The Mobile Application Development to the Android-based
Interactive Learning of 2D Animation Technique in
SMK Negeri 1 Sonder
Victor Tuilan
1
, Parabelem Tinno Dolf Rompas
2
, Verry Ronny Palilingan
3
1
Department of Vocational Technology Education, Postgraduate Program of Universitas Negeri Manado, North Sulawesi,
Indonesia
2
Department of Informatics Engineering, Engineering Faculty, Universitas Negeri Manado, North Sulawesi, Indonesia
3
Department of Information and Communication Technology Education, Engineering Faculty, Universitas Negeri Manado,
North Sulawesi, Indonesia
Keywords: Mobile learning, Android, 2D animation techniques.
Abstract: The objective of this study is to develop the mobile application of android-based interactive learning with
2D animation technique in SMK. The method is used the Research and Development (R&D) as well as
models used in the development process of interactive learning media of 2D animation techniques using
Multimedia Development Life Cycle (MDLC) model through 6 stages. Data sources are the quantitative
data as primary data, and qualitative data as additional data in the form of suggestions from respondents
through a poll with the subjects are a student of XI Multimedia class study at SMK Negeri 1 Sonder. The
data analyzed using qualitative descriptive statistics. It's found that the development of android-based 2D
animation interactive mobile learning application through the concept stage, designing, material collection,
manufacture, testing and distribution, and application feasibility to interactive mobile learning android-
based 2D animation techniques are categorized an excellent, and based on student/respondent trials is in the
top category with an average overall score of 3.62 with a percentage Media quality 75.2%. This 2-
dimensional interactive learning media is worth using to support the teaching and learning activities of
students of XI Multimedia class at SMK Negeri 1 Sonder.
1 INTRODUCTION
In the educational world, the utilization of learning
media in teaching and learning activities both inside
and outside the hours of teaching and learning
activities are still very lacking. Teaching and
learning is the process of communication, which is
the process of delivering messages from a message
source through a particular intermediary. In the
learning activities of teaching the message in the
form of learning materials delivered by educators,
while the intermediaries used are media. Therefore,
media learning as an essential means to create
dynamic communication between educators and
learners in teaching and learning activities so that
the learning materials can be delivered quickly by
the teacher and can be Received easily by learners.
Besides, with the use of media learning as an
innovation of learning is expected to increase the
interest and absorption of students to the learning
materials delivered. Expressed by Peter Shea in
Munir (2008) that the capture power is possessed by
learners, 10% of what is read, 20% of what is heard,
30% of what is seen, 50% of what is seen and heard,
70% of what is said, 90% of what is PES Learners
do.
Media Learning, as one means of improving the
quality of education, is critical in the process of
differentiation. The use of learning media can
heighten the learning process of students in the
learning process, which in turn can enhance the
learning outcomes. The development of multimedia
brings a significant impact on various areas of life,
one of which is the field of education or learning. In
the learning process, the computer has been involved
as a means of learning. Nowadays, it has evolved the
learning media of mobile learning. Mobile learning
has a role as a media helper or supporting in the
learning process or commonly known as learning-
370
Tuilan, V., Tinno Dolf Rompas, P. and Palilingan, V.
The Mobile Application Development to the Android-based Interactive Learning of 2D Animation Technique in SMK Negeri 1 Sonder.
DOI: 10.5220/0010685300002967
In Proceedings of the 4th International Conference of Vocational Higher Education (ICVHE 2019) - Empowering Human Capital Towards Sustainable 4.0 Industry, pages 370-379
ISBN: 978-989-758-530-2; ISSN: 2184-9870
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reser ved
based mobile learning. In implementing Multimedia
development Program learning in 2D animation
techniques requires material mastery also application
as supporting to be able to study well. One of the
ways to do this is to use Mobile Learning.
In the process of teaching and learning, how to
teach teachers in SMK is still less varied in the
teaching and learning process, especially in 2D
animation technique subjects. Students not only
observe but also listen to the descriptions of the
teacher, perform and demonstrate. But teachers are
required to be able to make learning the 2D
animation technique more exciting and innovative.
