ABSTRACT The learning process of Informatics on the topic of Digital Footprint still faces several challenges, including low student participation and the limited use of interactive learning media. This study aimed to develop an Edpuzzle-based interactive video learning media that is valid, practical, and effective in improving students' understanding of Digital Footprint material. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The participants were 34 eighth-grade students of SMP Negeri 16 Malang. Data were collected through needs analysis questionnaires, expert validation sheets, student response questionnaires, and pretest-postest assessments. The data were analyzed using percentage analysis to determine the validity and practicality of the developed media, while its effectiveness was measured using the N-Gain test. The results indicated that the Edpuzzle-based interactive video achieved the "very feasible" category based on expert validation and received very positive responses from students. Furthermore, students' average score increased from 71.18 in the pretest to 91.67 in the posttest, with an N-Gain score of 0.73, which falls into the high category. These findings indicate that the developed Edpuzzle-based interactive video is feasible, practical, and effective as a learning medium for teaching Digital Footprint material and has the potential to enhance students' engagement and conceptual understanding in Informatics learning. ABSTRAK Pembelajaran Informatika pada materi Jejak Digital masih menghadapi kendala berupa rendahnya keaktifan siswa dan kurang optimalnya pemanfaatan media pembelajaran interaktif. Penelitian ini bertujuan untuk mengembangkan media video interaktif berbasis Edpuzzle yang layak, praktis, dan efektif dalam meningkatkan pemahaman siswa pada materi Jejak Digital. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas 34 siswa kelas VIII SMP Negeri 16 Malang. Data dikumpulkan melalui angket analisis kebutuhan, lembar validasi ahli materi dan ahli media, angket respon siswa, serta tes pretest dan posttest. Data dianalisis menggunakan analisis persentase untuk mengetahui kelayakan dan kepraktisan media, sedangkan efektivitas dianalisis menggunakan perhitungan N-Gain. Hasil penelitian menunjukkan bahwa media video interaktif berbasis Edpuzzle memperoleh kategori sangat layak berdasarkan validasi ahli, serta memperoleh respon siswa dengan kategori sangat baik. Selain itu, rata-rata nilai siswa meningkat dari 71,18 pada pretest menjadi 91,67 pada posttest dengan nilai N-Gain sebesar 0,73 yang termasuk kategori tinggi. Dengan demikian, media video interaktif berbasis Edpuzzle dinyatakan layak, praktis, dan efektif digunakan sebagai media pembelajaran Informatika pada materi Jejak Digital serta berpotensi meningkatkan keterlibatan dan pemahaman siswa dalam proses pembelajaran.
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