. However, the evidence should be interpreted as feasibility and perceived usability rather than causal proof of learning gains because the study did not employ a controlled pre-test-post-test design. The study contributes a context-specific mobile learning model for vocational informatics instruction and offers a replicable development pathway for teachers seeking to transform students' smartphone use into structured learning activity.