Indonesian Journal of Innovation and Applied Sciences (IJIAS), 1 (2), 105-112 

105 
 

 
 
 
 
 

Volume 1 Issue 2 June (2021) DOI: 10.47540/ijias.v1i2.237 Page: 105 – 112 

 

Developing Interactive Learning Multimedia for Mathematics Subject in 
Junior High School Grade VIII Student East Lombok 

Samsul Lutfi1, Kholida Ismatulloh2, Yosi Nur Kholiso3 
123Department of Informatics Education, Universitas Hamzanwadi, Indonesia 
Corresponding Author: Samsul Lutfi; Email: samsullutfi17@gmail.com  
 
A R T I C L E  I N F O A B S T R A C T 

Keywords: Interactive Learning, 
Learning Outcome, Mathematics, 
Multimedia. 
 
Received : 06 May 2021 
Revised : 07 June 2021 
Accepted : 11 June 2021 

This study aims to: (1) produce interactive multimedia products for Mathematics 
Subject in SMP Grade VIII students (2) find out the quality of the product. This 
research was a research and development approach (R & D) by adapting Alessi and 
Trollip development model that is planning, design, and development. The 
validation process for the product is done by the alpha test stage, beta test, and 
product trial. The results of the research show that: (1) the developed product is 
interactive learning multimedia on mathematics subjects in the form of application 
with * .swf format. and * .exe, (2) Interactive learning multimedia developed is 
feasible to be used as a supporter of learning with an average score of 3.31 from 
media experts with the category of ‚good‛, 3.6 from material experts with the 
category of "very good", and 3.8 from users with the category ‚very good‛. 

 

INTRODUCTION 
The era of globalization is the 21st Century 

full of challenges in various fields of life, including 
education. We are faced with demands for the 
importance of quality human resources and being 
able to compete.  (Gravemeijer et al., 2017) State 
that quality Human Resources (HR) can understand 
their knowledge, apply that knowledge in life and 
benefit themselves and the surrounding community 
and have more creative, critical, and professional 
abilities. The right effort to prepare quality human 
resources and the only place that plays an important 
role in building high-quality human resources in 
education. One of the sciences that underlie the 
development of technology in mathematics. 
Mathematics is one of the compulsory subjects in 
Junior High Schools. Mathematics plays a very 
important role in the field of education. 
Mathematics is very supportive and greatly 
contributes to the achievement of educational goals 
in general (Yeh et al., 2019). So that mastery of 
mathematics can be said as one of the key success 
factors in one's life. As in the (National Council of 
Teachers of Mathematics (NCTM) 1998); 
(Gravemeijer et al., 2017), this states that to open 

various kinds of opportunities, the key is to master 
mathematics. 

The statement above was also strengthened by 
(Aharoni, Charbit, and Howard, 2015); (Li and 
Schoenfeld, 2019); (Rach and Ufer 2020) this 
shows that mathematical knowledge is a key factor 
needed in every field of science (especially 
science). Likewise, (Siagian, 2016) also emphasized 
that mathematics is the main key of other 
knowledge learned in school. This means that by 
mastering mathematics, students will find it easier 
to learn the material in other subjects. 

Mastery of mathematics will provide benefits 
for individuals, both in personal life and society. 
The benefits can be felt include: (1) can open 
various employment opportunities and promotion of 
positions (National Council of Teachers of 
Mathematics (NCTM) 1998), and (2) able to make 
the right decision to solve every life problem 
(National Council of Teachers of Mathematics 
(NCTM) 1998). Likewise, (Miranda and Wimbarti, 
2012) also said, mathematics is a subject that needs 
to be mastered by students from elementary school 
to tertiary level to make it easier for them to 
understand other subjects. 