Learning the 2-dimensional animation technique is
one of the subjects that must be pursued by students
who take multimedia skills program at SMK Negeri
1 Sonder. In 2-dimensional animation technique
materials, learners will be taught many things about
the world of animation. To create exciting and more
interactive teaching and learning activities in the
subject of 2-dimensional animation techniques,
especially in SMK Negeri 1 Sonder, it will be done
development of learning media supporting learners
to be active in Learn, because the learning media
comes with a control tool that can be oped by users
so that users can choose what they want to interact
with the media. This media provides a wide range of
media that consists of text, graphics, photographs,
audio, video, animation, music, narrative and
interactivity programmed based on learning theory.
Based on the results of observations and
interviews of researchers with the speaker Raymond
Senduk, S. Pd. As a multimedia teacher at SMK
Negeri 1 Sonder found some problems in teaching-
learning activities especially in the subjects of
animation techniques 2 Dimensions, among others:
teaching and learning activities are still less varied
and educators are still a learning center (teacher-
centred learning), yet there is no student handbook
for subjects of 2-dimensional animation techniques
or in other words The limited source of student
learning, lack of interest or students ' interest in the
material taught by educators impacted the less active
learners in exploring the information, learners have
difficulty Understand the 2-dimensional animation
technique lesson material so that the time used in
teaching and learning activities often used to deepen
the same subject matter, then the low quality of
learning media that has been in use In the teaching
and learning activities at SMK Negeri 1 Sonder, and
the unavailability of interactive learning media such
as Mobile Learning in 2-dimensional animation
technique subjects.
The development of multimedia brings a
significant impact on various areas of life, one of
which is the field of education or learning. In the
learning process, smartphones have been involved as
learning facilities. Nowadays, it has evolved the
learning media of mobile learning. Based on the
results of observations done in SMK Negeri 1
Sonder in particular 11th grade, almost all learners
have an Android smartphone with advanced
features. However, the use of smartphones among its
average students is limited to gaming and social
media. Mobile learning has a role as a media helper
or supporting in the learning process or commonly
known as learning-based mobile learning. Thus
based on the background of the above problem, then
the author is interested in researching on:
"Development of Mobile Applications Learning
Interactive Android-based technique of 2D
animation techniques in SMK".
This research aims to develop interactive
learning media. Based on these objectives, Research
and Development (R&D) methods are used for the
development of such learning media to meet quality
standards. Sugiyono (2014) states that Research and
Development is a study used to produce a specific
product and test the effectiveness of the product.
2 METHODOLOGY
The development model used in this study was the
multimedia development model of Luther's version.
According to Luther in Iwan Binanto (2010), the
multimedia development model consists of six
stages, namely concept, design, material collecting,
assembly, testing, and distribution
The Mobile Application Development to the Android-based Interactive Learning of 2D Animation Technique in SMK Negeri 1 Sonder
371
3 RESULTS AND DISCUSSION
3.1 Data Description
Testing instruments in this study using validity
tests and reliability tests. Instrument analysis is
done qualitatively to several students who have
the same characteristics as the students who will
be tested with the instrument (Majid, 2006). The
test subjects of this research instrument are XI
Multimedia graders at SMK Negeri 1 Sonder
with a total of 31 students. The following are the
results of the validity test and instrument
reliability test.
3.1.1 Validity of Instruments
Analytical instruments in this study are
conducted in two ways: qualitative analysis and
quantitative analysis. Qualitative analysis is an
analysis done by a validator that Has the
expertise by the instruments made (Majid, 2006).
The validator instrument in this study was two
lecturers of UNIMA Informatics Engineering
Education Study Program. The instrument
validity test is performed quantitatively using the
product correlation calculation Moment where
the correlation calculation uses the help of
Software Microsoft Excel 2016. Based on the
result of the validity calculation of the instrument
for students, 20 instruments used in this study are
valid. Therefore all item items in the instrument
can be used in data analysis. Summary results of
the validity of instrument items for students can
be seen in table 1.
Table 1: The calculation result of instrument validity for
students
No.
Item
r Value
Count
Description
1 0,319 Vali
d
2 0,455 Vali
d
3 0,307 Vali
d
4 0,311 Vali
d
5 0,398 Vali
d
6 0,417 Vali
d
7 0,453 Vali
d
8 0,53 Vali
d
9 0,413 Vali
d
10 0,357 Vali
d
11 0,355 Vali
d
12 0,599 Vali
d
13 0,437 Vali
d
14 0,337 Vali
d
15 0,684 Vali
d
16 0,712 Vali
d
17 0,784 Vali
d
18 0,67 Vali
d
19 0,527 Vali
d
20 0,699 Vali
d
3.1.2 Reliability of Instruments
The instrument's reliability test in the study used
the Cronbach Alpha formula. The calculation of
this reliability test uses the help of Software
Microsoft Excel 2016 (Table 2).
