a
© 2021 Indonesian Society for Science Educator 185 J.Sci.Learn.2021.4(2).185-191
Received: 08 October 2020
Revised: 22 February 2021
Published: 25 March 2021
Android-based Animation for Chemical Elements and Experiments as an
Interactive Learning Media
Dedi Saputra
1
*, Burcu Gürbüz
2
, Haryani Haryani
1
1
Sistem Informasi, Universitas Bina Sarana Informatika, Jakarta, Indonesia
2
Johannes Gutenberg-University of Mainz, Germany; ̈Usk ̈udar University, ̇Istanbul, Turkey
*Corresponding Author. [email protected].id
ABSTRACT The use of smartphone technology with various operating system platforms and Android is also widely used in
education. Various types of applications were created to support the learning process at school and outside of school. The purpose
of this research is to create an alternative learning media in the form of an interactive animation application that utilizes
smartphone technology on material or topic discussion of elements and chemical experiments in the eyes of chemistry lessons.
This android-based interactive animation application is focused on periodic table material that provides necessary information
about elements and chemical experiments that include PH solutions, electrolyte solutions, and synthetic reactions in them. The
application is designed using the Construct 2 application software, HTML 5 programming language, the Intel XDK compiler
with the waterfall software development method, and BlackBox testing as a software testing method. This study's results are in
the form of an Android-based learning application to test chemical elements hoped that this application could be implemented
for chemistry subjects. Especially for high school students, as an attractive alternative learning media to make it easier to
understand chemistry.
Keywords Interactive Animation, Smartphone, Android, Construct 2
1. INTRODUCTION
The learning process should make students enthusiastic
about participating in learning to participate in learning
activities thoroughly and continuously. The most
comfortable learning atmosphere is one of the essential
factors in improving the classroom's effectiveness; learning
possible to take place optimally (Syafaruddin, Mesiono,
Butar-Butar, & Assingkily, 2020). The development of
information technology and communication significantly
impacts instructional media learning in schools and other
educational institutions. During the Covid-19 pandemic,
where the education process switches to online methods,
information technology, and communication change the
learning location from class to anywhere and anytime
students can study. Communication technology
encourages the evolution of learning locations and times.
Learning no longer only occurs in school and class, but
learning can occur anywhere as long as there are teaching
materials and students feel comfortable with the situation
(Rusdi & Yunus, 2016).
Many students at every level of education consider
chemistry to be a lesson containing quite tricky concepts
because of the many elements and abstract reactions.
Chemical elements that consist of many elements often
make students lazy with chemistry, especially in terms of
memorizing the periodic system of chemical elements.,
studying the composition and nature of an object as well as
changes in the formation of that substance. Chemistry
comes from the Egyptian "Keme" which is means "earth"
is the study of composition, structure, and properties of
matter, and all changes that accompany chemical reactions
(Pratama, Yuanita, & Susantini, 2016). Chemistry is the
study of the composition and properties of an object and
its changes and formation. Chemistry is a branch of natural
science (IPA). Among branches of science has a close
relationship. As technology advances, chemistry continues
to develop into a new, more specialized science. According
to Schwartz et al. (Rahayu, 2017), Chemistry is an
experimental discipline. Chemists conduct scientific
inquiry, make generalizations, and propose theories to
explain natural phenomena. It can be concluded, chemistry
is the study of the composition, structure, composition,
Journal of Science Learning Article
DOI: 10.17509/jsl.v4i2.28787 186 J.Sci.Learn.2021.4(2).185-191
and properties of substances to find answers to how natural
phenomena are related to a composition, the structure,
properties, change, dynamics, and substance energetics.