INDONESIAN JOURNAL OF INNOVATION AND APPLIED SCIENCES (IJIAS) 
Journal Homepage: https://ojs.literacyinstitute.org/index.php/ijias  
ISSN: 2775-4162 (Online)  
Research Article 

mailto:samsullutfi17@gmail.com
https://ojs.literacyinstitute.org/index.php/ijias
http://issn.pdii.lipi.go.id/issn.cgi?daftar&1587190067&1&&2020


Indonesian Journal of Innovation and Applied Sciences (IJIAS), 1 (2), 105-112 

106 
 

The description of the importance and benefits 
obtained when mastering mathematics should be 
able to be realized by the public, especially the 
educated. It should also be used as motivation to 
pay greater attention to mathematics. But how will 
people get the most out of learning mathematics, if 
their views still consider mathematics as a difficult, 
less interesting, and dizzying subject. In fact, 
according to them, mathematics is a ‚scary‛ lesson 
(Grootenboer and Marshman, 2016). These negative 
views result in the low quality of mathematics 
education, especially in Indonesia. 

Data from the International Statistics Center 
for Education survey of 48 countries in mathematics 
learning, Indonesia ranks 36th below Iran and 
Bahrain (Mullis and Martin, 2019). This fact 
provides a clear picture that the quality of education 
in Indonesia is still low, especially in mathematics. 
Then various efforts are needed to improve the 
quality of education in Indonesia, especially in 
mathematics. The effort must certainly involve all 
parties involved (such as schools, local 
governments, central government). 

Lamb et al. (2012) state that many factors 
determine student success in learning mathematics. 
In general, students 'mathematics learning outcomes 
are influenced by two factors, namely students' 
internal factors and external factors. Referring to 
(Haryudo et al., 2019), internal factors come from 
students themselves, including from physical and 
psychological aspects. Physiological aspects are 
aspects that concern the physical condition of 
students. Psychological aspects are aspects that 
include the level of intelligence, interests, talents, 
attitudes, motivation, and students’ perceptions of 
mathematics learning. External factors are factors 
that originate from outside students themselves 
which include social and non-social environmental 
factors. Social environmental factors are related to 
the quality of interaction with teachers, 
administrative staff, and classmates. Non-social 
factors are factors related to the strategies and 
methods used in learning mathematics. 

The success of the teaching process is not only 
determined by the role of the teacher in 
implementing the learning process, but various 
other elements also have a role in shaping the 
quality of educational outcomes, these elements 
include the use of information technology as a 
learning tool. Information and communication 

technology has been widely used in teaching and 
learning so that the quality of education goes hand 
in hand with technological developments. 

Based on temporary observations at SMP 
Negeri 3 Selong, the learning process carried out by 
the teacher during the mathematics lesson was 
mostly found as some facts as follows: (1) students 
find it difficult to understand concrete mathematics 
material; (2) teachers rarely use tools or media that 
can clarify students' descriptions of concrete 
material; (3) students are not actively participating 
in the learning process; 4) the implementation of 
learning is only centered on the teacher; 5) students 
only record material given by the teacher; 6) the 
teacher lacks encouragement and motivation for 
students to learn; 7) learning resources that are used 
are still lacking namely only using textbooks and 
student worksheets. 

From the description above it can be 
concluded that the teacher in carrying out 
mathematics learning is often carried out by only 
transmitting knowledge or only providing 
information through word of mouth. This means 
that the teacher is very active here, while the 
students only passively take notes and listen so that 
the activity and creativity of the students are less 
visible (Nugraha, Supriadi, and Anwar, 2014). This 
method does not attract the attention of students and 
causes boredom in students, so the need for 
innovative learning media in mathematics. That is 
because students are quite difficult to understand if 
the teacher only uses the lecture learning model so 
that students can only imagine and imagine the 
subject matter without knowing the actual 
conditions. 

To overcome these problems, teachers need to 
develop new learning strategies to promote students 
to learn mathematics. Facilitating student learning is 
the main task of the teacher. Therefore, teachers are 
not only required to create a comfortable and 
interesting learning atmosphere and create learning 
methods suitable for each student's situation, but 
also need to find relevant, effective, and efficient 
learning media. Therefore, the methods and 
methods adopted will truly conform to the 
development of students who have become 
educational themes and objects in the future. 

