Abstract
This study aims at producing fit and proper, feasible, effective, and interesting interactive multimedia. Based on the result of fit and proper analysis, it was obtained 76.64 % (fit and proper), feasibility is 88.87 % (very feasible), effectiveness is obtained from the obsememrvation result and it shows that there is an improvement in students’ learning activity about 85.05% (very good), for the mean of post-test is 80.19 and interest analysis is 92.72% (very interesting). From the result of this research, it shows that interactive multimedia is fit and proper to be used as a learning media.
First Page
1024
Last Page
1029
Recommended Citation
Wulandari, Ratih; Susilo, Herawati; and Kuswandi, Dedi
(2017)
"Penggunaan Multimedia Interaktif Bermuatan Game Edukasi untuk Meningkatkan Aktivitas dan Hasil Belajar Siswa Sekolah Dasar,"
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan: Vol. 2:
No.
8, Article 1.
DOI: https://doi.org/10.17977/jptpp.v2i8.9759
Available at:
https://citeus.um.ac.id/jptpp/vol2/iss8/1
