Developing Interactive Multimedia on Kindom Plantae
for Senior High School
Triana Septiyani
1,b
, Adeng Slamet
1
and Fakhili Gulo
1,a
1
Department of Educational Technology, Universitas Sriwijaya, Indonesia
Keywords: Interactive multimedia, drills and practice, kingdom plantae, development research
Abstract: This research aims to produce an interactive multimedia which is valid, practice and to know the effectiveness
of interactive multimedia in the topic of the kingdom plantae for Senior High School .The interactive
multimedia used in this study is the Drills and Practice model. The method being used is development research
with the development model of Alessi and Trollip which consists of three stages, such as: planning, designing,
and developing. Data analysis techniques for product trials using descriptive statistics. The results show that:
(1) viewed from the aspect of media rated "very valid" with score 4.76 by media experts, (2) viewed from the
material aspect rated "Valid" with score 3,04 by material expert; (3) viewed from the design aspect rated
"Very Valid" with score 4.77 by design expert; (4) viewed from the aspect of the use rated "Very Practical"
with a score of 4.26 by learners; (5) the increasing of student learning outcomes by interactive multimedia.
1 INTRODUCTION
Biology as a natural science that is born and developed
based on observation and experimentation, demands
innovative creative ways of presentation, emphasizing
the provision of experience directly oriented to the
process of discovering scientific concepts. Brown et
al. (2009) suggested that biology is the study of life.
Biology is studied not just theory, but direct
experience of the results of observations from
research. Observation of objects in research allows
biology to be studied by direct observation.
In this regard, to improve the learning process that
is expected to improve learning outcomes, an
interesting media is needed to foster enthusiasm,
interest, and also students in the process of teaching
and learning activities in the classroom. One way to
discuss problems related to this learning process is to
use interactive multimedia. Khan et al. (2013)
suggested that Biology is an eternal knowledge of life.
Learning biology imposes great demands on students
and lecturers, whereby instructors often have to use
analogies, concept maps, mathematical formula,
biological symbols and scientific measurement
simultaneous to illustrate the non-visible scenario in
Biology. Biology is not a theory but a direct
experience of the results of research. Observation of
objects in the study allows Biology to be issued by
direct observation. Biology is more directed to
extracts using words that are not interspersed with
practicum or teaching aids, but there is also the need
to communicate with the description of the image.
Biology is more concrete because the reason for
explaining biology lessons to students requires proof
of events. Biology put learning aids (media) to explain
lessons that are abstract to students. The way to
discuss abstract is to use interactive multimedia.
The existence of interactive multimedia using
flash is very important in the teaching and learning
process because in this activity the unclear material
delivered can be helped by presenting interactive
multimedia as an intermediary. In modern times,
providing a concrete example of plant matter is very
difficult. Examples of plants such as: ferns and moss,
sometimes difficult to obtain. For the life cycle of
moss and ferns, students are just fixated on the picture
in the book. Por and Fang (2011) suggested that using
interactive multimedia, educators can be facilitated in
delivering material. Educators can overcome the
learning difficulties of these students through the use
of interactive media that can function as learning
resources for students.
Research on interactive multimedia development
was conducted by Yuliadi (2014) producing
interactive multimedia that is valid, practical and has
potential effects on student learning outcomes.
The effects of interactive multimedia on English
language pronunciation performance of pupils in the
Septiyani, T., Slamet, A. and Gulo, F.
Developing Interactive Multimedia on Kindom Plantae for Senior High School.
DOI: 10.5220/0009995800002499
In Proceedings of the 3rd Sriwijaya University International Conference on Learning and Education (SULE-IC 2018), pages 209-214
ISBN: 978-989-758-575-3
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
209
Nigerian primary schools has a potential effect on
student learning outcomes (Oyeyemi, 2016).
Likewise, from the results of the study (Lee & Osman,
2012; Bahadorfar et al., 2014; Amine et al., 2013;
Sabu, 2018)
After using interactive multimedia, motivation and
learning achievement of students experienced a
significant increase. Research equations that will be
developed with previous research are: 1) Having
similarities in the use of computer media, 2) Research
development produces interactive multimedia that is
valid, practical and has potential effects on student
learning outcomes, and 3) This learning media is
designed to improve quality and learning outcomes of
students. As for what distinguishes this research with
previous research, this research will develop an
interactive multimedia learning Biology that
prioritizes the delivery of material especially the
subject matter of the kingdom plantae.
