Indonesian Journal of Research and Educational Review (IJRER)
Vol. 5 No. 4 (2026): June - September

Development of Android-Based Interactive Media as a Learning Tool for Informatics Education in Junior High School

Idul Fitrianti (Department of Technology and Vocational Education, Universitas Negeri Makassar)
Anas Arfandi (Department of Technology and Vocational Education, Universitas Negeri Makassar)
Andi Muhammad Irfan (Department of Technology and Vocational Education, Universitas Negeri Makassar)



Article Info

Publish Date
09 Jul 2026

Abstract

This study aimed to develop and evaluate Android-based interactive media as a learning tool for Informatics education in junior high schools, addressing the continued reliance on conventional print media that limits active student engagement with computational-thinking and digital-literacy competencies. A Research and Development (R&D) design was employed, synthesizing the Plomp, ADDIE, and Borg and Gall models into five stages: investigation, design, development, analysis and revision, and dissemination. The media was validated by two subject-matter experts and two media experts, then trialed with students and teachers from two public junior high schools in Makassar City, Indonesia, culminating in a large-group trial involving 60 students and 12 teachers. Data were analyzed descriptively for validity and practicality and inferentially using a paired-sample t-test for effectiveness. The media achieved a very valid rating from subject-matter experts (82%) and media experts (85%), and very practical ratings across the individual (81%), small-group (87%), large-group (87%), and teacher-response (90%) trials. Learning outcomes improved significantly from pre-test (M = 58.92, SD = 19.03) to post-test (M = 85.83, SD = 11.76), t (59) = -10.91, p < .001. These findings indicate that Android-based interactive media integrating instructional videos, self-paced navigation, automated-feedback quizzes, and educational games is a valid, practical, and effective tool for improving Informatics learning outcomes at the junior secondary level. The study contributes an empirically validated, game-enhanced mobile-learning model that can inform the design of similar digital learning media in resource-constrained secondary-school settings.

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