Research shows that the use of computer 
technology in this case interactive learning 
multimedia - both online and offline - has a positive 



Indonesian Journal of Innovation and Applied Sciences (IJIAS), 1 (2), 105-112 

107 
 

effect to increase learning interest, understanding, 
and learning outcomes of students in mathematics 
(Kannan, Sivapragasam, and Senthilkumar, 2015). 
The positive influence is not only for mathematics, 
but also affects other subjects, such as; English 
(Ampa et al., 2013), history (Putra, 2013); deaf 
primary school students (Ampuch et al., 2014); 
computer networks (Fuad and Ghufron, 2014), and 
English (Susanti et al., 2020). The use of computer 
technology is one solution that is feasible to be 
implemented to improve students’ cognitive 
abilities which in turn will improve their learning 
outcomes. 

Although many studies show the positive 
effect of using multimedia learning on learning 
activities, other studies show that the use of 
multimedia learning does not affect the interests, 
understanding, and learning outcomes of students 
(Susanti et al., 2020) (Vilardi and Rice, 2014). So it 
can be stated that the use of learning multimedia 
will not automatically benefit learning activities 
(Schnotz and Rasch, 2005), depending on how the 
learning multimedia is developed and who uses it 
(Schnotz and Rasch, 2005). The application of 
multimedia learning will be effective if in its 
development using guidelines in designing designs 
(Yuksel Arslan, 2012) and requires a correct 
understanding of how the principles of people in 
learning (Yuksel Arslan, 2012) (Alessi and Trollip, 
2001). 

In this manner, instructors should utilize 
learning media that makes the learning interaction 
fascinating, yet in addition, gives space to 
understudies to be imaginative and effectively 
included all through the learning cycle (Brown and 
Green 2016) (Kholisho, Marfuatun, and Lutfi, 
2020). So intellectual, emotional, and psychomotor 
parts of understudies can grow ideally at the same 
time without misshaping one of them. Among the 
intriguing learning media that can be utilized by 
educators in the homeroom for learning math is 
Intuitive Sight and sound. The word mixed media is 
identified with the utilization of composing, 
pictures, slides, sound, and different types of visual 
items in giving messages to PC clients (Alessi and 
Trollip, 2001). 

The advancement of learning multimedia 
innovation has guaranteed tremendous potential in 
changing the way a person learns, obtains data, 
transforms data, etc. Multimedia also gives teachers 

the freedom to create learning strategies to get 
maximum results. Especially for students, with the 
media, they are demanded that it is easier to get data 
because it is not focused on the content of the book. 

With the presence of multimedia humans can 
interact with computers through media images, text, 
audio, animation, and video. These multimedia 
components that produce a multimedia work, they 
are received by users through a computer (Hanum, 
2013). Interactive is the interaction between 
multimedia itself and the user (user). So, the 
presence of interactive multimedia learning is 
expected to spur student learning outcomes. In 
addition to instructional media, another factor that 
can encourage children to improve their learning 
outcomes is the existence of internal motivating 
factors within students, known as learning 
motivation. Self-learning motivation according to 
(Khan and Masood, 2015) is the overall driving 
force within students that lead to learning activities, 
which ensures continuity of learning activities and 
which gives direction to learning activities, so that 
the desired goals of the learning subject can be 
achieved (Arief and Isnan, 2020). So, with the 
motivation to learn students have the stimulation 
and drive to continue to spur their achievement and 
compete in a class with their fellow friends. 

Based on the description of the mathematics 
learning problems above and the development of 
technology that has not been used optimally in the 
world of education, research needs to be held to 
create a learning media that contains mathematics 
material for eighth-grade junior high school 
students which is then implemented in a study 
entitled ‚Development of Interactive Learning 
Multimedia in Mathematics Subjects for Class VIII 
Middle School Students‛ which will be trialed to 
Selong 3 Middle School students as a sample. This 
learning media aims to improve students' 
understanding of mathematics subject matter. 

 

METHODS 
The research and development model is 

adapted from the multimedia for learning 
development model of Alessi and Trollip. Version 
of (Alessi and Trollip, 2001) is a multimedia 
development model oriented to learning software. 
The development procedure adopted from the 
model of (Alessi and Trollip, 2001) consists of 3 
stages, namely planning, design, and development. 