Abstract chemical concepts will be a problem when these
concepts are the key concepts used to understand a
phenomenon that occurs (Eliyawati, Agustin, Sya’bandari,
& Putri, 2014). Solving problems result in low student
interest in learning even though chemistry as basic science
is considered to have essential values applied in various life
spheres. Students would better understand chemistry and
understand difficult chemistry concepts if they could make
deeper connections between concepts and realities
(Rastegarpour & Marashi, 2012). Students can improve
their understanding of chemistry and like chemistry as fun
learning through learning media (Lubis & Ikhsan, 2015).
One way to help these students can be done by utilizing
gadget technology that is already widely owned (Hafidha,
2014).
The development of science, information technology,
and communication provides significant changes to the
learning process development. Information and
communication technology (ICT) in education continues
to evolve in various strategies and patterns. It can be
grouped into an e-Learning system as a form of learning
that utilizes electronic devices and digital media and mobile
learning (m-learning) as a particular form of learning to
utilize mobile communication technology and devices
(Kurniawati & Priyanto, 2018). That was also followed by
mobile phone technology (mobile phone), which is
currently known as a smartphone with practical
characteristics and can be carried anywhere. A mobile
application is a software or a program that runs on a mobile
device whose job is to perform specific tasks for its users
(Sunarya, Prima, & Wihardi, 2020). With the increasing
number of mobile device users or smartphones, especially
among students in Indonesia, the mobile learning method
can be used as an alternative to solve problems in
education. This research refers to previous research that
discusses (1) the Design of an Android-Based
Telecommunication Quiz Application (Budiharjo &
Yulianto, 2014), (2) the Making of an Android-Based
"Pontianak Punye" Quiz Game Application (Saputra &
Rafiqin, 2017; Aksad, 2018), (3) Solar system based
Android (Nuqisari & Sudarmilah, 2019), (4) Atwood
machine-based Android (Shabrina, Warsono, & Kuswanto,
2017), (4) Android Based Math & Trash Educational Game
Using Scirra Construct 2 and Adobe Phonegap
(Widaningrum, Prasetiyo, & Astuti, 2020), (5) Arduino-
Android Based Game (Yasin, Prima, & Sholihin, 2018), and
(6) Smartchem: An Android Application for Learning
Multiple. Representations of Acid-Base Chemistry
(Eliyawati, Agustin, Sya’bandari, & Putri, 2014). Based on
the problem mentioned above and relevant research to
make chemistry learning media in the form of an android-
based interactive animation application, it can also be used
as a learning method (mobile learning). Hence, the two
terms discussed in this article are mobility and learning. The
two terms under consideration in this article are therefore
mobility and learning.
On the one hand, "mobility" refers to the technology's
capabilities within the students' physical contexts and
activities as they participate in higher learning institutions.
On the other hand, it refers to the learning process's
activities and the learners' behavior as they use the
technology to learn. It also refers to students' highly mobile
attitudes as they use mobile technology for learning
purposes (El-Hussein & Cronje, 2010; Busran & Yunanda,
2015). The purpose of mobile learning is to make learning
easier for students wherever and whenever they are so that
they are not limited to space, time, and place (Nasution,
2016; Fudholi, 2015). The design of an interactive
animation application for learning chemical elements based
on Android.
2. METHOD
The methodology used in this research is the descriptive
analysis method, which aims to get a clear description of
what is needed. The needs for completing this research are
functional needs and non-functional needs.
The summary of some of these opinions is that a
storyboard is a series of illustrations or images displayed
sequentially containing story ideas to visualize a story in
detail from each scene. Some examples of the design of the
storyboard in this study can be seen in Figure 1 and Figure
2
Creating the Program Code: Stages in making Chemical
Elements Learning Animation: (1) Defining the problem
by analyzing the problem and then solving the problem
through a program or application based on the need of
view. (2) Planning and system design. At this stage, the
researcher makes a program flowchart to describe the
animation display and program logic. (3) Implementation.
