Pengembangan Media Geoquest Berbasis Artificial Intelligence untuk Pembelajaran Trigonometri Siswa Kelas XI SMAN 1 Percut Sei Tuan
DOI:
https://doi.org/10.62383/katalis.v2i4.2687Keywords:
ADDIE Models, Artificial Intelligence, Interactive Media, Learning Outcomes, Trigonometry LearningAbstract
This research aims to develop GeoQuest, an interactive learning media integrated with Artificial Intelligence (AI), to enhance the understanding of trigonometry concepts among Grade XI students at SMAN 1 Percut Sei Tuan. The development follows the Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The product integrates AI-based features such as adaptive practice questions, automated feedback, and dynamic visualizations of trigonometric graphs. Data were collected through expert validation, student response questionnaires, and learning outcome tests. The results show that the media meets the criteria of validity, practicality, and effectiveness. Material experts and media experts rated GeoQuest as "very valid," while students responded positively to its ease of use and engaging interface. Learning outcome tests indicate a significant improvement in students’ understanding of trigonometry after using the AI-based GeoQuest media. Thus, GeoQuest is proven to be a reliable and effective digital learning tool to support trigonometry learning.
References
Arsyad, A. (2017). Media pembelajaran. Rajawali Pers.
Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer.
Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (4th ed.). Wiley.
Dale, E. (1969). Audio-visual methods in teaching (3rd ed.). Holt, Rinehart & Winston.
Heinich, R., Molenda, M., Russell, J. D., & Smaldino, S. (2013). Instructional technology and media for learning. Pearson.
Horton, W. (2012). E-learning by design (2nd ed.). Pfeiffer.
Kariadinata, R. (2013). Trigonometri. Alfabeta.
Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge University Press.
Molenda, M. (2019). Instructional design: Models and practices. National Education Association.
Munir. (2015). Multimedia pembelajaran. Alfabeta.
Reiser, R. A., & Dempsey, J. V. (2017). Trends and issues in instructional design and technology (4th ed.). Pearson.
Rusman, Kurniawan, & Riyana, C. (2019). Pembelajaran berbasis teknologi informasi dan komunikasi. RajaGrafindo Persada.
Sadiman, A. S., Rahardjo, R., Haryono, A., & Harjito. (2014). Media pendidikan: Pengertian, pengembangan, dan pemanfaatannya. Rajawali Pers.
Sugiyono. (2017). Metode penelitian dan pengembangan (research and development). Alfabeta.
Suyanto, E. (2018). Pembelajaran berbasis teknologi informasi. Andi Offset.
Tim Microsoft AI. (2021). Artificial intelligence in education. Microsoft Education Report.
Vaughan, T. (2011). Multimedia: Making it work (8th ed.). McGraw-Hill.
Wibawanto, H. (2016). Desain pembelajaran interaktif. Media Akademi.
Yudi, M. (2020). Penggunaan GeoGebra dalam pembelajaran matematika. Jurnal Teknologi Pendidikan, 12(1), 45–55.
Zainuddin, M., & Aini, W. (2022). Pengembangan media interaktif dalam pembelajaran matematika. Jurnal Pendidikan Matematika, 8(2), 123–134.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Katalis Pendidikan : Jurnal Ilmu Pendidikan dan Matematika

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.



