
difference in the value of student learning outcomes
before and after learning. In other words, learning
using visual novel media can improve student
learning outcomes.
In addition to learning outcomes, researchers also
gave questionnaires to students to determine their
psychological conditions when using this learning
media. The instrument used was an instrument about
enjoyable PAI learning based on the theory of
Indrawati & Setiawan (2009), which states that there
are several indicators that learning can be said to be
enjoyable, including (1) A relaxed learning
atmosphere, free from pressure, and safe for students,
(2) A learning atmosphere that arouses interest in
learning and involvement or full attention to students,
(3) An exciting learning atmosphere, students'
attention is poured out, and an exciting learning
environment, (4) Students are enthusiastic, have a
feeling of joy, and high concentration when learning.
The student responses related to this are as follows:
Figure 10: Fun Learning Statistics.
Based on the data, the average student's
assessment results show that the PAI learning is
already enjoyable at a high level, with a score of 130.
The lowest student got a questionnaire score of 112,
which means that the most saturated level of students
still believe that PAI learning is moderate in the sense
of not being enjoyable and not boring. The highest
score is 157, meaning the student thinks PAI learning
with visual novel learning media is enjoyable.
The interactive learning media development
process results are based on existing theories. The
increase in students' understanding after following the
learning process with this media shows success in the
cognitive transformation process of students. Not
only that, students need to understand the knowledge
conveyed. Based on the measurement results,
students also consider the learning carried out to be
fun for them. Of course, this is by previous research
on interactive learning media. Interactive learning
media has advantages in improving students'
cognitive and affective aspects ( Hikmandayani dkk.,
2021). In addition, interactive learning media, on the
other hand, can also attract attention because it
involves students more in each process. Students, in
this case, are involved in choosing options in the
interactive dialogue in the visual novel application so
that it does not seem monotonous and has a variety of
exciting storylines (Greene et al., 2020).
5 CONCLUSIONS
Based on the results of observations, processing, and
data analysis that have been carried out, learning
media has been developed using the ADDIE model (
Analysis, Design, Development, Implementation, and
Evaluation ). The development of learning media has
resulted in a product in the form of an interactive
visual novel learning media android application
called EduSIDI. This media has been designed and
passed the assessment stage by experts to declare it
suitable for use in the learning process. Testing of
learning media that has been carried out is in the form
of content feasibility, language feasibility,
presentation feasibility, and graphic feasibility. In
addition, this media has also been tested on students,
and positive results have been obtained. Using this
media in learning can improve students'
understanding of concepts and make them feel happy
in following the learning process.
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