Development of Interactive Visual Novel Learning Media Based on
Android Applications in Islamic Religious Education Subjects
Agus Fakhruddin
a
, Ega Nasrudin
b
, Udin Supriadi
c
and Achmad Faqihuddin
d
Ilmu Pendidikan Agama Islam, Universitas Pendidikan Indonesia, Indonesia
Keywords: Development, Learning Media, Religious Education.
Abstract: This research aims to develop interactive visual novel learning media on historical PAI material. In other
words, this research was conducted to determine the suitability of learning media and students' responses
when using them. Research and Development with the ADDIE instructional design model is used in this
research. The results of this research show that: First, learning media has been created using the ADDIE
(Analysis, Design, Development, Implementation, and Evaluation) model, producing a product in the form of
interactive visual novel learning media based on an Android application with the name EduSIDI. Second, the
learning media designed and created has passed the assessment stage by experts to declare it suitable for use
in the learning process. Testing of learning media is carried out in the form of appropriateness of content,
appropriateness of language, appropriateness of presentation, and appropriateness of graphics. Third, applying
EduSIDI learning media shows positive criteria for learning outcomes and creates a pleasant PAI learning
atmosphere.
1 INTRODUCTION
Education today is one of the activities that cannot be
separated from human life. Education is the core of
the Universal Declaration of Human Rights (UDHR).
The declaration places education as an effort to
increase respect for human rights (Dhillon, 2011). In
addition, education is currently an essential
component in achieving sustainable development
goals (SDGs). Education, in this case, is expected to
contribute to development by improving the quality
of human resources in a better direction (Block et al.,
2018). Quality education will encourage individuals
to maximize their potential in various aspects, such as
skills, knowledge, training, and other individual
abilities. These abilities will later become provisions
for each individual to live their lives (Algraini, 2021).
Thus, each needs to get the best education to
maximize their potential as provisions for living life.
One of the factors that contribute to the success of
education is the learning media. Learning media is a
tool for teachers in teaching and a means of
a
https://orcid.org/0000-0002-7308-3308
b
https://orcid.org/0009-0005-2613-8811
c
https://orcid.org/0000-0002-8778-6581
d
https://orcid.org/0000-0001-7868-4340
conveying messages from learning sources to
recipients of learning messages (Nasrudin et al.,
2024). Learning media helps as a channel for learning
materials to students in the education process so that
the material can be better understood (Hikmandayani
et al., 2021). A better understanding of the material
can be achieved because learning media can
accommodate the needs of students' learning styles so
that they are more comfortable participating in
learning activities (Haryana et al., 2022). In addition,
the use of learning media today also makes it easier
for teachers to manage the learning process. The
development of today's technology as a medium
allows teachers to carry out the face-to-face and
remote learning process (Mustofa et al., 2022). Thus,
it is essential for various parties implementing
education to understand learning media.
Based on the results of preliminary studies and
observations at SMP Negeri 44 Bandung, it is known
that there are several areas for improvement in the
Islamic Religious Education learning process. These
shortcomings include the need for more interactive
464
Fakhruddin, A., Nasrudin, E., Supriadi, U. and Faqihuddin, A.
Development of Interactive Visual Novel Learning Media Based on Android Applications in Islamic Religious Education Subjects.
DOI: 10.5220/0013409900004654
In Proceedings of the 4th International Conference on Humanities Education, Law, and Social Science (ICHELS 2024), pages 464-473
ISBN: 978-989-758-752-8
Copyright © 2025 by Paper published under CC license (CC BY-NC-ND 4.0)
learning media, and students quickly get bored with
the usually used media. The concerned teacher also
admitted that he had little difficulty conveying
learning to students because of these problems. Based
on this, the researcher has the initiative to develop
interactive learning media in Islamic Religious
Education learning in the history group. The history
group in Islamic Religious Education learning was
taken because the history group is a group that is
known to have boring problems. Based on the
preliminary study results, the author initiated the
development of an interactive learning model
involving students in every process (Purwanto et al.,
2024). The researcher then took the title
"Development of Interactive Visual Novel Learning
Media Based on Android Applications in Islamic
Religious Education Subjects."
Learning media is one aspect that must be
considered in education. Good media can positively
influence students to follow the teaching and learning
process. The quality of good learning media is
believed to be able to improve student learning
achievement (Liliana et al., 2020). In addition,
effective learning media can increase positive
attitudes, encourage motivation, and improve student
understanding of the subject matter (Joko et al.,
2023). Media can also support the establishment of
effective communication and interaction for
educators with students in the learning process in the
classroom (Yuniarti et al., 2020). Thus, selecting a
practical media concept can affect the development of
students. Thus, developing learning media is essential
in overcoming the problems of learning media in
schools.
