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Android Based Mind Mapping Learning Media to Improve Students' 

Understanding of National Income 
 

Syaiful Bagus Rahmadi Harahap 

Departement of Economics, Universitas Negeri Surabaya 

Email: syaifulbrharahap@gmail.com  

Muhammad Abdul Ghofur 

Departement of Economics, Universitas Negeri Surabaya 

Email: muhammadghofur@unesa.ac.id  

 

 

Abstract 

The purpose of this study was to develop an Android-based mind mapping learning media for national 

income material to improve students' understanding of IPS Class XI specialization. This Development 

Research uses Analysis, Design, Development, Implementation, and Evaluation. Based on the results of 

trials that can be obtained that understood by students increases. The pre-test and post-test results 

increased by 30.6%, and the test results prove a statistically significant difference. The implications of 

this study confirm the application of the concept of mind mapping in interactive learning media that helps 

improve student learning outcomes, especially in material with complex concept construction. 

 

Keywords: learning media, mind mapping, interactive media, national income, student understanding 

 

 

INTRODUCTION 

The rapid development of science and technology has had many significant impacts in 

various fields. One effect of these developments in the field of education. Many learning and 

school management have started to get essential benefits from technological sophistication. 

Technology plays a role in providing convenience for teachers for practical, exciting and 

flexible learning activities. 

Observations made by researchers at Driyorejo 1 Public High School found the fact that 

learning in the classroom is currently still dominated by activities that use narrative learning 

media. Learning still relies on narrative textbooks. Although textbooks have many advantages, 

especially in terms of practicality in use, the narrative nature is sometimes unable to be used to 

stimulate student activity. Complex and sophisticated concepts are also often difficult to convey 

with narrative media, especially on National Income material. This material indicated to be one 

of the most challenging content for students to understand in economics class. 

The material of national income is basic competencies (Kompetensi Dasar / KD) 3.1 

material, which analyzes the concept and method of calculating national income consisting of 

six sub-chapters. Including understanding national income, national income benefits, 

components of national income, methods of calculating national income, per capita income, and 

national income distribution. In this material, there are material characteristics that require 

different understandings because there are material that is definitive, understanding of concepts 

until the calculations are quite complex for beginner learners. 

mailto:syaifulbrharahap@gmail.com
mailto:muhammadghofur@unesa.ac.id


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The complex and intricate characteristics of the material need to be conveyed in greater 

depth and must be accompanied by an assessment to provide appropriate feedback. Also it 

requires a lot of time because they have to be gradual and sometimes need repetition. The 

demand compared to the allocation of teaching hours which is only three meetings with six 

times face to face where each time face to face is only given an allocation of two hours of study. 

The allocation of time felt to be lacking. This limitation can cause learner understanding is not 

optimal. The results of daily tests of students of class XI IPS 2 in the national income chapter 

show this indication. It is known that only three of the 36 students in the class have successfully 

achieved a minimum grade. 

During this time, students only get learning that dominated by material from the available 

textbooks. In doing repetition and independent learning, students are also not much apart from 

the book. Additional media is needed to accommodate various learning needs. 

Training facilities, self-stimulation learning, and lighters towards additional reference 

sources are needed. One alternative that is considered most appropriate is to develop supporting 

learning tools that are interactive and remain mobile. Android-based learning media is an 

essential consideration because the use of android-based learning media is one of the learning 

styles in the 21st century (Calimag et al., 2014). 

The use of interactive media is considered able to improve the performance of students and 

allows students to learn whenever and wherever with interesting applications (Squire, 2013). In 

line with what was stated by Forment & Guerrero (2008) that mobile-based media is flexible 

and can be used repeatedly with high-frequency levels. Thus it can contribute significantly to 

improving students' understanding. The use of technology that integrated into learning expected 

to be able to have a positive impact on the achievement of student learning goals. Learning 

media assisted by Information and Communication Technology can help make learning more 

exciting and have a positive effect on academic performance in the form of student learning 

outcomes (Chuang, 2014). 

