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INTERNATIONAL JOURNAL OF SCIENTIFIC & TECHNOLOGY RESEARCH VOLUME 8, ISSUE 10, OCTOBER 2019 ISSN 2277-8616

Math Mobile Learning App As An Interactive


Multimedia Learning Mathematics
Vera Mandalina, Syaharuddin, M. Firdaus, Abdillah, Dewi Pramita, Habib Ratu Perwira Negara

Abstract: The research aims to develop and produce interactive multimedia in a valid, practical, and effective mathematical learning. Therefore, the type
of research used is development research with 4-D models that include four stages, namely Define, Design, Develop, and Disseminate. The instruments
used in this study are (1) expert validation polls, (2) Student response polls, and (3) student evaluation tests. From 48 respondents who came from two
schools obtained research results namely (1) material and media validation test results obtained an average score of 39 with valid categories; (2) The
results of the media effectiveness test in small group trials gained a study of 100% in a very effective category, while the field trials were learned to learn
by 84% with effective categories; (3) Media practicality results in small group trials were obtained an average score of 56.6 with very practical categories
while large group tests gained an average score of 57.56 with very practical categories. These results show that Android-based learning media is very
well developed and is in the national education application standards.

Index Terms: Math Mobile Learning, Learning Mathematics, Android,


——————————  ——————————

1 INTRODUCTION it, and the learning process can be done anywhere and
Some countries in Asia, especially Indonesia, today have the anytime. This development originated from the results of field
potential to be a very big force in the field of digitization [1], [2]. observations in various educational institutions that (1)
It is supported to progress the national application and teachers still teach with the lecture, discussion, and
adoption in the community and supported by the power of assignment methods only, (2) 85% of students have an
numbers 23.5 million households that have been connected to android mobile phone, then 80% do not use mobile for
the ICT. The growing technology is now making learning not learning purposes, but to play. Android MML is very supportive
only fixed in the classroom, but learning can be performed of learning with various features that have been provided. All
whenever and wherever [3]. Nowadays, there are not very few the features available are beneficial to help students
people who already have smartphones that can also be used understand the learning material, so the teacher does not
to learn [4]. The apps offered by Android are also available as need to explain repeatedly, and students can more easily
needed. understand the learning material through the media. In
But not all Android applications in the field of education addition, students tend to prefer learning with the media than
have complete attributes, there are still some shortcomings, just with an explanation from the teacher, and students will
such as AutoMath Photo, MathWay, Math Experts, Math find it more challenging to understand what is conveyed [8],
Helper Lite, MyScript, Math Tricks, 1300 Math Formula Mega [9]. The learning process using Android MML is expected to
Pack, and Much more. While the shortcomings owned by the encourage students to study independently and deepen the
application such as: (1) The app is still not able to read the material from anywhere and anytime. The evaluation of the
problem handwritten and does not include theory or learning learning can be done online so it does not cost such a learning
materials, (2) users are required to register and must pay if system today. Not only easy for students, but also easier for
they want to look step by step in answering math problems, (3) the teacher to convey the material. The teacher will be
This application is able to solve problems still limited, (4) This returned to function as an educator who accompanies his
application is not too sophisticated to use [5], [6], [7]. students Tampa must explain the material at length in front of
Therefore, the need to develop interactive learning media the class [10]. Therefore, the purpose of research is to test the
that can help the learning process. Learning is a mobile validity, practicality, and effectiveness of interactive multimedia
learning application in the field of mathematics. The learning.
advantages of the Math Mobile Learning (MML) use that will
be developed aims to facilitate students and teachers in the 2 METHODS
teaching and learning process, containing materials with This research model is Research and Development (R&D).
engaging simulations and animations, examples of competent According to Sugiyono (2016) research and development is a
questions, exercises, no Require a fee to acquire and operate research method used to produce a specific product, and to
test the effectiveness of the product [11]. Meanwhile,
———————————————— according to Emzir et al (2014) Research and development is
 Vera Mandailina, University of Muhammadiyah Mataram, Lombok, NTB, research that develops certain products to know specific
Indonesia, vrmandailina@gmail.com needs with detailed specifications [12]. So development
 Syaharuddin, University of Muhammadiyah Mataram, Lombok, NTB, research is a method of producing a specific product or
Indonesia, syaharuddin.ntb@gmail.com
refining an existing product and testing the effectiveness of the
 M. Firdaus, University of Muhammadiyah Mataram, Lombok, NTB,
Indonesia, firdaus.ummat@gmail.com product.
 Abdillah, University of Muhammadiyah Mataram, Lombok, NTB, The types of products produced in this development are
Indonesia, abdillah.ummat@gmail.com teaching materials in the form of media. The development
 Dewi Pramita, University of Muhammadiyah Mataram, Lombok, NTB, model used in this study is 4-D (Define, Design, Develop, and
Indonesia, mitha_dhewi@gmail.com Dissemination) developed by Thiagarajan, Semmel, and
 Habib Ratu Perwira Negara, University of Bumigora Mataram, Lombok, Semmel (1974). The final stage of the research is the
NTB, Indonesia, habib.ratu27@gmail.com
dissemination of products which is one of the objectives of this
research that the products produced can help students
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INTERNATIONAL JOURNAL OF SCIENTIFIC & TECHNOLOGY RESEARCH VOLUME 8, ISSUE 10, OCTOBER 2019 ISSN 2277-8616