2 THEORETICAL FRAMEWORK
2.1 Learning Media Design
Framework
Learning media design, both for formal and non-
formal education, must refer to the applicable
curriculum. However, the curriculum does not
explicitly state the types of supporting learning media
that may or may not be used in the learning process.
This allows everyone to develop learning media as
widely as possible as long as it is good and supports
the achievement of learning objectives. Learning
media is an essential part of the learning process
itself.
According to Mulyanta & Leong (2009), at least
everyone needs to follow several steps in designing
learning media materials. First, it is necessary to
adhere to the basic principles of instructional design.
In general, instructional design is a systematic
process that produces practical, detailed, and detailed
learning materials, including the evaluation process
and form that must be implemented. After the
development design is determined, the next step is to
create a model. Given the many instructional design
models, choosing the model that best suits the
learning objectives is necessary. The ADDIE model
is the Analysis, Design, Development,
Implementation, and Evaluation model.
2.2 Learning
Learning is the process of student interaction with
educators and learning resources in a learning
environment (Hanafy, 2014). Learning is the help
educators provide so that the process of acquiring
knowledge and knowledge, mastery of skills and
habits, and forming attitudes and trust in students can
occur (Fitrah et al., 2022). Based on that, learning
becomes an essential matter for the acquisition of
knowledge, mastery of skills, and character formation
for students, so it should always be carried out
anytime and anywhere.
The learning process should be a set of principles
that can be used as a guideline for compiling various
conditions needed to achieve educational goals.
Learning and teaching activities are a strategic effort
to achieve the expected goals. Students carry out
learning activities, and through these activities, there
will be changes in their behavior. In contrast, teachers
carry out learning activities to facilitate the learning
process. Both activities will not be separated from the
situation of mutual influence in the pattern of
relationships between the two subjects. However,
here, the teacher plays a more significant role as a
manager (Nugraha, 2018). Thus, harmony is needed
between teachers and students to carry out their
respective rights and obligations during the teaching
and learning process.
Teaching is defined as the process of conveying
information from teachers to students. Learning is a
process of interaction between students and their
environment so that there is a change in behavior for
the better. Therefore,Sudjana (2008, p. 19)explains
the competencies that a teacher must have or teacher
competencies that are closely related to efforts to
improve the learning process, and results can be
grouped into four abilities, namely: planning teaching
and learning programs, implementing and leading the
teaching and learning process, assessing the progress
of the teaching and learning process, and mastering
Development of Interactive Visual Novel Learning Media Based on Android Applications in Islamic Religious Education Subjects
465
the learning material in the sense of mastering the
field of study or subject that is being taught.
2.3 Learning Media
Learning media is a channel or bridge from learning
messages delivered by the message source (teacher)
to the message recipient (student) with the intention
that the messages can be absorbed quickly and
accurately according to their purpose (Purnamasari,
2019). The primary function of learning media is to
help create a more effective learning situation
(Ekayani, 2017). Another function is to clarify the
presentation so that it is expected to improve the
quality of the learning process and reduce verbalism
(misinterpretation) (Indayani, 2015). Based on the
description above, learning media is anything that is
used to convey messages and can stimulate students'
thoughts, feelings, attention, and will so that it can
encourage a deliberate, purposeful, and controlled
learning process.
There are several advantages if media is used in
the learning process. Some advantages of using media
in the learning process include making it easier for
students to grasp the delivery of learning materials,
making the atmosphere more enjoyable, and training
student cooperation. However, in this case, teachers
need to prevent the dominance of one student or a
group of students, but rather, all students should be
actively involved in the learning process (Salsabila et
al., 2020). Thus, learning media is beneficial,
especially if teachers can manage their classes well,
as they need to be used in every learning process.
In its development, learning media follows
technological developments. According toArshad
(2009, pp. 29-32), based on technological
developments, learning media can be grouped into
four groups, namely:
1. Print technology, namely the means of
producing or conveying materials, such as
books and static visual materials, primarily
through mechanical or photographic printing
processes, including text, graphics,
photographs, or photographic
representations and reproductions.
2. Audiovisual technology, namely the method
of producing or delivering material using
mechanical and electronic machines to
present audio and visual messages.
3. Computer-based technology is a way of
producing or delivering material using
microprocessor-based sources. The
difference in media produced from the other
two technologies is that information or
material is stored in digital form, not in
printed or visual form.
Hybrid technology is a way of producing or
delivering material that combines several forms of
computer-controlled media.