Table 2. Reliability Statistics
Reliability statistics
Cronbach's Al
p
ha N of Ite
m
0.791 20
Overall the instrument is reliable if the Alpha
value approaches index 1, the closer the index 1
level of reliability is increasing. Based on the data
above the Alpha value of 0,791, it can be concluded
that the research instrument is reliable with a
correlation coefficient is very strong.
3.2 Data Analysis
3.2.1 Alpha Testing Analysis
Alpha testing is done to get the learning medium that
is worth using. These tests are conducted by media
experts and material experts.
A) Data and Media expert analysis
The media experts in this study are two lecturers
of UNIMA Informatics Engineering Education study
Program who are experts in the field of learning
media. The validation done by media experts
includes four aspects, i.e. ease of navigation, media
integration, artistic and aesthetic, overall
functionality, Media Expert assessment results. This
aspect of navigational ease can be seen in table 3,
the media integration aspect of Table 13, the artistic
and aesthetic aspects of table 4 as well as the results
of the overall aspect of function assessment in table
5.
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372
Table 3: Media Expert assessment Results Data from the
ease of navigation.
No
Valuation
Item
Expert
Media
1
Expert
Media
1
Total average
1
Consistency
of shape and
navigation
in the media
4 5 9 4,5
2
User
Navigation
Help
4 4 8 4
3
Easy
navigation
in material
selection
4 4 8 4
4
Easy
navigation
in operation
5 4 9 4,5
5
Ease of
program
Management
4 5 9 4,5
6
Smooth
media when
executed
4 5 9 4,5
7
The
convenience
of
interactive
Learning
media
operation 2-
dimensional
animation
technique
4 4 8 4
8
Precise
navigation
with the
desired
menu
5 5 10 5
Amoun
t
70 35
Mean/average 4,37
Table 4: Media Expert assessment Data from Media
integration aspects.
No
Valuation
Item
Expert
Media
1
Expert
Media
1
Total
av
era
ge
9
Knowledge
introduction
of 2-
dimensional
animation
techniques
to users
5 5 10 5
10
An
independent
attitude to
users
4 5 9 4,5
Amoun
t
19 9,5
Mean/average 4,75
Table 5: Media Expert assessment Data from artistic and
aesthetic aspects.
No
Valuation
Item
Expert
Media
1
Expert
Media
1
Total
aver
age
11
Text usage,
graphics and
proportional
animations
4 4 8 4
12
Text
compatibility,
graphics and
animations
add user
motivation
4 4 8 4
13
The accuracy
of colour
selection,
writing type
and writing
readability
enhances user
comfort
4 5 9 4,5
14
Conformity
visualizations
with
animation
techniques
learned
material 2-
dimensional
animation
techniques
5 4 9 4,5
15
Media
Visualization
Help for
understanding
4 5 9 4,5
16
Visualization
support for
the subject of
2-dimensional
animation
techniques
4 4 8 4
Amoun
t
51 25,5
Mean/average 4,25
Table 6: Media Expert Rating Data from Overall
Functional Aspects.
N
o.
Valuation Item
Expert
Media 1
Expert
Media 1
Tot
al
avera
ge
17
Minimal
specification
achievement in
Media
develo
p
ment
5 4 9 4,5
18
Media suitability
Interactive
learning
techniques of 2-
dimensional
animation with
user ca
p
abilities
4 5 9 4,5
19
Direct response
(feedback) on user
stimulus
5 4 9 4,5
20 Self-reliance 4 4 8 4
The Mobile Application Development to the Android-based Interactive Learning of 2D Animation Technique in SMK Negeri 1 Sonder
373
Learning users in
learning the
subject of two-
dimensional
animation
techni
q
ues
21
The comfort of
learning
atmosphere
created interactive
Learning Media
2-dimensional
animation
techni
q
ues
4 4 8 4
Amount
43
21,
5
Mean/average
4,3
0
From the results of future media experts, the
data is converted into qualitative data with media
expert validation score conversion guidelines. The
media expert's validation score conversion
guidelines can be seen in table 7, and the validation
results of converted media experts can be viewed in
table 8.
Table 7: Media Expert validation score conversion
guidelines.