This innovative development of learning media that is interactive based on mind mapping 

is in line with the thought of Dasna (2015) which states that interactive learning refers to the 

interaction between students and educators, students with teachers, or also students with 

media/resources learning. This innovative development of learning media that is interactive 

based on mind mapping is in line with the thought of Dasna (2015) which states that interactive 

learning refers to the interaction between students and educators, students with teachers, or also 

students with media/resources learning. This thinking also supported by Louisel & Descamps 

(Majid, 2014). They argue that in the concept of mind mapping has three main objectives, 

namely increasing the level of student thinking, checking student understanding, and increasing 



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student participation. Based on these reasons, researchers try to develop interactive teaching 

materials packaged in mind mapping based learning media. 

Buzan (2013) revealed that the brain naturally prefers keywords that represent the big 

picture, as well as non-wordy sentences. This method is the best method for storing or 

remembering verbal images and ideas. Based on this statement, mind mapping can use as an 

alternative solution. Mind mapping can expand the main idea by creating several main branches. 

Through this main branch, additional information will be obtained in more detail from other 

branches (Edwards & Cooper, 2010). Using a mind mapping framework will have several 

benefits, including students being able to use concept maps as a strategy for integrating new 

knowledge into prior knowledge, especially when they find it difficult to assimilate new 

knowledge (Greene & Azevedo, 2010). By helping organize and organize knowledge, concept 

mapping not only allows the utilization of knowledge in new contexts or the transfer of 

knowledge but also the retention of knowledge that is more durable (Novak, 1990). 

Concept mapping as a mind mapping framework facilitates meaningful learning for 

students. Meaningful knowledge gained from the two features that will be offered and is an 

advantage of the development carried out by researchers. Researchers offer features for 

students. They can determine themselves in choosing which sub material they do not 

understand. Then, they just click the trigger, and then the desired content appears. If they don't 

understand, they can get further detailed information, which is following the learning of mind 

mapping models. 

Another feature is the exercise feature where students can calculate disposable income and 

income per capita automatically by entering the nominal numbers in the questions. This feature 

will be a differentiator between similar media and first exist. 

The development of this media is based on the success of previous researchers in 

developing learning media. Based on research conducted by Setyawan (2015), the results of his 

study indicate that the developed mobile learning application can be one of the effective 

learning media for students. It hoped that the use of a smartphone in the school environment 

would have a positive impact, making it easier for students to obtain various learning resources 

(Pahrul, 2018). Research conducted by Farrokhnia et al. (2019) whose results also clearly reveal 

that mind mapping media is useful for enhancing students' conceptual understanding. Another 

study conducted by Abi-el-mona, I., & Adb-El-Khalik (2006) also obtained results that the use 

of mind mapping can increase the value of students. 

Based on the problems faced by teachers and students, researchers want to take advantage 

of technological developments to create appropriate learning media. This media built with the 



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concept of mind mapping as a guide. It expected that this media could improve students' 

understanding of economic specialization about national income material. 

 

METHODS 

This research is Research and Development. Sugiyono (2017) states that research and 

development methods are research methods used to produce specific products and test the 

effectiveness of these products. The product developed in this research is the Android Based 

Mind Mapping Learning Media. 

The development model used is Analyze, Design, Development, Implementation, and 

Evaluation which commonly abbreviated as ADDIE. According to Mulyatiningsih (2013), the 

ADDIE model can be utilized in various forms of product development, such as learning 

strategies, learning models, instructional media, and teaching materials. The ADDIE model 

chosen for several reasons, including it is a simple model, has clear, systematic research steps. 

This design illustrates a systematic approach to instructional development. 