improve their problem-solving abilities. The product trial was 4) Share a poll and ask students to fill it out. The
carried out through two stages: a small group of 5 students shared poll is to know the practicality level of the
and a large group of 45 students. Furthermore, the data product that is being developed.
collection instruments were in the form of (1) expert team Based on the results of the evaluation, that as many as 84% of
questionnaire sheets, (2) product trial questionnaire sheets, students are complete, this means that the products
and (3) student learning outcome test sheets. Data analysis developed include effective categories. As for the average
techniques were carried out to obtain quality and available score of the student response poll of 57.56, which is
learning tools that met the criteria of validity, practicality, and categorized practically.The developed Math Mobile Learning
effectiveness. (MML) meets valid, practical, and effective criteria. It proves
that the importance of Android-based learning media is
3 RESULT applied in class or outside the classroom in this technological
After analyzing the material, analyzing the respondents, era. Where learning methods should not be centered on
analyzing the development objectives, and analyzing the teachers anymore, but students are required to be self-reliant.
product specifications, the initial design of the product is The teacher's job is to socialize learning media. It can also
obtained consisting of several parts, namely: help students to more independently learn as well as to
a. The opening page, which includes welcome learning conduct repetitive experiments through the Android media.
interactive media; One of the positive impacts of this development is reducing
b. Student activities, in this student section there are the use of mobile phones for useless things [13], [14].
learning objectives and indicators of learning
outcomes; 4 CONCLUSION
c. Material simulation and sample problems consist of Learning using the right methods and media will produce
several questions related to the matter, namely positive impacts that are good for student learning outcomes,
geometry of triangles and rectangles; especially supported by the use of technology that is now
d. The multiple-choice practice exercises are students' increasingly developing. Teachers are required to update
final exams accompanied by the final results obtained information and learning materials further while students are
by students after students finish answering the required to be independent in learning both at school and
questions. outside of school. The results showed that the average student
gave a very practical response, and the students' learning
e. Development team biography
completeness reached 84%, which means it was very
effective. Furthermore, the team of authors giving suggestions
Furthermore, expert validation stages, small group trials, and
in the future needs to consider the menus in the application
large group trials. The stages will be described as follows:
should be designed as attractive as possible and also
understandable to all users, as well as a wider range of
a. Expert Validation Stage
material.
The initial design was validated first before trial by two experts,
namely media experts and material experts. From the media
field, validation results are obtained an average score of 35, ACKNOWLEDGMENT
which is a valid category. While the material field validation Thank you to all those who have helped in the process of this
results are obtained an average score of 43, which is a very research, especially to the Research Institute of the
valid category. The improvement of media validation is in the Muhammadiyah University of Mataram and schools that are
training section by adding an image that can be used in the partners in product trials.
form of a problem story in a daily life or a realistic image, while
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