Improving interest and learning outcomes on Indonesian cultural diversity through interactive multimedia based on android

learning outcomes Indonesian cultural diversity interactive multimedia based on android interest in learning Pancasila education

Authors

September 30, 2026
September 30, 2026

Low student achievement and lack of interest in the subject matter of Indonesia’s cultural diversity within the Pendidikan Pancasila curriculum are issues faced in the fifth-grade class at SD Negeri Rejosari, Kepil Subdistrict, Wonosobo Regency. Pre-cycle data showed an average class score of 63.8 with a classical mastery rate of only 16.7% and an average interest score of 33.9 out of a maximum of 64. This study aims to describe and analyze the improvement in student learning outcomes and interest through the application of Android-based interactive multimedia displayed via an Interactive Flat Panel (IFP). Based on the Kemmis and McTaggart paradigm, the study used a two-cycle Classroom Action Research (CAR) design, each comprising two learning sessions. Twelve fifth-graders from the 2025/2026 school year served as the research subjects. Data was gathered using learning achievement assessments, a Likert-scale interest sondage, and observation sheets, and were examined using descriptive statistics. The results showed significant improvements: the average score increased from 63.8 (pre-cycle) to 76.3 (Cycle I) and 82.5 (Cycle II), with the classical mastery rate rising from 16.7% to 75.0% and 91.7%. Student interest also increased from 53.0% to 71.6% and 87.2% across the four measured indicators. According to the study's findings, interactive multimedia based on Android is useful for raising student interest and learning outcomes in the subject of Indonesian cultural diversity, and can act as a resource for educators in implementing the technology-based Merdeka Curriculum in elementary schools.