Based on observations in one of the high schools
in Palembang, the results of the identification of
students' characteristics and learning materials are as
follows: (a) Students are generally able to use
computers and laptops, (b) Students are familiar with
information technology, (c) Students are very
interested in the lessons when use computers or
laptops, (d) students consider that biology lessons are
an abstract and difficult to understand because of
indirect observation.
The success of learning in school cannot be
separated from the learning design. Based on the
description above, the researcher submits the title
“Developing Interactive Multimedia on Kingdom
Plantae for Senior High School”. The formulation of
the problem in this study is how to develop interactive
multimedia material in the kingdom plantae in
Biology subjects that have proven its validity? How to
develop interactive multimedia material in the
kingdom plantae in Biology subjects that has been
tested for practicality? And how is the effectiveness of
interactive multimedia material in the kingdom
plantae on Biology subjects on the learning outcomes
of students?
2 RESEACH METHOD
This research is a type of R & D (Research and
Development) research. This study aims to produce
interactive multimedia that is valid, practical and
knows the effectiveness of interactive multimedia on
the material kingdom plantae in Biology subjects in
high school. The development model used in this
study is the development model of Alessi and Trollip.
This research procedure has three stages: In the
planning stage, the first steps taken include; (1) the
researcher determines the boundaries, conducts needs
analysis, (2) analyzes the characteristics of students,
(3) analyzes the curriculum of facilities and
infrastructure analysis, (4) media analysis, and (5)
analyzes of learning outcomes. The second step
include; (1) developing the concept of learning, (2)
creating storyboards, (3) developing flash action
scripts, and (4) preparing prototypes. The third step
include; (1) preparing supporting material, (2)
making relevant images, (3) making animation and
audio, (4) combining media, (5) doing alpha test
(expert validation), to find out the validity of the
developed media, (6 ) revised the product, (7)
conducted a beta test to see the practicality of the
media, (8) product revisions, and (9) conducted a trial
to determine the effectiveness (Alessi and Trollip,
2001).
2.1 Trial Design
A trial was conducted to test the feasibility of the
product that has been developed. The trials in this
study include alpha test and beta test. Alpha test is
carried out by three experts, namely material experts,
learning design experts and media experts.
Beta tests are conducted on students of class X
Srijaya Negara High School to find out the user's
response for interactive multimedia. Aspects tested in
the beta test include ease of use and clarity of
material.
2.2 Trial Subject
The subjects tried in this study were 30 students of
class X SMA Srijaya Negara for beta testing and
obtaining an assessment of the response of interactive
multimedia users from the user side
.
2.3 Data Collection Technique
The techniques used to collect data in this study
include, interviews, walk-troughs, questionnaires,
observations and tests of learning outcomes. The
instruments used in this study were interview
guidelines, media expert validation questionnaires,
expert validation questionnaires, expert learning
design validation questionnaires and user response
questionnaires.
Data analysis techniques data obtained from this
research instrument are qualitative and quantitative
data. Data analysis techniques used in obtaining data
in this study used qualitative data analysis techniques,
SULE-IC 2018 - 3rd Sriwijaya University International Conference on Learning and Education
210
qualitative descriptive data analysis for product
results developed, while quantitative analysis was
analyzed by changing the average score into
quantitative values with assessment criteria to assess
the feasibility of multimedia learning media products
interactive material kingdom plantae in high school.
The conversion of quantitative data refers to the
conversion formula with a scale of five (Surachman,
2017) presented in Table 1.
Table 1: Media practicality category
Average Category
4,21 – 5,00 Very good
3,41 – 4,20 Good
2,61 – 3,40 Enough
1,81 – 2,60 Less
1,00
1,80 Ver
y
less
The results of the conversion of scores become
the criteria used as recommendations in determining
the feasibility and quality of a product being
developed. Quality must also be supported by the
effectiveness of a product that is developed. A
product can be known to be effective through learning
outcomes. Learning outcomes of students become a
measuring tool for knowing the cognitive abilities of
students. Improved learning outcomes can be known
through the calculation of the gain value (normalized
gain or n-gain) (Hake, 2007).
