Aplikasi Pembelajaran Interaktif Matematika Berbasis Android pada Materi Sistem Persamaan Linier sebagai Media Alternatif untuk Meningkatkan Motivasi dan Pemahaman Belajar Matematika Anak Usia Sekolah Dasar dan Menengah Pertama


Authors

  • Hananing Sumaningdiah Larasati Universitas Pamulang, Tangerang Selatan, Indonesia
  • Wulan Pahira Universitas Pamulang, Tangerang Selatan, Indonesia
  • Shella Sukma Dewi Waramena Universitas Pamulang, Tangerang Selatan, Indonesia

DOI:

https://doi.org/10.47065/bulletincsr.v6i5.1275

Keywords:

Interactive Learning; Mathematics; Android; MIT App Inventor; System of Linear Equations; Educational Media

Abstract

Mathematics is often perceived by students as a difficult subject due to its abstract nature, conventional presentation methods, and the limited variety of available learning media, which contribute to low student motivation and weak conceptual understanding. This study aims to develop an Android-based interactive mathematics learning application on the topic of SPL using the MIT App Inventor platform, chosen for its ease of use, availability of block-based visual components, and its capability to produce functional applications ready for installation. The developed application contains learning materials, practice exercises, and evaluations in the form of interactive quizzes equipped with automatic feedback, enabling students to learn independently while simultaneously assessing their own comprehension. This study employed the Research and Development (R&D) method with the Rapid Application Development (RAD) model, consisting of Requirements Planning, User Design, Construction, and Implementation/Cutover stages, with children of mixed elementary and junior-high school age from the surrounding community, totaling 30 selected through purposive sampling based on availability and willingness to participate. Data were collected through Black Box testing, student response questionnaires, and learning achievement tests (pre-test and post-test). The Black Box testing results indicate that all main functions of the application ran according to the design, with a 100% success rate. The user trial results show positive responses regarding the application's interface, ease of use, and interactivity, with an increase in student understanding of 70% and an increase in learning motivation of 80%, based on the questionnaire and learning test results. Thus, the Android-based interactive mathematics learning application developed using MIT App Inventor has the potential to serve as a relevant alternative learning medium for enhancing the quality of mathematics instruction, both in face-to-face and distance learning settings.

Downloads

Download data is not yet available.

References

R. Risma, F. Farida, and S. Andriani, “Android Mobile Learning: MIT App Inventor dan Pengembangannya pada Pembelajaran Matematika,” AlphaMath: Journal of Mathematics Education, vol. 7, no. 1, pp. 64–72, 2021, doi: 10.30595/alphamath.v7i1.8800.

M. E. Wulanningtyas, Y. D. P. Putra, N. N. Triani, and N. Andriyati, “Android Snake Ladder on Triangle using TGT Learning Model to Increase Learning Motivation,” Hipotenusa: Journal of Mathematical Society, vol. 3, no. 2, 2021.

F. Fitri, M. S. Lamada, and Z. Zulhajji, “Pengembangan media pembelajaran matematika menggunakan MIT App Inventor di SMKN 2 Wajo,” Jurnal MediaTIK, vol. 4, no. 1, pp. 1–4, 2021.

M. Nurfallah and T. Pradipta, “Motivasi Belajar Matematika Siswa Sekolah Menengah Selama Pembelajaran Daring di Masa Pandemi COVID-19,” Jurnal Cendekia: Jurnal Pendidikan Matematika, vol. 5, no. 3, pp. 2425–2437, 2021, doi: 10.31004/cendekia.v5i3.752.

H. W. Priyonggo, Wardono, and T. S. N. Asih, “Mathematics Literacy Skill on Problem Based Learning Assisted by E-Module Agito Based on Learning Motivation,” Unnes Journal of Mathematics Education Research, vol. 10, no. A, pp. 54–58, 2021.

R. Aryanti, E. Fitriani, D. Ardiansyah, and A. Saepudin, “Penerapan Metode Rapid Application Development Dalam Pengembangan Sistem Informasi Akademik Berbasis Web,” Paradigma, vol. 23, no. 2, 2021.

D. Lesnawati, E. Suryawati, and Suwondo, “Analysis of Learning Motivation of Junior High School Students in Terms of the Use of Digital Platforms in Online Learning,” Journal of Educational Sciences, vol. 6, no. 3, pp. 320–331, 2022, doi: 10.31258/jes.6.3.p.320-331.

T. S. Tümkaya and N. Hürriyeto?lu, “Mobile Application Usage Trends in Mathematics and Science Education: A Content Analysis,” Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, vol. 32, no. 1, 2023.

W. Setyaningrum, P. Handayawati, H. Retnawati, K. Hidayati, N. L. Azizah, M. Ulfah, and A. H. Abdullah, “Siapkah Siswa SMP Menghadapi Digital Learning pada Pembelajaran Matematika?,” PYTHAGORAS Jurnal Matematika dan Pendidikan Matematika, vol. 18, no. 2, pp. 124–135, 2023, doi: 10.21831/pythagoras.v18i2.67292.

R. Parlika, M. Afifudin, I. A. Pradana, Y. D. W. Wiratama, and M. N. Holis, “Literature Study on the Efficiency of the Rapid Application Development Model in Software Development,” POSITIF: Jurnal Sistem dan Teknologi Informasi, vol. 8, no. 2, 2023, doi: 10.31961/positif.v8i2.1329.