The research subjects were 36 students of class XI IPS 2 of SMA Negeri 1 Driyorejo. In 

this study, researchers used the One Group Pretest and Postest Design test strategy. According 

to Sugiyono (2015), the design of One Group Pretest and Posttest designs carried out using 

Pretest first, and then Postest implemented to find out the results. 

The instrument in this study uses quantitative as well as qualitative data. Quantitative data 

is data in the form of numbers obtained from the results of the validation of media experts, 

expert experts on evaluation and student responses. Qualitative data collected from the results of 

the evaluation experts, material and media experts in the form of input as outlined in the study 

sheet. Criteria for the feasibility of the developed media can see in table 1. 

Table 1. Validation Criteria 

Percentages Criteria 

0-20% Very Ineligible 

21-40% Not Eligible 

41-60% Are Decent Enough 

61-80% Eligible 

81-100% Very Worthy 

 

Analysis of the validity of items was used to test the validity of each researcher problem, 

while reliability used to measure the questions to produce answers that were relatively 

consistent despite repeated measurements or different subjects. Validity is a measure that shows 

the level of validity and validity of an instrument (Arikunto, 2006), while Ghozali & Fuad 

(2008) states that reliability is a tool to measure a questionnaire which is an indicator of 

variables or constructs. 



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A statistical difference test performed between the pretest and posttest values to prove an 

increase in students. This difference test method determined after checking the normality of the 

data. The t-test chose if the data normally distributed. If the data not normally distributed then 

the statistical test used is the Wilcoxson test. This test is one of the non-parametric tests which is 

very strong is an alternative to the t-test (Ghozali, 2006). 

 

RESULT AND DISCUSSION 

The development of instructional media is carried out systematically with ADDIE stages. 

Each stage that carried out is very related to the other steps. The first stage at the same time that 

most determine the success of media development is the stage of analysis. The output of this 

stage will determine how the design phase constructed. And so on until the media is ready to be 

used massively. 

The analysis phase consists of an analysis of needs, competencies and learning objectives, 

and analysis of resources. Learning material delivered to achieve basic competencies to analyze 

the concepts and methods of calculating national income consists of 6 sub-chapters, namely: 

understanding national income, national income benefits, components of national income, 

methods of calculating national income, per capita income, and national income distribution. 

Overall national income learning material there are material characteristics that require 

different understandings because there are material that is definitive, understanding concepts, 

and calculation applications. Competencies that expected to be acquired by students are divided 

into ten indicators. Each of these indicators can map in the revised version of Bloom's cognitive 

taxonomy level of cognitive ability (Anderson et al., 2001) . 

The competency indicators included in the C1 level can identify the benefits of calculating 

national income and identify methods of calculating national income. Whereas at the C2 level, 

indicators are explaining the distribution of national income and explaining the meaning of per 

capita income. 

Indicators at the C3 level are calculating a country's national income, calculating national 

income using three production approaches, and calculating a country's per capita income. For 

indicators at the C4 level, indicators are analyzing the concept of national income while the 

indicator at the C5 level is comparing Indonesia's per capita income with other countries. 

The achievement of these learning objectives is very dependent on the level of student 

understanding gained from the learning process that they do. Also, the understanding of learning 

materials is related to the level of difficulty of the material that requires a different type of 



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understanding. There are material indicators that only require an understanding of translation, 

interpretation, extrapolation (Sudjana, 2012). 

The results of the study at this stage of the analysis found that students do not fully 

understand two indicators. These indicators are indicators of the ability of students to calculate 

income per capita and indicators of the ability of students to calculate national income in a 

country. This result was obtained from a limited test conducted on several students randomly. 

The results of the resource analysis obtained information that the characteristics of class XI 

IPS 2 students at SMAN 1 Driyorejo totalling 36. Students numbered 12 men and 24 female 

students. The average age was 17 years. Most of them use cellular devices with the Android 

operating system. There are 33 of 36 students who use Android-based smartphones. 