At this stage, the researcher makes program codes using
the Construct 2 programming language. (4)
Documentation Stage. At this stage, the programming code
Figure 1 Storyboard splash screen design
Journal of Science Learning Article
DOI: 10.17509/jsl.v4i2.28787 187 J.Sci.Learn.2021.4(2).185-191
has reached 80%. Furthermore, documentation or
comments are made on the program. (5) Testing. This stage
tests the unit or program module and tests the program
input. At this stage, the software design is realized as a
series of programs or program units. Then unit testing
involves verification that each program unit meets its
specifications. The test method used is BlackBox Testing.
"Black-Box Testing is testing the software in terms of
functional specifications to find out whether the functions,
inputs, and outputs of the software are by the required
specifications (Rosa & Shalahuddin, 2013). At the test stage
of the program, researchers use Black Box Testing by
testing the program's function, testing the program's
validation, whether the input is by its output. The logic of
the program has been described through flowchart
diagrams. It can be concluded that Black box testing is
testing software by running programs with unknown
internal performance and finding out whether the
functions, inputs, and outputs of the software match the
required specifications.
Support or Maintenance: The support or maintenance stage
can repeat the development process from specification
analysis to existing software changes, but not to create new
software.
3. RESULT AND DISCUSSION
Mobile learning is defined by Clark Quinn (Fujiawati &
Raharja, 2019) as The intersection of mobile computing
and e-learning: accessible resources wherever you are,
robust search capabilities, rich interaction, powerful
support for effective learning, and performance-based
assessment. The mobile learning method is a learning
model that utilizes flexible information and
communication technology in both time and place,
contains many multimedia content features, material
exploration capabilities, multi-interaction, effectiveness,
and performance-based assessments. E-Learning is
independent of location in time or space. Mobile learning
can perhaps be defined as 'any educational provision where
the sole or dominant technologies are handheld or palmtop
devices. This definition may mean that mobile learning
could include mobile phones, smartphones, personal digital
assistants (PDAs), and their peripherals, perhaps tablet PCs
and perhaps laptop PCs, but not desktops in carts and
other similar solutions (Traxler, 2005). The conclusion
from this definition is mobile learning is a learning model
that utilizes information and communication technology.
In the concept of mobile learning, its utilization includes
the availability of teaching materials that can be accessed at
any time and the visualization of exciting material. M-
Learning or Mobile Learning refers to using handheld
devices such as PDAs, smartphones, laptops, and other
information technology devices that will be widely used in
the learning process; this study focused on cell phones
(cellphones) or smartphones (smartphones). The goal is
that the long-life learning process of students/students can
be more active, time-efficient and can increase student
interest in learning with an exciting application.
Cognitive, affective, and psychomotor students are
taught multi-representation learning better than
conventional (Meidayanti, Sunyono, & Tania, 2015). The
use of android-based interactive animation as a learning
medium has changed the learning paradigm, starting from
how a person learns, how to obtain information, and adjust
information. This Android-based interactive animation
learning media also makes it easier for students to
understand and practice to achieve the learning process's
objectives.
The application design results can be explained with
several display samples implemented to explain the basic
learning material and chemical experiments to achieve the
expected objectives.
The application's design has been created and explained
by several display samples that are implemented to explain
Figure 2 Main menu storyboard design
Figure 3 Splash screen view
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DOI: 10.17509/jsl.v4i2.28787 188 J.Sci.Learn.2021.4(2).185-191
necessary learning materials and chemical experiments so
that the expected goal can be achieved.
3.1 Application Display
3.1.1 Splash Screen Display
This display contains a splash screen image for a few
seconds to enter the main menu layout page. The splash
screen display is an initial description of the menu in this
application to get an overview of this application. The
image shown is symbolic of the application. The splash
screen display can be seen in Figure 3.
3.1.2 Main Menu Display
This main menu layout contains (a) a title, (b) a periodic
table button to display the periodic table layout, (c) an
element list button displays the element layout based on a
group from the periodic table, (d) a chemical experiment
button to display animated layout options, (e) a play button
to display game layout menu options such as quizzes and
guess the picture that will be played. Exit button to display
the exit confirmation options. The main menu display can
be seen in Figure 4.