2.4 TGT Cooperative Learning Model
The learning model is a plan or pattern used to
compile a curriculum, organize subject matter, and
instruct teachers in class (Dahlan, 1990). Thus, the
learning model can be interpreted as a conceptual
framework that systematically describes the steps of
organizing or learning experiences and guidelines for
implementing the learning process to achieve
learning objectives. The learning model used in this
study is the TGT-type Cooperative Learning Model.
According to Slavin (1980), a team games
tournament (TGT) is a group tournament-based
learning with each group consisting of about 4 to 5
people. Students are assigned to teams according to
procedures that maximize heterogeneity in ability
level, gender, and race. The team's primary function
is to prepare its members to do well in the tournament.
After an initial class presentation by the teacher,
teams are given worksheets that cover similar
academic material to that which will be included in
the tournament. Teammates study and quiz each other
to ensure all team members are prepared. After
discussions with their team members, the learning
activity is carried out with a tournament session.
2.5 Learning Outcomes
Learning is a kind of change that is shown in changes
in behavior, which is different from before the
individual was in a learning situation and after
carrying out similar actions (Setiawati, 2018).
Meanwhile,Hergenhahn (2008, p. 2)defines learning
as a relatively permanent change in behavior resulting
from repeated practice. Aunnurrahman (2009, p.
48)added that learning is a complex internal process,
and those involved in the internal process include the
cognitive, affective, and psychomotor domains. From
several theories above, researchers conclude that
learning is a process in which a person changes,
including the cognitive, affective, and psychomotor
domains because they have gone through a process.
2.6 Fun Learning
Researchers in this research also gave questionnaires
to students to find out their psychological condition
when using this learning media. Researchers wanted
ICHELS 2024 - The International Conference on Humanities Education, Law, and Social Science
466
to know to what extent the learning media developed
was enjoyable. Enjoyable learning is taken from 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 engaging learning
environment, (4) Students are enthusiastic, have a
feeling of joy, and high concentration when learning
3 RESEARCH METHODS
This research was conducted using a research and
development approach (Research and Development).
Research and development is a process used to
develop and validate educational products
systematically to improve knowledge (Hanafi, 2017).
The design of the learning model used in this study is
the ADDIE model (Analysis-Design-Development-
Implementation-Evaluation) based on the
consideration that the model is suitable for
developing and developing learning model products
that are right on target, effective, and dynamic and are
very helpful in developing learning for teachers. This
model can be used for various forms of product
development, such as models, learning strategies,
learning methods, and learning media (Fahmi, 2016).
The ADDIE instructional design model
(Analysis-Design-Development-Implementation-
Evaluation) is a generic learning design model that is
a guideline for building practical, dynamic training
program tools and infrastructure that supports the
training performance itself, thus helping training
instructors in managing training and learning (Danks,
2011). This model uses five stages or steps as follows:
The ADDIE model is used to design learning
systems. The following are activities at each stage of
developing a learning model or method (Branch,
2009):
1. Analysis
Analysis is conducted to determine the needs
required. The activities carried out are in the form of
literature studies and field studies. Literature studies
are conducted to see the syllabus regarding the PAI
learning system. Field studies are in the form of
observations and interviews. Observations are made
on student learning in schools related to PAI learning.
Interviews are conducted with PAI teachers.
2. Design (Design)
The design stage is carried out by preparing
learning media. The selection of learning materials is
based on the Islamic Religious Education subject
syllabus used at school.
3. Development
Development in the ADDIE model contains
product design realization activities through
validation tests by media and material experts. This
activity is carried out to obtain suggestions,
comments, and input that can be used to develop
learning media.
4. Implementation.
At this stage, the learning media created with the
method developed is implemented in an actual
situation, namely in the classroom. During the
implementation, the media that has been developed is
applied to actual conditions. A Pre-Experimental
Design is carried out in the form of a One-Group
Pretest-Posttest Design to provide feedback on the
application of the media.
O1 x O2
(Sugiyono, 2016, p. 75)
Information:
X = Treatment given
O1 = pretest value (before Treatment)
O2 = posttest value (after Treatment)
In addition, researchers also distributed
questionnaires to determine the psychological
conditions of students in the learning process.
5. Evaluation
Evaluation is carried out to review whether each
phase is correct, and then revisions are made based on
the evaluation results or needs that still need to be met
by the media.
4 RESULTS AND DISCUSSION
Figure 1: ADDIE Development Model (Branch, 2009).
The design and creation of the learning model used in
this study is the ADDIE design model (Analysis-
Design-Development-Implementation-Evaluation).