3 RESULT AND DISCUSSION
3.1 Planning
In the planning stage that has been carried out is needs
analysis, student characteristics analysis, curriculum
analysis, analysis of characteristics of learning media,
and analysis of infrastructure facilities.
3.2 Design
The design stage is to develop initial ideas, analyze
functions and concepts, perform initial program
descriptions, prepare prototypes, create flowcharts
and storyboards, prepare scripts, obtain approval
from the client.
3.3 Development
In the development stage, the preparation was done
by preparing text, writing program codes, creating
images, producing audio/video, assembling parts,
preparing supporting material, and producing
prototypes.
3.4 Alpha Test
3.4.1 Result of Expert Learning Media
Validation
Quantitative data from instructional media experts
can be seen in Table 2. Based on Table 2 interactive
multimedia teaching materials for kingdom plantae
material that have been made are declared valid and
can be used in research.
Table 2: Media validation results on the alpha test
Aspect Validator
Total
value
Average Category
Media
ex
p
ert
RE 162 4,76 Very
vali
d
3.4.2 Result of Expert Material Validation
Quantitative data can be seen in Table 3 and based on
the table of validity categories, interactive multimedia
material for kingdom plantae for high school is
declared valid so that it can be used in research.
Table 3: Material validation results on the alpha test
Aspect Validator Total
value
Average Category
Material
exper
t
EY 74 3,04 Enough
3.4.3 Results of Learning Design Experts
The quantitative data from the teaching design
experts can be seen from Table 4. Based on the table
of validity categories, interactive multimedia
teaching materials for kingdom plantae material for
high school students that have been made are declared
valid and can be used for research
Table 4: The results of the learning media validation in
the alpha test.
Aspect Validator Total
value
Average Category
Learning
media
exper
t
SMS 167 4,77 Valid
Developing Interactive Multimedia on Kindom Plantae for Senior High School
211
3.5 Beta Test
After revising the Alpha Test phase, interactive
multimedia was re-tested to see the practicality of
interactive multimedia developed through Beta Test.
At this stage, the Beta Test was given to 10 students
of Class X IPA Srijaya State High School Palembang
who were selected randomly representing the target
population, namely students with low, medium and
high abilities, the aim was to find out the products
developed could be easily used by learners.
The results of the overall media assessment of 10
students towards interactive multimedia obtained a
value of 4.22 which included a very practical
category, so that interactive multimedia on kingdom
plantae for high school is worthy of being tested in
research.
3.6 Product Trial
This interactive multimedia product was tested by
research subjects, namely students of class X IPA1
Srijaya Negara High School Palembang on May 2 -
9, 2018.
Table 5. n-gain result
Value Gain
Gain N-gain Criteria
Pre-
test
Post-
test
Average 27.09 87. 3 57,25 0,82 High
In Table 5, the results of the pretest and post test
show a value increase of 60.21 and an N-gain value
of 0.82 which means the effectiveness of interactive
multimedia in the Biology lesson the kingdom
plantae material that has been developed has a very
good category, this is based on the N value
classification table which gets a value of 0.82 with a
high category.
3.7 Observations of Activeness of
Students
Aspects pay attention to teacher explanations, aspects
of response, and aspects of discipline, independence,
student collaboration in learning can be seen in Table
6.
Table 6. Results from observations on field test activeness
No Assessme
nt Aspect
Value Average Category
1. Pay
attention
to the
teacher's
explanatio
n
137 4,42 Very
Active
2. Spirit of
learnin
g
133 4,29 Very
Active
3. Express
o
p
inions
117 3,77 Active
4. Asking
uestion
120 3,87 Active
5. Record
important
material
121 3,90 Active
6. Interested
in
multimedi
a
p
ro
g
rams
130 4,19 Active
7. Run
multimedi
a
programs
independe
ntl
y
133 4,29 Very
Active
8. Study the
material
as a whole
133 4,29 Very
Active
9. Answerin
g
questions
135 4,35 Very
Active
10. Punctualit
y
136 4,39 Very
Active
Avera
g
e 129,5 4,18 Active
The use of interactive multimedia to improve
student learning outcomes when done posttest.
