The low achievement of student learning outcomes in the Pancasila Education subject is the main problem underlying this research. This condition is influenced by the limited variety of learning media and the dominant learning approach that still focuses on the teacher. Therefore, this study is directed at creating an interactive multimedia product through PBL that meets the aspects of feasibility, practicality, and effectiveness to improve the cognitive learning outcomes of fourth-grade elementary school students. This study implements the Research and Development (R&D) method through an adaptation of the 4D development model that includes the stages of define, design, and develop. The study subjects were 12 fourth-grade students. Data were collected using interview, observation, questionnaire, and test techniques, while data analysis utilized qualitative and quantitative descriptive approaches. The study findings show that the interactive multimedia that was developed has a very high level of feasibility with a validity percentage reaching 92%, a practicality level of 99%, and effectiveness as indicated by an N-Gain score of 65% which is classified as moderate. This finding emphasizes that the application of PBL-based interactive multimedia is able to create more participatory, contextual, and student-oriented learning, which has a positive influence on improving cognitive learning outcomes.
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