Formulas
Score
Category
Mi + 1.80 SBi < X
4,206 < X
Excellent
Mi + 0,60 SBi < X ≤ Mi
+ 1,80 SBi
3, 402 < X ≤
4,206
Good
Mi – 0,6 SBi < X ≤ Mi +
0,60 SBi
2,598 < X ≤
3, 402
Good
enough
Mi – 1,80 SBi < X ≤ Mi –
0,6 SBi
1,794 < X ≤
2,598
Not good
X ≤ Mi – 1,80 Sbi X ≤ 1,794
Very less
goo
Table 8: Media Expert Validation Results.
N
o. Valuation Item Mean/Average
Criteria
1
Ease of navigation
4,38
Excellent
2
Media Integration
4,75
Excellent
3
Artistic and aesthetic
4,25
Excellent
4
Overall function
4,30
Excellent
Overall average 4,42
Excellent
Based on the data tables of each aspect of
the assessment by the media experts, the quality
of the overall assessment can be seen in the form
of percentages with the following results.
Quality Percentage (%) =
   
 
x 100%
=
  

x 100
=


x 100% = 87,14
Comments and suggestions by media experts
became the basis for revising the interactive learning
media of the 2-dimensional animation technique
developed. The data obtained in the form of
comments and advice by the media experts including
(1) The home section is filled with an introduction to
the animation media, and (2) numb typo can be
repaired.
b) Data and analysis of expert materials
The material experts in this study are two
multimedia teachers of SMK Negeri 1 Sonder
who are experts in the field of material animation
Engineering 2 dimensions. The validation
performed by the material specialists includes
two aspects of content and information
presentation. The results of the expert assessment
of the content of the material aspect can be seen
in table 9 and for the aspect of presenting the
information can be seen in table 10.
Table 9: Expert Assessment Result Data from Cognition
Content Aspect.
No.
Valuation
Item
Expert
Material
1
Expert
Material
2
Total
Avera
ge
1
The subject
conformity of
two-
dimensional
animation
techniques
with the
material
p
resente
d
4 4 8 4
2
Submission of
material using
simple,
communicativ
e lan
g
ua
g
e
4 4 8 4
3
Availability of
evaluations for
users to self-
assessment
4 5 9 4,5
4
Availability of
evaluation for
material
mastery level
measurement
of 2-
dimensional
5 4 9 4,5
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animation
techni
q
ues
5
Full
presentation of
material
descri
p
tion
4 4 8 4
6
Material
submission of
2 dimensional
animation
technique
p
resente
d
4 3 7 3,5
7
Easy
understanding
of 2-
dimensional
animation
technique
materials in
interactive
learnin
g
media
4 4 8 4
8
Evaluation for
material
understanding
of 2-
dimensional
animation
techni
q
ues
5 4 9 4,5
Amount 66
Mean/average
46
Table 10: Expert Assessment Result Data from the
Information Presentation Aspect.
No.
Valuation
Item
Expert
Material
1
Expert
Material
2
Total
Averag
e
9
Clarity of
material on
the
interactive
Learning
Media 2-
dimensional
animation
techni
q
ue
5 4 9 4,5
10
Clarity
evaluation on
interactive
Learning
Media 2-
dimensional
animation
techniques
4 5 9 4,5
11
Easy
understanding
of 2-
dimensional
animation
technique
material
concept by
use
r
4 4 8 4
12
2-
dimensional
animation
engineering
material
delivery
meets the
needs of users
4 4 8 4
13
Ordered
material
p
resentation
3 4 7 3,5
14
Systematic
material
Writing
5 4 9 4,5
15
Material
layouts are
known to
teachers
4 5 9 4,5
16
Practical
teachers in
delivering
material
4 4 8 4
17
Material
relation with
KI/KD
5 4 9 4,5
18
Relation to
material
4 5 9 4,5
19
Accuracy of
material
coverage of
2-
dimensional
animation
techniques in
interactive
learning
media
4 3 7 3,5
20
Truth and
recency of
material 2-
dimensional
animation
techni
q
ues
4 4 8 4
Amount 100 50
Mean/avera
g
e 4,17
Based on the data tables of each aspect of
the assessment by the subject matter, it can be
seen the quality of the overall assessment in the
form of percentages with the following results.
Quality Percentage (%) =
   
 
x 100
=


x 100%
=


x 100% = 83,00
Comments and advice by material experts
became the basis for revising the interactive learning
media of the 2-dimensional animation technique
developed. The data obtained in the form of
comments and suggestions by material experts
include (1) The writing is enlarged and defined (2)
complete the material with the image and (3) the
material needs to be added.