Syamsurijal, M. S. Lamada, and F. Ramadhani, “Pengembangan Media Pembelajaran Interaktif Menggunakan MIT App Inventor Pada Mata Pelajaran Sistem Komputer,” Information Technology Education Journal, vol. 2, no. 2, pp. 27–33, 2023, doi: 10.59562/intec.v2i2.273.

D. D. Lubis, “Using Digital Learning Media to Increase Student Creativity in Solving Mathematics Problems,” EDUCTUM: Journal Research, vol. 2, no. 5, pp. 152–154, 2023, doi: 10.56495/ejr.v2i5.462.

I. K. Ilyas, M. Irzal, and F. H. Indiyah, “Design and Build a Mathematics Mobile Learning Application on Android-Based Geometry (Three Dimensional) Material at MA Islamiyah Darul Irfan Sawangan Depok,” J-KOMA: Jurnal Ilmu Komputer dan Aplikasi, vol. 6, no. 1, pp. 42–52, 2023.

S. Bantun, P. Setyosari, S. Ulfa, H. Praherdhiono, and J. Y. Sari, “Pengembangan Aplikasi Mobile dengan Pendekatan Gamifikasi dalam Pembelajaran Matematika di Sekolah Dasar,” INFORMAL: Informatics Journal, vol. 8, no. 3, 2023/2024, doi: 10.19184/isj.v8i3.43856.

D. A. R. Agustini, M. R. Wahyuddin, and R. P. Gunawan, “Perancangan Media Pembelajaran Matematika Berbasis Android Menggunakan MIT App Inventor dan Geogebra pada Materi Kalkulus,” NUMBERS: Jurnal Pendidikan Matematika & Ilmu Pengetahuan Alam, 2023.

O. Saputra, Muchtadi, and Sandie, “M-Learning Aplikasi MIT App Inventor pada Materi Sistem Persamaan Linier Dua Variabel (SPLDV) Kelas VIII SMP Negeri 2 Pontianak Terhadap Keterampilan Berpikir Kritis,” Indo-MathEdu Intellectuals Journal, vol. 5, no. 4, pp. 4476–4488, 2024, doi: 10.54373/imeij.v5i4.1595.

I. Ningkrum, L. A. Riswari, and F. Najikhah, “Pengembangan Aplikasi Android Guizzer sebagai Media Pembelajaran Matematika untuk Siswa Kelas V Sekolah Dasar,” Nusantara: Jurnal Pendidikan Indonesia, vol. 4, no. 3, 2024, doi: 10.14421/njpi.2024.v4i3-15.

H.-G. Weigand, J. Trgalova, and M. Tabach, “Mathematics Teaching, Learning, and Assessment in the Digital Age,” ZDM–Mathematics Education, vol. 56, pp. 525–541, 2024, doi: 10.1007/s11858-024-01612-9.

P. Nursyahira, D. Mawaddah, N. Indahyani, S. Maisaroh, and R. H. W. Lubis, “Penggunaan Media Digital Interaktif terhadap Motivasi dan Hasil Belajar Matematika Siswa,” Pedagogika: Jurnal Ilmu-Ilmu Kependidikan, vol. 4, no. 2, 2024, doi: 10.57251/ped.v4i2.1615.

Z. Mboneni and J. Cronje, “Using a Mobile Application to Teach Mathematics to Learners with Special Educational Needs: Exploring Teachers’ Experiences,” Journal of Education Technology, vol. 8, no. 4, pp. 776–784, 2024, doi: 10.23887/jet.v8i4.86673.

Sugiyono, Metode Penelitian Kuantitatif, Kualitatif, dan R&D, Ed. 2. Bandung, Indonesia: Alfabeta, 2022. Data bibliografis edisi 2022 terkonfirmasi pada katalog perpustakaan perguruan tinggi.

R. S. Pressman and B. R. Maxim, Software Engineering: A Practitioner's Approach, 9th ed. New York, NY, USA: McGraw-Hill Education, 2020.

UNESCO, Global Education Monitoring Report 2023: Technology in Education—A Tool on Whose Terms? Paris, France: UNESCO, 2023.

Global Education Monitoring Report Team, 2023 Southeast Asia Report: Technology in Education—A Tool on Whose Terms? Paris, France: UNESCO, 2023.


Bila bermanfaat silahkan share artikel ini

Berikan Komentar Anda terhadap artikel Aplikasi Pembelajaran Interaktif Matematika Berbasis Android pada Materi Sistem Persamaan Linier sebagai Media Alternatif untuk Meningkatkan Motivasi dan Pemahaman Belajar Matematika Anak Usia Sekolah Dasar dan Menengah Pertama

Dimensions Badge

ARTICLE HISTORY

Published: 2026-08-31

Abstract View: 0 times
PDF Download: 0 times

How to Cite

Larasati, H. S. ., Pahira, W., & Waramena, S. S. D. (2026). Aplikasi Pembelajaran Interaktif Matematika Berbasis Android pada Materi Sistem Persamaan Linier sebagai Media Alternatif untuk Meningkatkan Motivasi dan Pemahaman Belajar Matematika Anak Usia Sekolah Dasar dan Menengah Pertama. Bulletin of Computer Science Research, 6(5), 2264-2273. https://doi.org/10.47065/bulletincsr.v6i5.1275

Issue

Section

Articles