Development of Interactive Learning Multimedia Based on Problem-Based Learning Oriented Toward Students’ Self-Efficacy

Rahila Andini Salsabila, Sri Andayani

Abstract


This study aims to: (1) produce interactive learning multimedia characterized by problem-based learning and oriented toward students’ self-efficacy, and (2) describe the feasibility of the developed multimedia in terms of validity, practicality, and effectiveness. The study employed a research and development approach using the ADDIE model, encompassing the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 21 junior high school students selected through purposive sampling. Data were collected using validation sheets, teacher and student practicality assessments, classroom observation sheets, and a self-efficacy questionnaire. Validity and practicality were analyzed using qualitative value standards. The product was considered effective if there was an increase in the mean score from pre-test to post-test on self-efficacy. Effectiveness was analyzed using paired sample t-tests. The developed product, called ProSmart, is interactive learning multimedia designed to support students’ self-efficacy in learning. This multimedia includes quizzes, instructional videos, and problem-based activities. Features consist of an introduction page, structured learning steps, interactive videos, and interactive quizzes. The results indicate that: (1) the multimedia supports self-efficacy by embedding motivational statements to strengthen students’ confidence and providing interactive displays of objectives, materials, and engaging quizzes; (2) the multimedia was considered valid in terms of content and highly valid in terms of media; (3) it was rated highly practical by teachers, practical by students, and the classroom implementation was also rated highly practical; (4) there was a significant improvement in students’ self-efficacy. Therefore, the multimedia developed meets the criteria of being valid, practical, and effective.


Keywords


Interactive Learning Multimedia; Problem-Based Learning; Self-Efficacy

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DOI: http://dx.doi.org/10.18415/ijmmu.v12i10.7108

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