Indonesian Journal of Innovation and Applied Sciences (IJIAS), 1 (2), 105-112 

108 
 

Evaluation is carried out in 3 stages, namely (1) 
alpha testing, which aims to validate products 
developed by material experts and instructional 
media experts, (2) beta testing, which is rainy to 
find out the responses of students as users of the 
developed learning multimedia. The product is the 
result of the development process that has been 
carried out and tested with the following stages: 
Alpha Testing 

Alpha testing in this study was conducted on 
experts in 3 fields, namely testing of research 
instruments, media experts, and material experts. 
Instrument testing serves to assess the feasibility of 
the instrument before it is used in research data 
collection. Media expert testing functions to assess 
the feasibility of the media. That is in terms of the 
appearance and running of the program. Material 
expert testing functions to provide a media 
assessment of the material contained in the media. 
Beta Testing 

Beta testing aims to test software, this will be 
tested on a group of users without any control from 
the developer. Beta testing is conducted on 8th-
grade students of SMP Negeri 3 Selong. This trial 
was conducted on 28 students to find out the quality 
of media or products. The data analysis technique 
used is to analyze data collected quantitatively and 
qualitatively, namely: (1) data obtained from 
questionnaires are analyzed quantitatively and 
qualitatively. 

Quantitative data obtained from the 
questionnaire were analyzed and converted to 
qualitative data on a scale of 1-4 (Likert scale), then 
described to determine the quality of the media 
being developed. Scores obtained from the Likert 
scale are analyzed and converted to four criteria by 
reference cited by the Ministry of National 
Education, as presented in Table 1. 
Table 1. Convert the Likert scale to four criteria 

No Score Interval Criteria 

1 𝑀𝑖 + 1,5𝑆𝐷𝑖 ≤  𝑀  ≤ 𝑀𝑖 + 3,0 𝑆𝐷𝑖 Very good 

2 𝑀𝑖 + 0 𝑆𝐷𝑖     ≤  𝑀  ≤ 𝑀𝑖 + 1,5 𝑆𝐷𝑖 Good 

3 𝑀𝑖 − 1,5 𝑆𝐷 ≤  𝑀  ≤ 𝑀𝑖 + 0 𝑆𝐷𝑖 Enough 

4 𝑀𝑖 − 3,0 𝑆𝐷𝑖 ≤  𝑀  ≤ 𝑀𝑖 − 1,5 𝑆𝐷𝑖 Less 

(2) Quantitative data obtained from student 
learning outcomes tests are calculated using the 
analysis of the t-test test with the help of the 
program (SPSS 21 for windows). 

RESULTS AND DISCUSSION 
Test Data 

Product trials are part of formative evaluations 
that function to find deficiencies in the products 
being developed. In this study, trials that have been 
carried out are alpha testing and beta testing. 
Alpha Testing 

Alpha testing involves material experts and 
media experts. Material experts play a role in 
evaluating the suitability of the material. Whereas 
the role of media experts is to evaluate the 
interactive learning multimedia display and the 
functioning of each component contained in 
interactive learning multimedia such as navigation, 
animation, and simulation. 
Material Expert Testing 

Material testing aims to obtain data on the 
feasibility of the material presented in the 
mathematics learning media application. Material 
experts provide assessments and advice on the 
material presented in the application. Media 
validation was carried out by 2 material expert 
lecturers using a Likert scale of 1 to 4. The results 
of tests conducted by material experts are can be 
seen in Table 2 below: 
Table 2. Material Expert Rating Scores 

Assessment 
Aspect 

Average 
Feasibilty 
Criteria 

Learning  3.30 Good 
Material  3.32 Good 

Result 3.31 Good 

Based on Table 2 obtained an evaluation of 
learning media by material experts, from the 
learning aspect of 3.30 and the material aspect of 
3.32, so that the average score obtained was 3.1. 
Based on the above calculation, the material expert 
assessment of multimedia interactive learning 
mathematics gets an average score of 3.1. Then the 
grouping of criteria based on Table 1. for the 
material presented in this learning media is in the 
‚Good‛ category to be used. 
Media Expert Testing 

The multimedia application of mathematics 
learning is tested on media experts before being 
tested on students. The aspects tested are aspects of 
navigation, convenience, writing, and appearance. 
Media validation was carried out by two expert 
lecturers using a Likert scale of 1 to 4. The scores 
obtained can be seen in Table 3 below. 



