M Syahril
Universitas Muhammadiyah Palembang

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Pengembangan Aplikasi Android Interaktif untuk Pembelajaran Pengenalan Anatomi Tubuh Manusia bagi Siswa Sekolah Dasar Suprayuandi Pratama; M Syahril; Iski Zaliman; Kurniati Kurniati
SISKOMTI: Jurnal Sistem Informasi Komputer dan Teknologi Informasi Vol. 8 No. 2 (2026): Agustus 2026
Publisher : Universitas Lembah Dempo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54342/zj840c96

Abstract

Learning human body anatomy at the elementary school level requires learning media that can present the form, position, and functions of organs in a concrete, engaging, and easily understandable manner. This study aims to develop an Android-based interactive learning application called AnatomiKu and to evaluate its feasibility, usability, effectiveness, and influence on students’ learning motivation. The study employed a Research and Development (R&D) method using the Rapid Application Development (RAD) model, consisting of requirements planning, user design, construction, and implementation stages. The application features body exploration, organ learning materials, the skeletal system, three-dimensional visualization, augmented reality, quizzes, educational games, and learning progress tracking. The evaluation involved two media experts and 30 elementary school students selected through purposive sampling. Data were collected using expert validation sheets, black-box testing, the System Usability Scale (SUS), pretest–posttest assessments, and a learning motivation questionnaire. The results of media expert validation yielded an average score of 91.67%, categorized as highly feasible. SUS testing produced an average score of 84.08, which falls within the acceptable range with an excellent rating. The average comprehension score increased from 61.33 in the pretest to 84.17 in the posttest, with an N-Gain score of 0.59, categorized as moderate. The paired-sample t-test resulted in a significance value of <0.001, indicating a statistically significant difference in students’ comprehension before and after using the application. Learning motivation obtained an average score of 86.67%, categorized as very high. Based on these results, the AnatomiKu application is considered highly feasible, easy to use, and effective as a supporting learning medium for introducing human body anatomy to elementary school students.