3.2.2 Beta Testing Analysis
Beta testing was conducted by students of XI
Multimedia class at SMK Negeri 1 Sonder with a
total of 31 people. The test aims to evaluate students
' reaction to learning media and to know how much
media feasibility level learning is 2-dimensional
The Mobile Application Development to the Android-based Interactive Learning of 2D Animation Technique in SMK Negeri 1 Sonder
375
animation technique. An assessment conducted by
respondents includes five aspects, namely content
cognition, presentation information, ease of
navigation, artistic and aesthetic, overall function.
The result of the assessment of the cognition content
aspect can be seen in table 11, the information
presentation aspect in Table 12, the ease of
navigation aspect of Table 13, the artistic and
aesthetic aspects of table 14 and for the overall
aspect of functions can be seen on Table 15.
Table 11: Student Assessment Data from cognition
content aspects.
No. Valuation Item
Total Score
31 Students
Average
1
This learning Media
facilitates me in
learning 2-dimensional
animation techniques
136 4,39
2
This learning Media
makes me quick to
understand the subject
matte
r
128 4,13
3
This learning Media
makes it easy for me to
accomplish tasks
effectively
131 4,23
4
The material in this
learning media helped
me in completing the
Task/evaluation
140 4,52
Am
oun
t
535 17,26
Mean/average 4,31
Table 12: Student Assessment Data from the information
presentation aspect.
No. Valuation Item
Total
Score 31
Students
Average
5
This media of learning
p
resents the material clearl
y
129 4,16
6
This learning medium makes
it very easy to find the
information neede
d
125 4,03
7
This learning Media
facilitates my understanding
of the concept of 2-
dimensional animation
techni
q
ues
134 4,32
8
This learning Media
enhances My Learning
motivation
126 4,06
9
This learning medium
presents two-dimensional
animation technique
materials in se
q
uence
131 4,23
10
This learning medium
conveys material with
communicative and
strai
g
htforward lan
g
ua
g
e
134 4,32
Amount 779 25,13
Mean/avera
g
e 4,19
Table 13: Student Assessment Data from the ease of
navigation.
No. Valuation Item
Total
Score 31
Students
Average
11
This learning Media uses
simple navigation
132 4,26
12
This learning Media provides
clear instructions
135 4,35
13
This learning Media provides
navigation that allows me to
choose the material
p
resente
d
132 4,26
14
Learning Media navigation
facilitates me in media
operation
127 4,10
Amount : 526 16,97
Mean/average
4,24
Table 14: Student Assessment Data from artistic and
aesthetic aspects.
No. Valuation Item
Total
Score
31
Students
Average
15
This learning Media has an
excitin
g
loo
k
132 4,26
16
This learning Media uses text,
graphics, animation, audio and
video to support 2-dimensional
animation techni
q
ue material
135 4,35
Amount : 267 8,61
Mean/avera
g
e 4,31
Table 15. Student appraisal Data from overall function
aspect
No. Valuation Item
Total
Score 31
Students
Average
17
I feel comfortable using
this learning media
129 4,16
18
This learning Media creates
a fun learning atmosphere
129 4,16
19
This learning Media covers
all the functions and
materials I need
130 4,19
20
I feel satisfied with this
learning media
139 4,48
Amount
527 17
Mean/average
4,25
Based on the data table of each aspect of the
assessment by the student, it can be seen overall
assessment quality in percentage form with the
following result.
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Quality Percentage (%) =
   
 
x 100%
=
  

x
100%
=


x 100% = 75,25
Interactive learning Media This 2-dimensional
animation technique is developed using Android
Studio's main program. Research and development
of this learning media refer to the model of
Multimedia development Life Cycle (MDLC) by
Luther consisting of 6 stages of development of
concept, design, material collecting, assembly,
testing and distribution. This development resulted
in an interactive learning media with the title
"Interactive Learning Media 2 dimensional
animation technique". Alpha Testing is further
conducted to test media learning by media experts
and material experts. This learning media is
validated by the media experts who are two lecturers
of UNIMA Informatics Engineering Education
Program, and two material experts are teachers of
Multimedia skills Program of SMK Negeri 1
Sonder.