The next development stage is the design stage. This stage consists of content preparation 

and pre-production. Researchers conduct an inventory and design of material or content that will 

include in learning media. The material in this media is KD 3.1 material, namely analyzing the 

concept and method of calculating national income with the main focus being the indicator of 

calculating income per capita and national income. Other indicators also received attention, but 

with a reasonable proportion, both in terms of content, delivery method and practice. 

Then the main content is determined and compiled, which consists of Home, Content 

Material, Quizzes, and Exercises. The main content than used as a basis for making an initial 

sketch of the application map so that in the development phase, the preparation of learning 

media is following the planned content. An example of one of these initial sketches shown in 

Figure 1. The design of the colour composition in the learning media supports the needs of the 

students, which will explain at the development stage. 

 

 

Figure 1. Initial sketch of the media 



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The stages after the design are the stages of developing learning media applications. At this 

stage, the learning media production process carried out using the help of a unity application. 

The production process starts with the design analysis and then determines the colour 

composition of the Tosca colour theme. This colour was chosen because it is the majority choice 

of students after the poll. Psychologically the colour of Tosca or turquoise is a good colour to 

help concentration. 

 

Figure 2. Home Display 

 

The main menu design with the colour composition according to student preferences as in 

the homepage menu design in figure 2. This menu has to accommodate the main content with 

the addition of the developer profile. On the initial appearance, there is the title "MiMaKo" 

Mind Mapping Materi Ekonomi. Buttons to the main features are also placed here, namely the 

contents of the material, quizzes and exercises. 

In the material content feature, there is national income material delivered based on the 

Mind Mapping channel. It contains an outline of national income material with three main 

material divisions. This design can see in Figure 3. In the three main material branches if 

touched (tap), one of them will appear a summary of material from each topic. The content of 

the material is also conveyed with a mind mapping framework. It is hoped that by using mind 

mapping students will associate the new information he gets into the structure of his knowledge. 



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Presentation of material using a mind mapping framework supported by Ausubel's 

meaningful learning theory. This theory introduces that learning is a human activity in building 

and creating meaningful knowledge under its knowledge. Packaging material with the concept 

of mind mapping also considers the conclusions of the research conducted by Abi-el-mona, I., 

& Adb-El-Khalik (2006) who also uses mind mapping to increase students' understanding. 

 

Figure 3. Display of Material Content Features 

 

The material used to fill content in this media has validated by the material expert, one of 

the lecturers supporting the microeconomics course at Surabaya State University. This 

validation is critical to do because not all subject matter presented in this interactive media. A 

summary of the validation results from the material experts shown in table 2. The validation 

results state that the material selected is suitable for use. 

 

Table 2. Material Expert Validation 

Validation Aspects Score Percentage 

Average of Content Quality and Objectives 31 88% 

Average of Instructional Quality 28 93.3% 

Average of Technical Quality 23 92% 

Average of Validation Results 82 91% 

 

After students learn interactively with a mind mapping framework students can try to 

answer the quizzes provided. The quiz features offered to help students know where they are 

learning. They can try to answer multiple-choice questions, then see the results of the answers 



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they provide as a form of an independent assessment that is part of the useful assessment as 

learning (Lee et al., 2019). The questions used in this quiz have also validated by one of the 

assessment expert lecturers at Surabaya State University. A summary of the results of the 

validation of the questions used presented in table 3. The average validation results reached 

80%. In general, the items used are appropriate to be used in this learning media. 

Table 3. Evaluation Expert Validation 

Validation Aspects Score Percentage 

Average Accuracy of KI and KD 14 93% 

Average Writing Items 35 77% 

Average Learning Process 11 73.3% 

Average Motivating Quality 8 80% 

Average of Validation Results 68 80% 

 

The questions and answers that appear on this feature deliberately randomized so that each 

student will receive a random question and cannot memorize the answer lock pattern. 

Randomization of questions and answers also intended so that students do not get bored when 

doing some repetition (Obergriesser & Stoeger, 2020). 