The activities of this model include:
Development of Interactive Visual Novel Learning Media Based on Android Applications in Islamic Religious Education Subjects
467
4.1 Analysis (Analysis Problems)
The analysis stage is carried out to review what needs
are felt necessary to be made into a product in this
study. EduSIDI learning media is designed based on
the results of observations and interviews conducted
with PAI subject teachers at SMP Negeri 44 Bandung
City. This learning media is an interactive visual
novel learning media that is expected to complement
learning media in meeting user needs. Educators and
students, as educational practitioners, are expected to
be able to use this learning media as a solution to the
lack of interactive learning media in the school and to
overcome student boredom with the same learning
media every day.
4.2 Design (Learning Et Al.)
At this stage, the learning media design is carried out
based on the analysis results obtained. The selection
of materials in the learning media is chosen based on
the PAI subject syllabus, which is considered the
most boring for students. The learning media
designed are in the form of visual novels, quizzes,
learning objectives, and instructions on how to use the
application.
In developing a media product, there are several
phases that need to be passed. To achieve good
development, at least two phases need to be passed,
namely the planning phase and the production phase.
4.2.1 Planning Phase
The planning phase is carried out to determine the
learning media that will be created to suit the needs
and targets. In this planning phase, there are several
stages that must be passed, namely user analysis,
material analysis, compiling GBPM, software and
hardware needs analysis, creating a design or
flowchart, creating a rough layout, and collecting
images or illustrations.
The results of observations and interviews with
one of the teachers in the form of data showing the
lack of use and difficulty in obtaining interactive
learning media. This is a sad thing. Moreover, if you
look back, interactive learning media based on
Android in the PAI subject of the history group is
minimal.
Regarding the subject matter, the researcher was
asked to design learning media containing content
about the entry of Islam into the archipelago.
Knowing this, the researcher then immediately
conducted a material analysis. The material analysis
is used as content or content in the learning media that
will be created so that its use is right on target. The
material in this learning media is expected to be by
the target, namely material about the entry of Islam
into the archipelago for grade IX junior high school
students. Before determining the material, the
researcher first focused on the material to be
contained; by the lack of material on the history group
in PAI, the researcher and the school agreed to create
a learning media for KD 3.14 to understand the
history of the development of Islam in the
archipelago. From the KD, the following material can
be arranged: 1) The flow of preaching development
in the archipelago, 2) A brief profile of the
Walisongo, and 3) Ways of preaching Islam in the
archipelago.
After conducting the material analysis, the
researcher compiled the GBPM or Media Program
Outline. GBPM is a guideline used by media
developers in its creation based on data that has been
analyzed, mainly focusing on the essential
competencies that have been determined. GBPM is
compiled to map the content and direction of learning
media content.
Table 1: Media Program Outline.
The software researchers used in this study
included Microsoft Word, Canva, Adobe Animate,
and Itch.io. Microsoft Word is a word-processing
application. Researchers use this software to compile
the material that is analyzed and developed for
learning media so that it is neatly arranged and
sequential. Researchers not only use Word to compile
the material but also game modes or evaluations.
Next is Adobe Animate. Adobe Animate is
programming software that can produce final
products for Android or HTML5 applications. This
software is the core of researchers' creation of
learning media.
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468
Figure 2: Use of Microsoft Word in the Media
Development Process.
Another tool is Canva. Canva is used to create
flowcharts and application designs on the learning
media to be created.
Figure 3: Using Canva in the Media Development Process.
Figure 4: Using Adobe Animate in Media Development.
In addition to the software used, in this study, the
researcher will discuss the computer specifications
used to use the software above. The hardware used by
the researcher is a Lenovo laptop with an 11th Gen
Intel® Corei3-1115G4 processor
with
8192 RAM.
4.2.2 Creating a Flowchart Design
The design or flowchart created covers the entire
application to be created. Starting from the home
screen, material display, game display, display of
how to use, and application information. The
flowchart is more detailed as follows:
The details of this learning media flowchart can
be explained as follows:
1) The home screen is the initial display allowing
you to access all the application features. Let
us learn is the main display for all materials.
2) Let Us Play is the main display for using game
or evaluation features.
3) How to use it is a display of how to use the
application and a brief explanation of some
features.
4) Application information displays information
about the application and the application
maker.
4.2.3 Production
At this stage is the core of media creation. In this
production phase, the implementation of ideas that
have been designed and developed again to suit their
use. This phase refers to the flowchart created in the
previous stage, and the existing layout is redesigned
to be designed with the material's content that has
been analyzed to continue with the application
creation stage.
Before making media, it is essential to determine
production standards as a basis for making media.