Indonesian Journal of Innovation and Applied Sciences (IJIAS), 1 (2), 105-112 

109 
 

Table 3. Media Expert Rating Scores 

Assessment 
Aspect 

Average 
Feasibilty 
Criteria 

Navigation 4 Very Good 
Ease 3.6 Very Good 

Writing (Text) 3.5 Good 

Display 3.5 Good 

Result 3.6 Very Good 

Based on the data obtained in Table 3 the 
average multimedia learning score obtained from 
the navigation aspect is 4, the convenience aspect is 
3.6, the writing aspect (text) is 3.5, and the display 
aspect is 3.5. Based on the average score of the four 
aspects obtained a final score of the feasibility of 
the media of 3.6. Thus, this multimedia learning 
criteria can be said in the ‚very good‛ category. 
Beta Testing 

Beta testing is conducted on 8th-grade students 
of SMP Negeri 3 Selong. This trial was conducted 
on 28 students. Following are the data obtained 
from the beta test: 
Table 4. Respondent Assessment Results 

Assessment Aspect Average 
Feasibility 

Criteria 

Ease 3.9 Very Good 

Motivation 3.8 Very Good 
Victory 3.7 Very Good 

Usefulness 3.8 Very Good 

Result 3.8 Very Good 

Based on Table 4 the feasibility percentage 
score obtained from the aspect of convenience is 
3.9, the motivation aspect is 3.8, the attractiveness 
aspect is 3.7, and the benefit aspect is 3.8, so the 
final percentage is 3.8. Thus, based on the criteria 
table for the feasibility of multimedia learning in 
Table 1, it can be said that this media is in the 
‚Very Good‛ category to use. 
Product Test Result Description 
Development Multimedia Learning Descriptions 

The research method used in this research is 
research and development (R&D) of developing 
media through an analysis phase that includes 
problem analysis and needs analysis. The second 
stage is the design phase which includes making 
flowcharts, storyboards, and interface designs. Then 
the third stage is the stage of media development 

which includes material collection, product 
manufacture, code writing, alpha testing, revision, 
and beta testing. This product development utilizes 
Adobe Flash CS 6 software, using the Action Script 
3.0 programming language. The result of this 
multimedia development is in the form of an * .swf 
format application. and *.exe. with device 
specifications for running, it as follows: (1) 
Operating system; (2) at least 1 GB RAM; (3) 
Screen with a resolution of 10 inches. 
Description of Eligibility for Mathematics 
Learning Multimedia 

To assess the feasibility of the product, the 
validity was conducted by the material experts and 
the media experts. The experts provide advice on 
products that are developed if deemed still not 
feasible. For product trials, product tests were 
conducted on grade VIII junior high school 
students. In this trial, instruments were used using a 
scale score of 1-4 for material experts and media 
experts while for students using a scale of 1 to 4 
according to predetermined guidelines. Based on 
the results of the feasibility assessment of the 
experts and students are described as follows: 
Media Expert 

The assessment conducted by media experts 
includes an assessment of navigation, convenience, 
writing, and display aspects to assess the product 
that has been developed. From the results of the 
assessment, revisions were made according to 
suggestions. (Praheto et al., 2019) the results of the 
assessment of media experts found the average 
score of the feasibility of the media from the 
navigation aspect of 4 with a very good category, 
aspects of convenience for 3.6 with a very good 
category, a writing aspect of 3.5 with a good 
category, and a display aspect of 3.5 with a category 
well. Based on the scores of the four aspects, the 
average final score of the media was obtained as 
3.6. Thus, the feasibility category of this learning 
media can be said in the ‚Very Good‛ category to 
be used. 
Material Expert 