After finishing working on the problem, the value of the results given will appear. The 

questions totaled 15 pieces with an allocation of 20 minutes of work time overall. Examples of 

the appearance of the quiz can see in Figure 4. Thus students have a self-measuring tool that can 

use to determine the extent of their development. Finally, students can concentrate more on 

content that is not yet understood. 

 

Figure 4. Display of Quiz Features 



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In addition to the quiz feature, practice features also provided. This feature is a response 

from the results of the analysis phase, which found that most students were unable to answer the 

questions of calculating national income. This feature selection as shown in figure 5. Through 

this feature, students can do simulations of calculating national income, disposable income, and 

income per capita. This exercise feature is also a differentiator with other similar learning 

media. 

 

Figure 5. Display of Exercise Features 

 

To ensure that the resources used in this media are appropriate for publication in the 

application market, such as the Google Play Store, then after the media built, it will be validated 

by media experts. This validation is also done to predict the level of product utility in learning. 

The validator requested to carry out the validation was one of the Lecturers of Learning Media 

at Surabaya State University. The results of the validation are presented in table 4. In general, 

the results of the validation of this media expert state that the media is appropriate for use. 

Table 4. Learning Media Experts Validation 

Validation Aspects Score Percentage 

Average of Content Quality and Objectives 21 84% 

Average of Instructional Quality 19 95% 

Average of Technical Quality 47 85% 

Average of Validation Results 87 87% 

 



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Once deemed feasible, the learning media is uploaded on the Google Play Console, which 

is then evaluated by the Google team. After passing the evaluation on the third day after 

submitting, the media is ready to be used and accessed by the public. 

In the next stage, this learning media implemented in 36 students. Students must download 

the application in the google play store with the download link 

https://play.google.com/store/apps/details?id=com.Ramdan.MiMaKo, Apk installer also 

provided for those who do not want to download online. After students have successfully 

downloaded and installed it into their device, students can use the learning media to support 

their learning. At the implementation stage, it is expected to get a positive response from 

students, such as research conducted by Wijayanti & Sumbawati (2018), which shows there is a 

relationship between learning outcomes with mobile media using mind mapping. 

After the specified learning period, a simple evaluation will be carried out as a start to the 

last stage. At this stage, the researcher evaluates the media that have developed. The evaluation 

comes from two aspects, namely from the input of students and teachers as well as general user 

input that included in the Google Play Store comments and the developer email. 

In general, students and teacher responses were very positive. They welcomed the presence 

of this learning media. Inputs received by researchers include the choice of quiz topics that do 

not yet exist. Some students want to work on problems with topics that they want to master. The 

number of question database in the quiz also needs to be added. Some propose that the quiz is 

made in stages or divided into several levels. 

The responses of students are obtained from those who have used this learning media to 

support their learning. A total of 36 students were asked to fill in the response questionnaire. In 

general, their response was 87%, which meant that students were very interested in this mind 

mapping learning media. 

These results are in line with Chuang's (2014) suggestion that ICT learning media 

stimulates students to be actively involved, motivate learners' learning, and make classroom 

experiences more enjoyable. Another study conducted by Kiong et al. (2012) also shows that 

mind mapping developed has received positive responses from users. 

Table 5. Items Validity 

Criteria Question Item Number Total Percentage 

Valid 
1, 2, 

3,5,6,7,8,11,12,13,14,15,16,17,,21,22,24,25,26,28,29,30,31,32,33,3

4,35,36,37,38,39,40,41,42,43,44,45,46,48,49,50 

41 82% 

Not Valid 4,9, 10, 18, 19, 20,23,27,47 9 18% 

Total 50 100% 

 

https://play.google.com/store/apps/details?id=com.Ramdan.MiMaKo


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The contribution of the use of instructional media to increasing students' understanding is 

measured through differences in the results of pre and post-tests that have carried out. The pre-

test was done before students use Android-based mind mapping learning media, while the post-

test did after the learning cycle is complete. 