During the learning process using interactive
multimedia, the researchers also carried out
observations on the activeness aspects. The results of
the observations during learning show that the
activeness aspects of students get an average based on
active categories. The total score 4.18 which is in very
active category. The use of media in the learning
process can encourage new interests and interests,
motivation to learn while bringing motivation to
students. During the learning process in the classroom
using interactive multimedia with plant material,
students become more active because they are
interested in the material presented so that it is more
interesting and can foster a positive attitude towards
learning materials and learning and teaching activities
in the classroom that can be improved. The same was
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212
stated also by Khan and Masood (2013), related to
multimedia, student learning outcomes, a significant
increase in Biology lessons. The documentation
results when the field test can be seen in Figure 1.
Figure 1: Students in field test activities.
This research produces interactive multimedia
products of kingdom plantae materials on Biology
subjects. The product was then validated by media
experts, learning media experts and material experts.
After that, a learning trial was carried out in class X
IPA 1 at Palembang Srijaya Negara High School. To
see an increase in student learning outcomes, using
pre-test and post-test score data. This interactive
multimedia development uses the Allesi and Trollip
(2001) model through stages, 1) planning: 2) design,
and 3) development. This research produces
interactive multimedia that has proven its validity.
Based on the results of the validity test by the
validator, it shows that the interactive multimedia
developed meets the requirements of the validity of
the media aspects, aspects of learning design, and
material aspects.
This research produces interactive multimedia
that has proven its validity. Based on the results of the
validity test by the validator, the interactive
multimedia used is the validity of the media aspects,
aspects of learning design, and material aspects.
Validation from media experts fulfilled the
assessment with a score of 4.46 with the "very valid"
category. Validation of material experts, this
multimedia product fulfill the assessment with a score
of 3.04 with the category "quite valid". Validation
from learning media experts fulfill the assessment
with a score of 4.47 with the category "very valid".
The results of the beta test, this multimedia product
meet the assessment with a score of 4.26 with the
category "very valid".
The results of learning trials to see an increase in
student learning outcomes using pre-test score and
post-test data showed a mean pre-test score of 27.09
and a mean post-test score of 87.3. This shows that
the media products developed in this study proved
effective. During the learning process using
interactive multimedia, researchers also carried out
observations on the activeness aspects. The results of
the observations during the learning show that the
activeness aspects of the students get an average of
4.18 with the active category.
The practical categories obtained from the results of
student evaluations due to the interactive multimedia
developed have met the needs of students who have
been carried out by previous researchers, namely
interactive multimedia developed by including video,
animation, sound, music in interactive multimedia, so
that students are more interested in learning Biology
on the material kingdom plantae.
4 CONCLUSIONS
Based on the results of research conducted on the
development of interactive multimedia material in the
kingdom plantae in the subject of Biology in High
School, it can be concluded interactive multimedia
material of the kingdom plantae in Biology subjects
in High School which has been developed through the
stages of planning, design and development has been
tested for validity after being tested through 3 aspects,
namely material aspects, aspects of learning design,
and media aspects.
Interactive multimedia material in the world of
plants in Biology subjects in High Schools that have
been developed through the stages of planning,
design, and development have been proven practical.
This can be seen after doing the Beta Test there are
10 students. Through guided interviews and
questionnaires at the Beta Test stage, obtained
suggestions and input which is used as a reference for
revising the interactive multimedia products
developed, also in the form of quantitative assessment
of students. The results of the assessment of students
regarding interactive multimedia were developed in a
very practical category, so that the interactive
multimedia developed was very practical for students
in learning.
Interactive multimedia developed has a potential
effect on student learning outcomes. This can be seen
from the results of the post-test of students where 31
students at the time of post-test get scores above the
KKM with the complete category of KKM and three
students is declared to have not completed the KKM
because they received grades below 70.
Developing Interactive Multimedia on Kindom Plantae for Senior High School
213
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