The assessment conducted by the material 
expert includes an assessment of the learning 
aspects and aspects of the material whether in 
accordance with the material being taught or not. 
From the results of the assessment, revisions were 
made according to suggestions. The results of the 
assessment of learning media by material experts, 



Indonesian Journal of Innovation and Applied Sciences (IJIAS), 1 (2), 105-112 

110 
 

from the learning aspects of 3.30 with good 
categories and the material aspects of 3.32 with 
good categories, so that the average final score of 
3.6 is obtained. Thus, the mathematics learning 
media in the ‚Very Good‛ category is used. 
Student 

Assessments by students include aspects of 
convenience, motivation, attractiveness, and 
usefulness. From the assessment of these aspects, 
the percentage of eligibility score obtained from the 
aspect of convenience was 3.9 with a very good 
category, a motivation aspect of 3.8 with a very 
good category, and attractiveness aspect of 3.7 with 
a very good category, and a usefulness aspect of 3.8 
with very good category, so the average final score 
of 3.8 is obtained. Thus, based on it can be said that 
learning media in the category of ‚very good‛ to be 
used in helping students learn Mathematics 
(Abdulrahaman et al., 2020). Thus, according to 
students, the media are made easy to use, can 
motivate learning, interesting, and useful or help 
students in learning. 

 

CONCLUSION 
The ends that can be drawn from the 

exploration did are as the following: First, the item 
was created by adjusting the advancement model 
Alessi Trollip (2001), which comprises three 
phases, in particular arranging, plan, and 
improvement. The aftereffects of the item as 
programming with the arrangement *.Swf, and 
*.Exe. Second, the consequences of the item 
achievability test are as per the following: (1) the 
aftereffects of the appraisal of media specialists got 
the normal score of the media attainability of the 
route part of 4, the comfort part of 3.6, the 
composing part of 3.5, and the showcase part of 3, 5 
Dependent on the score of the four viewpoints, the 
normal last score of the media got is 3.6 with the 
class ‚very good‛; (2) Assessment of learning 
media by material specialists got a normal score 
from the learning part of 3.30 and a material part of 
3.32, so the normal last score of 3.31 was acquired 
with the classification ‚good‛; (3) the aftereffects of 
the evaluation by understudies are from the part of 
accommodation of 3.9, the inspiration part of 3.8, 
the part of engaging quality of 3.7, and the 
helpfulness part of 3.8, so the last score arrived at 
the midpoint of 3.8 with the classification ‚very 
good‛.  

The preliminaries in this investigation are still 
exceptionally restricted in the thin degree with little 
examples so it should be tried on a more extensive 
scale with bigger examples so the meaning of its 
utilization is clear, more exact, and more angles can 
be uncovered from the preliminary. In the following 
stage, it is additionally important to contrast the 
items in this examination and other comparable 
items to acquire a base norm of qualification and 
satisfaction of determining quality. 
 

REFERENCES  
1. Abdulrahaman, M. D., N. Faruk, A. A. 

Oloyede, N. T. Surajudeen-Bakinde, L. A. 
Olawoyin, O. V. Mejabi, Y. O. Imam-Fulani, 
A. O. Fahm, and A. L. Azeez. 2020. 
‚Multimedia Tools in the Teaching and 
Learning Processes: A Systematic Review.‛ 
Heliyon 6(11):e05312.   

2. Aharoni, Ron, Pierre Charbit, and David 
Howard. 2015. ‚On a Generalization of the 
Ryser-Brualdi-Stein.‛ Journal of Graph Theory 
(l):56–74.   

3. Alessi, S., and Stanley Trollip. 2001. 
‚Multimedia for Learning: Methods and 
Development.‛ 

4. Ampa, Andi Tenri, Muhammad Amin Rasyid, 
M. Asfah Rahman, Haryanto Haryanto, and 
Muhammad Basri D. 2013. ‚The 
Implementation of Multimedia Learning 
Materials in Teaching English Speaking Skills.‛ 
International Journal of English Language 
Education 1(3):293.  