Therefore, in producing media, one must pay
attention to the style guide that has been determined
in advance; here is the display style that the researcher
determined:
Figure 5: Application Display Style.
In addition to style guides for production
standards, design assets are also very important for
creating UI/UX designs that are more conceptual.
Here are the design assets that were created using
Canva.
Figure 6: Rancangan Flowchart.
Development of Interactive Visual Novel Learning Media Based on Android Applications in Islamic Religious Education Subjects
469
Figure 7: Design.
After the materials, flowcharts,
images/illustrations, music, layouts, style guides, and
design assets are ready, the next stage is to create the
UI/UX design for the Android application. This
UI/UX was created using Canva Web. Here is the
EduSIDI application design that has been created:
Figure 8: Suggestions for Improvement.
Figure 9: UI/UX Design Results-
4.3 Development
Development stage is carried out to realize the
product design in the form of a validation test by a
media expert. This activity is carried out to obtain
suggestions, comments, and input that can be used to
develop learning media. The validation aims to
determine the level of feasibility of the learning
media that has been created. Learning media is
validated by media experts who are lecturers in the IT
Literacy and Learning Media courses in the Field of
Study.
Validation is carried out by interviews referring to
the provisions for assessing learning media sourced
from the National Education Standards Agency
(BNSP), including the feasibility of content,
presentation, language, and graphics presented with
columns and suggestions for improvement. The
following are the results of improvements obtained
from the validation test:
4.4 Implementation
The learning media created and improved is then
implemented as a learning media for Islamic
Religious Education in class IX-E of SMP Negeri 44
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470
Kota Bandung. The learning process steps are carried
out based on the RPP that has been created. The
implementation process is carried out in one meeting.
Before entering the subject matter, students are asked
to work on the pretest questions first. After working
on the pretest, the learning activities are continued
according to the steps of the TGT-type cooperative
learning model.
The stages of the TGT-type cooperative
learning model activities applied in this study are
those conveyed by Slavin (Slavin, 1980). In the initial
stage, learning activities are opened first with class-
opening activities. After that, learning activities are
then continued with group division. Group division is
carried out evenly and considers the aspect of
heterogeneity. After each group is formed, learning
activities are continued with a discussion session for
each group as a preparation step for the tournament.
In this session, each group looks for material
contained in the EduSIDI application. Each group
member works hard to study the material so that their
team can win when the tournament is held. After the
discussion ends, the activity is continued with a
tournament session. In this learning, the tournament
held is a quiz tournament. Each student does the quiz
on their respective cell phone. A group is declared the
winner if the group has the highest average score. The
group with the highest average is then given an
award. After the award session, learning activities are
then continued with a posttest. Each student fills out
the distributed questionnaire. Only after completing
the posttest will learning activities continue until the
closing session. In this session, the students conduct
concluding activities and a prayer together.
After the learning process is carried out, a
posttest is carried out to determine the learning ability
of students after learning using the designed learning
media. Then, after the test is completed, students are
also asked to fill out a questionnaire to determine the
psychological situation of students when using the
learning media that has been used. The questionnaire
given is a Google form questionnaire of 40 statements
related to the indicators of enjoyable PAI learning.
4.5 Evaluation
Evaluation is carried out to process the data obtained
and review each phase that has been carried out
correctly; then, a final stage revision is carried out
based on the evaluation results or needs that still need
to be met by the media.
The process of evaluating the success of this
media is seen in the increase in student learning
outcomes. The assessment of learning outcomes
measured in this case only includes cognitive
assessment. The assessment of the cognitive domain
is obtained from the results of the pretest and posttest.
The increase in student learning outcomes after using
the EduSIDI learning media can be seen from the
results of the increase in the average pretest, posttest,
and N-gain scores presented in the table below:
Table 2: Test of Normality.
Based on the table above, it is known that the
significance value of the difference between the
posttest and pretest of the student learning outcome
instrument is 0.154. This value is more significant
than 0.05, meaning the data is usually distributed.
The next step after the normality test is the paired
sample T-test. The results of the paired T-test are as
follows:
Table 3: Paired Samples Statistics.
The data above shows a difference between the
average posttest and pretest values. The posttest value
has an average value of 89.64. Meanwhile, the
average pretest value is at 60.94. To find out whether
the difference is significant, it can be seen from the
table below:
Table 4: Paired Samples Test.
Based on the table above, it is known that the
significance value obtained is 0.000. This value is
lower than 0.025. This indicates that the null
hypothesis is rejected, stating that there is no
significant difference between the pretest and
posttest. This means that there is a significant
Development of Interactive Visual Novel Learning Media Based on Android Applications in Islamic Religious Education Subjects
471
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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