After the learning media has been validated,
learning media is tested to students of XI
Multimedia class at SMK Negeri 1 Sonder. Data
obtained from media experts, media experts and
respondents using a media feasibility questionnaire
with a Likert five scale. The media validation
learning by experts took place in March 2019.
Instruments for the validation of media experts
include easy navigation aspects, media integration,
artistic and aesthetic, and overall functionality.
Based on data analysis, it is known that the aspect of
ease of navigation in excellent categories with an
average of 4.38, aspects of media integration in
excellent categories with an average of 4.75, artistic
and aesthetic aspects of entry in the category are
very Well with an average of 4.25. The overall
aspect of functionality entered in an excellent
category with an average of 4.30. Overall according
to the media experts shows that the media is in an
excellent category with an average of 4.42 and a
percentage of media quality of 87.14% so that this
learning medium is worth using to support students '
learning activities XI Multimedia class at SMK
Negeri 1 Sonder.
The material validation by the expert was
implemented in March 2019. Instruments for
material expert validation include the content aspect
of cognition and presentation of information. Based
on the data analysis, it is known that the aspect of
the cognition in the category is well with an average
of 4.12 and the aspect of presenting the information
in the category is very good with an average of 4.16.
Overall, according to material experts, the media is
in an excellent category with an average of 4.14 and
a percentage of media quality of 83.00% so that this
learning medium is worth using to support students '
learning activities XI Multimedia class at SMK
Negeri 1 Sonder. Following Alpha Testing by media
experts and material experts, Beta Testing was
subsequently conducted by students as respondents
to evaluate the reaction of students using interactive
learning media in 2-dimensional animation
techniques. The test involved 31 students of XI
Multimedia classes at SMK Negeri 1 Sonder.
Testing conducted on Monday, March 18, 2019, in
the computer laboratory room of SMK Negeri 1
Sonder. At the time of testing, students are required
to use the media, study the material in its entirety
and perform the evaluation. After that, students are
required to provide their responses by completing
the provided poll.
The instruments for respondents include aspects
of content, information presentation, navigational
ease, artistic and aesthetic, and overall functionality.
Based on the data analysis is known that the content
aspect of cognition entered in the good category
with an average of 4.31, the aspect of presenting
information in the good category with an average of
4.19, the aspect of ease of navigation entry in the
good category with an average of 4.24, Artistic and
aesthetic aspects entered in a good category with an
average of 4.31, the overall aspect of a function
entered in a good category with an average of 4.25.
Overall according to class XI Multimedia students
SMK Negeri 1 Sonder shows that the media is in the
good category with an average of 4.26 and media
quality percentage of 75.25% so that learning media
is worth using to support activities Learn to teach
students of XI Multimedia class at SMK Negeri 1
Sonder.
4 CONCLUSION
Based on the results of research and discussion on
the interactive learning media The two-dimensional
animation technique that has been developed can be
concluded as follows: The application of Mobile
Leariel animation techniques 2-dimensional
Android-based for XI Multimedia graders at SMK
Negeri 1 Sonder has been built with six stages
The Mobile Application Development to the Android-based Interactive Learning of 2D Animation Technique in SMK Negeri 1 Sonder
377
namely: (1) the concept (concept), (2) designing
(Design), (3) material collection (material
Collecting), (4) manufacture (assembly), (5) testing
(testing), (6) distributions (distribution). The concept
phase generates objectives, types, media concepts,
learning materials, usability and user goals. The
design phase generates flowcharts and media
storyboards. At the material collection stage,
researchers gather material materials in the form of
text, images, animations, audio, video and so on.
The build stage generates learning media according
to the designed flowcharts and storyboards. At the
testing stage, researchers conducted a media test
with two stages: Alpha Testing (Media expert and
expert) and Beta Testing (Student/respondent). And
at the distribution stage generates interactive
learning media in the form of APK files. The
interactive mobile learner's application of Android-
based 2-dimensional animation techniques are built
to its flexibility in Alpha Testing and Beta Testing.
Learning feasibility test results based on the media
experts in the category are excellent with an average
overall score of 4.42 and a percentage of media
quality of 87.14%. Based on material experts in the
category is excellent, with an average overall score
of 4,14 and, the percentage of material quality is
83.00%. Based on student/respondent trials, this
learning medium is in a good category with an
average overall score of 4.26 with a percentage of
media quality of 75.25% so that this learning
medium deserves to be used to support learning
activities Taught students of XI Multimedia class at
SMK Negeri 1 Sonder.
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