5. Ampuch, Alongkorn, Wiphasith Hiranrat, 
Nipon Pimbaotham, and Tongluan Singnan. 
2014. ‚Developing a Computer-Assisted 
Instruction with Drill and Practice for English 
Teaching to Primary School Grade 6 Students 
with Hearing Impaired.‛ 

6. Arief, Ardian, and Faris Isnan. 2020. ‚Children 
Songs as A Learning Media Used in Increasing 
Motivation and Learning Student in Elementary 
School.‛ International Journal of Visual and 
Performing Arts 2(1):1–7.  

7. Brown, Abbie, and Tim Green. 2016. ‚Virtual 
Reality: Low-Cost Tools and Resources for the 
Classroom.‛ TechTrends 60(5):517–19.   

8. Fuad, Moch., and Anik Ghufron. 2014. 
‚Pengembangan E-Learning Dengan 
Pendekatan Teori Kognitif Multimedia 



Indonesian Journal of Innovation and Applied Sciences (IJIAS), 1 (2), 105-112 

111 
 

Pembelajaran Di Jurusan Tkj SMK 
Muhammadiyah 2 Yogyakarta.‛ Jurnal Inovasi 
Teknologi Pendidikan 1(1):28–39. 

9. Gravemeijer, Koeno, Michelle Stephan, Cyril 
Julie, Fou Lai Lin, and Minoru Ohtani. 2017. 
‚What Mathematics Education May Prepare 
Students for the Society of the Future?‛ 
International Journal of Science and 
Mathematics Education 15:105–23.   

10. Grootenboer, Peter, and Margaret Marshman. 
2016. ‚Mathematics, Affect and Learning: 
Middle School Students’ Beliefs and Attitudes 
about Mathematics Education.‛ Mathematics, 
Affect and Learning: Middle School Students’ 
Beliefs and Attitudes About Mathematics 
Education 1–135.   

11. Hanum, Numiek Sulistyo. 2013. ‚Keefetifan E-
Learning Sebagai Media Pembelajaran (Studi 
Evaluasi Model Pembelajaran e-Learning SMK 
Telkom Sandhy Putra Purwokerto).‛ Jurnal 
Pendidikan Vokasi 3(1).  

12. Haryudo, S. I., L. Nurlaela, M. Sondang, 
Ekohariadi, and Munoto. 2019. ‚The Effect of 
Motivation in Learning Used an Electric 
Installation Automation Trainer Based on 
Project Based Learning.‛ Journal of Physics: 
Conference Series 1387(1). doi: 10.1088/1742-
6596/1387/1/012076. 

13. Islami, Nur. 2018. ‚Demonstration of the 
Google Earth as a Tool in Learning the Earth 
Physics.‛ Journal of Educational Sciences 
2(2):66.  

14. Kannan, B. Senthamarai, C. Sivapragasam, and 
R. Senthilkumar. 2015. ‚Effect of Multimedia 
in Teaching Mathematics at Secondary Level in 
Dindigul District.‛ International Journal of 
Multidisciplinary Research and Development 
2(2):371–74. 

15. Khan, Fazzlijan Mohamed Adnan, and Mona 
Masood. 2015. ‚The Effectiveness of an 
Interactive Multimedia Courseware with 
Cooperative Mastery Approach in Enhancing 
Higher Order Thinking Skills in Learning 
Cellular Respiration.‛ Procedia - Social and 
Behavioral Sciences 176:977–84.   

16. Kholisho, Yosi Nur, Marfuatun, and Samsul 
Lutfi. 2020. ‚The Development of Augmented 
Reality for Hardware Introduction for SDU 
Hamzanwadi Students.‛ in Journal of Physics: 
Conference Series. Vol. 1539. Institute of 

Physics Publishing. 
17. Lamb, Richard Lawrence, Leonard Annetta, 

Jeannette Meldrum, and David Vallett. 2012. 
‚Measuring Science Interest: Rasch Validation 
of the Science Interest Survey.‛ International 
Journal of Science and Mathematics Education 
10(3):643–68.   

