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Development of Interactive Learning Media on Temperature and Heat Materials Using the ADDIE Method: Pengembangan Media Pembelajaran Interaktif Pada Materi Suhu dan Kalor Menggunakan Metode ADDIE Mega Ananda Putri; A. Bahri Joni; Meiyi Darlies
Jurnal Teknologi Informatika Multimedia Digital Vol 2 No 1 (2025): Maret
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.15048817

Abstract

The use of technology in education is very important for enhancing student engagement in the learning process. This research aims to develop interactive learning media based on educational games on the topic of temperature and heat for fifth-grade elementary school students. The method used is ADDIE, which includes five stages: analysis, design, development, implementation, and evaluation. In the analysis stage, the needs of students and teachers who are still using conventional methods were identified. After development, the learning media was validated by content and media experts with percentages of 90% and 96%, indicating the feasibility of using this media. Class trials showed an improvement in student understanding, with an average pretest score of 60 and a posttest score of 83.8, along with an N-Gain of 0.63 indicating a moderate increase. The results of this study indicate that interactive learning media can improve student learning outcomes and provide recommendations for further development, including the addition of audio features to enhance the audio-visual aspects of learning.
Evaluation of User Experience in Kiffah Interactive Learning Media Using the User Experience Questionnaire – Short (UEQ-S) Khoirun Niswati Ulya; Ema Laila; Meiyi Darlies
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 11 No. 1, June 2026
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v11.i1.645

Abstract

Interactive learning media represents one of the most promising innovations for increasing student engagement in the learning process. Kiffah is an interactive learning medium in the form of a digital comic developed to help grade X students understand Fiqh, particularly the Muamalah chapter. Despite the growing adoption of interactive media in Islamic religious education, empirical UX evaluations of such applications using standardized instruments remain scarce in the literature. This study addresses that gap by evaluating the user experience (UX) of the Kiffah interactive learning media using the User Experience Questionnaire Short (UEQ-S), offering novel evidence on how a domain-specific educational comic application performs against international UX benchmarks. Thirty-five grade X Madrasah Aliyah students participated as respondents. Data were collected through media trials followed by UEQ-S administration, measuring Pragmatic Quality and Hedonic Quality dimensions. Results show that Kiffah obtained a score of 1.650 in Pragmatic Quality (Good), 1.571 in Hedonic Quality (Good), and 1.611 overall (Excellent), placing it among the top 10% of products in the UEQ benchmark dataset. These findings confirm that Kiffah delivers a positive and engaging user experience at the prototype stage. The study contributes practical design insights for developers of Islamic educational digital media and recommends further evaluation with larger and more diverse samples.