The questions used in the test analyzed for validity and reliability. In table 5, it can see that 

there are 50 items tested for validity. There are 41 items declared valid, and nine items declared 

invalid. The results of the reliability analysis are summarized in table 6, which shows that all 

indicators meet the reliability criteria on the basis that the Cronbach's Alpha value is greater 

than 0.6 so that it is declared reliable. To conduct a pre-test and post-test the researchers only 

used 30 items taken from items that were declared valid. 

Table 6. Items Reliability 

Indicator Question number Cronbach’s Alpha 

1 1,2,3,5 0,631 
2 6,7,8 0,759 
3 11,12,13,14,15 0,768 
4 16,17, 0,658 
5 21,22,24,25 0,672 
6 26,28,29,30 0,821 
7 31,32,33,34,35 0,805 
8 36,37,38,39,40 0,894 
9 41,42,43,44,45 0,772 
10 46,48,49,50 0,730 

 

At the time of the pre-test, students get an average value of 44.4. while after the post-test, 

the average value of students increased to 75. From both tests, it can seem that there was an 

increase in students' understanding by 30.6%, as in table 7. 

 

Table 7. Pre-test and Post-test Results 

 Pre-test Post-test 

Average 44,4 75 

 

Statistical tests are needed to see the significance of these differences. The choice of 

statistical test techniques used needs to be seen in the distribution of the data first. If the data 

normally distributed, then the t-test is used, but if it not normally distributed, then the Wilcoxon 

test will be used. 

Table 8. One-Sample Kolmogorov-Smirnov Test 

  Pre-test Post-test 

Asymp. Sig. (2-Tailed) 0.922 0.172 

 



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The data normality test performed using the Kolmogorov-Smirnov One-Sample Test. The 

output of this test calculation presented in table 8. A probability value of 0.172 indicates that the 

data normally distributed because   > 0.05. 

Table 9. Paired Samples Test 
 

  

Paired Differences T df 

Sig. (2-

tailed) 

  

Mean 

Std. 

Deviation 

Std. Error 

Mean 

95% Confidence Interval 

of the Difference 
   

  Lower Upper 

Pair 1 Pre-test – 

Post-test 
-30.731 11.504 1.917 -34.624 -26.839 -16.028 35 0.000 

 

After the data is declared normal, then t-test is performed. Based on the t-test results in 

table 9, it is known that p-value = 0,000 <  = 0.05, which means that there are significant 

differences between students averages learning outcomes before and after using mind mapping 

learning media. Other research conducted by Liu et al. (2018) also shows that mind mapping 

can strengthen students' logical thinking and innovative thinking skills, motivate the 

development of students' lifelong learning thinking, and improve students' understanding. Other 

research that also strengthens this research is a study conducted by Buzan (2013) which states 

that mind mapping can improve students' understanding. 

This result also confirms Squire's (2013) opinion, that the use of interactive media is 

considered capable of improving student learning outcomes. This Android-based mind mapping 

learning media is proven to improve students' understanding, such as the results of research that 

has been done by several previous researchers, such as Farrokhnia, et al. (2019) and Setyawan 

(2015). 

 

CONCLUSION 

Research in developing Android based mind mapping learning media using ADDIE 

development models has produced learning media products that are ready to use. Some critical 

components in this learning media have validated by experts in their fields and declared eligible 

for use. The results of product trials have proven that learning media can improve student 

understanding. The response given by students is also very positive, although there are still 

some shortcomings that will be fixed in the future. This research is again tested in a limited 

circle, to obtain information and further proof it is necessary to conduct a more stringent 

experiment and consider several confounding variables. 

 

 



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Indonesian Journal of Instructional Media and Model 

Volume 2, Issue 2 (2020), pp 126-140 

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e-ISSN: 2686-0112 

 

 

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