18. Li, Yeping, and Alan H. Schoenfeld. 2019. 
‚Problematizing Teaching and Learning 
Mathematics as ‘given’ in STEM Education.‛ 
International Journal of STEM Education 6(1).   

19. Miranda, Dian, and Supra Wimbarti. 2012. 
‚Model Hubungan Kausal Antara Kemampuan 
Metakognitif Dan Kemampuan Matematika 
Serta Sikap Terhadap Matematika Siswa Di 
Dua Smp Swasta Kota Yogyakarta-Indonesia.‛ 
Universitas Gadjah Mada.   

20. Mullis, Ina V. .., and Michael O. Martin. 2019. 

Risk‐Assessment Frameworks. 
21. National Council of Teachers of Mathematics 

(NCTM). 1998. ‚Principles and Standards for 
School Mathematics.‛ Journal of Equine 
Veterinary Science 18(11):1–6.  

22. Nugraha, M. Sofwan, Udin Supriadi, and 
Saepul Anwar. 2014. ‚Pembelajran PAI 
Berbasis Media Digital (Studi Deskriptif 
Terhadap Pembelajaran PAI Di SMA Alfa 
Centauri Bandung).‛ J. Pendidik. Agama Islam-
Ta’lim. 

23. Praheto, Biya Ebi, Andayani Andayani, 
Muhammad Rohmadi, and Nugraheni Eko 
Wardani. 2019. ‚Interactive Multimedia 
Learning Skills For Primary School Teacher 
Education Study Program.‛ 7:747–50.   

24. Putra, Ilham Eka. 2013. ‚Teknologi Media 
Pembelajaran Sejarah Melalui Pemanfaatan 
Multimedia Animasi Interaktif.‛ Jurnal 
TEKNOIF 1(2):20–25.   

25. Rach, Stefanie, and Stefan Ufer. 2020. ‚Which 
Prior Mathematical Knowledge Is Necessary 
for Study Success in the University Study 
Entrance Phase? Results on a New Model of 
Knowledge Levels Based on a Reanalysis of 
Data from Existing Studies.‛ International 
Journal of Research in Undergraduate 
Mathematics Education 6(3):375–403.   

26. Schnotz, Wolfgang, and Thorsten Rasch. 2005. 
‚Enabling, Facilitating, and Inhibiting Effects 
of Animations in Multimedia Learning: Why 
Reduction of Cognitive Load Can Have 



Indonesian Journal of Innovation and Applied Sciences (IJIAS), 1 (2), 105-112 

112 
 

Negative Results on Learning.‛ Educational 
Technology Research and Development 
53(3):47–58.   

27. Siagian, Muhammad Daud. 2016. 
‚Kemampuan Koneksi Matematika Dalam 
Pembelajaran Matematika.‛ MES (Journal of 
Mathematics Education and Science) 2:58–67. 

28. Susanti, Wilda, Rangga Rahmadian Yuliendi, 
Ambiyar Ambiyar, and Wakhinuddin 
Wakhinuddin. 2020. ‚Perancangan 
Pembelajaran E-Learning Bahasa Inggris Untuk 
Pemula Berbasis Multimedia.‛ Edukasi: Jurnal 
Pendidikan 18(1):101.  

29. Vilardi, Robert, and Margaret L. Rice. 2014. 
‚Mathematics Achievement: Traditional 
Instruction and Technology-Assisted Course 
Delivery Methods.‛ Journal of Interactive 
Online Learning 13(1):16–28. 

30. Yeh, Charles Y. C., Hercy N. H. Cheng, Zhi 
Hong Chen, Calvin C. Y. Liao, and Tak Wai 
Chan. 2019. ‚Enhancing Achievement and 
Interest in Mathematics Learning through 
Math-Island.‛ Research and Practice in 
Technology Enhanced Learning 14(1).   

31. Yuksel Arslan, Pelin. 2012. ‚A Review of 
Multimedia Learning Principles: Split-
Attention, Modality, and Redundancy Effects.‛ 

Mersin Üniversitesi Eğitim Fakültesi Dergisi 
8:114–22.