The Influence of Using Android-Based Interactive Learning Applications on Student Learning Motivation

Authors

  • Ariana Yulianti Universitas Negeri Surabaya
  • Budi Agung Sedayu Universitas Negeri Surabaya

DOI:

https://doi.org/10.37396/jalmd.v1i2.8

Keywords:

Interactive learning applications, Android, Learning motivation, Digital education, ARCS, Learning methods

Abstract

The use of technology in education has grown rapidly, one of which is the existence of Android-based interactive learning applications. This study aims to analyze the influence of the use of Android-based interactive learning applications on students' learning motivation. The study was conducted on randomly selected high school students, with a total of 100 respondents. The research method used is quantitative with an experimental approach, where groups of students using this application are compared with groups using conventional learning methods. Data were collected through a learning motivation questionnaire adapted from the ARCS (Attention, Relevance, Confidence, Satisfaction) learning motivation theory and analyzed using statistical tests. The results of the study showed that the use of Android-based interactive learning applications significantly increased students' learning motivation compared to conventional methods. This application is able to attract students' attention, increase the relevance of the material to their experiences, and provide confidence in understanding the concepts being studied. In addition, students feel more satisfied and motivated to learn independently through the application. These findings indicate that the use of Android-based applications has the potential to be an effective tool in increasing students' learning motivation, which can support more interactive and engaging learning in this digital era.

References

E. G. Estrada-Araoz et al., “The Challenge of Teaching in the Digital Era: Computer Visual Syndrome in Basic Education Teachers,” J. Law Sustain. Dev., vol. 11, no. 6, p. e1167, Sep. 2023, doi: 10.55908/sdgs.v11i6.1167.

D. Hooshyar, X. Weng, P. J. Sillat, K. Tammets, M. Wang, and R. Hämäläinen, “The effectiveness of personalized technology-enhanced learning in higher education: A meta-analysis with association rule mining,” Comput. Educ., vol. 223, p. 105169, Dec. 2024, doi: 10.1016/j.compedu.2024.105169.

Y. Pang, L. Peng, Z. Chen, B. Yang, and H. Zhang, “Imbalanced learning based on adaptive weighting and Gaussian function synthesizing with an application on Android malware detection,” Inf. Sci. (Ny)., vol. 484, pp. 95–112, May 2019, doi: 10.1016/j.ins.2019.01.065.

D. A. Az Zahra Saluky, “Aplication of Graph Coloring Techniques in Scheduling Exams With The Welch-Powell Algorithm,” Objective, vol. 1, no. 2, pp. 1–6, 2022.

S. Nurul Hikmah and V. Hendra Saputra, “Studi Pendahuluan Hubungan Korelasi Motivasi Belajar dan Pemahaman Matematis Siswa Terhadap Hasil Belajar Matematika,” J. Ilm. Mat. Realis. (JI-MR, vol. 3, no. 1, pp. 7–11, 2020.

D. D. Apriyani, “Pengaruh penggunaan media proyeksi terhadap hasil belajar matematika,” Form. J. Ilm. Pendidik. MIPA, vol. 7, no. 2, pp. 115–123, 2017, doi: 10.30998/formatif.v7i2.1828.

N. N. Fatin and Z. Arifin, “The feasibility of an Android-based pocketbook as mathematics learning media in senior high school The feasibility of an Android-based pocketbook as mathematics learning media in senior high school,” J. Phys. Conf. Ser. Pap., 2018.

U. Hasanah, T. Yulianti, N. Penulis, K.?: Uswatun, and H. Submited, “Implementasi Game Edukatif Berbasis Android Sebagai Media Pembelajaran Pengenalan Huruf Hijaiyah Pada R.a Al-Basyari Sendang Mulyo Lampung Tengah,” J. Teknol. Dan Sist. Inf., vol. 4, no. 3, pp. 356–362, 2023.

Y. M. Saluky, “A Review Learning Media Development Model,” Int. J. Technol. Model., vol. 1, no. 2, pp. 36–49, 2022.

E. Tirtadarma, A. E. B. Waspada, and E. F. Jasjfi, “Kajian Peranan Desain UX (Pengalaman Pengguna) - UI (Antar Muka Pengguna) Mobile Application Kategori Transportasi Online terhadap Gaya Hidup Bertransportasi Masyarakat Urban,” J. Seni dan Reka Ranc. J. Ilm. Magister Desain, vol. 1, no. 1, p. 181207, 2018, doi: 10.25105/jsrr.v1i1.4046.

M. K. Huda, I. L. Hulu, and D. Al Doni, “Pemanfaatan Platform Quizizz Sebagai Indikator Peningkatan Antusias Belajar Dan Kemampuan Pemahaman Konsep IPA,” J. Nat. …, vol. 3, no. 2, pp. 76–84, 2022, doi: 10.34007/jonas.v3i2.270.

J.-Y. Wu, C.-H. Liao, C.-C. Tsai, and O.-M. Kwok, “Using learning analytics with temporal modeling to uncover the interplay of before-class video viewing engagement, motivation, and performance in an active learning context,” Comput. Educ., vol. 212, p. 104975, Apr. 2024, doi: 10.1016/j.compedu.2023.104975.

K. Na, Y. Jeong, and J. Lee, “Exploring older adults’ motivation to use public libraries in South Korea using the attention, relevance, confidence, and satisfaction (ARCS) motivation model,” Libr. Inf. Sci. Res., vol. 46, no. 2, p. 101296, Apr. 2024, doi: 10.1016/j.lisr.2024.101296.

S. Jin, “Optimizing english teaching: ARCS motivation model and task-based language teaching in university,” Learn. Motiv., vol. 87, p. 102028, Aug. 2024, doi: 10.1016/j.lmot.2024.102028.

S. Xu, “Application of video adaptive sampling based on soft computing in higher education evaluation and E-learning interactive environment,” Entertain. Comput., vol. 51, p. 100750, Sep. 2024, doi: 10.1016/j.entcom.2024.100750.

Downloads

Published

2025-02-03

How to Cite

Yulianti, A., & Sedayu, B. A. . (2025). The Influence of Using Android-Based Interactive Learning Applications on Student Learning Motivation. Journal of Advanced Learning Media Development, 1(2), 62–68. https://doi.org/10.37396/jalmd.v1i2.8

Issue

Section

Articles