3.1.3 Periodic Table Menu Display
The periodic table menu layout contains the periodic
table where each box contains a picture of each element,
the shape of the periodic table position is landscape. If this
box is selected, it will go to the following layout, which
contains an explanation of the periodic table elements. The
back button functions to return to the main menu layout.
The periodic table menu display can be seen in Figure 5.
3.1.4 Explanation of the Periodic Table Display
In this periodic table, the explanation layout contains
images of the elements selected from the periodic table.
Then there is an explanation of each element selected from
the periodic table. Explanation of drag-drop-shaped
elements can be pulled down and up. The back button
returns to the periodic table menu layout. The periodic
table explanation display can be seen in Figure 6.
3.1.5 Element List Display
The element list layout contains a list of elements based
on the periodic element group, where each box contains an
image of the element based on its respective group. If this
box is selected, it will go to the following layout, which
contains an explanation of the elements. The next button
Figure 5 Periodic table menu view
Figure 6 Periodic table explanation view
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DOI: 10.17509/jsl.v4i2.28787 189 J.Sci.Learn.2021.4(2).185-191
(>>) goes to the other group elements layout. The back
button functions to return to the main layout. The display
of the elements list can be seen in Figure 7.
3.1.6 Chemical Experiment Display
In this chemical experiment menu layout, three
animation buttons can be selected where each animation
has a different animation. Each animation has its animation
characteristicsthe back button (<<) functions to return
to the main menu layout. The chemical experiment menu
display can be seen in Figure 8.
3.2 Testing
Testing in this study was conducted to obtain validation
of the application design and its use. Testing on the
application aims to determine whether the application is
running correctly according to its function before the
respondent carries out an assessment. Testing is part of
system development that has been planned and very
systematic to test or evaluate the desired truth of software
quality (Aziz, Setiawan, Khanh, Nurdiyansyah, & Yulianti,
2020). Testing of application designs that are made using
BlackBox testing focuses on the process of program input
and output. Black Box Testing focuses on software's
functional specifications (Mustaqbal, Firdaus, & Rahmadi,
2015). The test results can be seen in Supplementary
Information Table S1 .
Testing of use in its implementation is carried out by
distributing questionnaires to users, namely high school
students with 30 respondents. Ten questions are divided
Figure 8 Chemical experiment menu view
Table 1 Application view questionnaire answer recapitulation
App View
Strongly Agree
Agree
Disagrees
Very Disagree
Number
Q 1
24
6
0
0
30
Q 2
26
4
0
0
30
Q 3
26
4
0
0
30
Total
76
14
0
0
90
Percentage
84.44%
16%
0
0
100%
Table 2 Application purpose questionnaire answer recapitulation
Application Objectives
Strongly Agree
Agree
Disagrees
Very Disagree
Number
Q 4
24
5
1
0
30
Q 5
28
2
0
0
30
Q 6
25
4
1
0
30
Q 7
28
2
0
0
30
Total
105
13
2
0
120
Percentage
87.50%
11%
2%
0
100%
Table 3 Recapitulation of user ease questionnaire answers
User Friendly
Strongly Agree
Agree
Disagrees
Very Disagree
Number
Q 8
27
3
0
0
30
Q 9
28
2
0
0
30
Q 10
28
2
0
0
30
Total
83
7
0
0
90
Percentage
92.22%
8%
0
0
100%
Journal of Science Learning Article
DOI: 10.17509/jsl.v4i2.28787 190 J.Sci.Learn.2021.4(2).185-191
into three groups of questions: three questions about
Application Views, four questions about Application
Objectives, and three questions about Ease of Use. The
questionnaire results can be seen in Tables 1, 2, 3 and the
graph of the processing results shown in Figure 9.
4. CONCLUSION
From the description of the results and discussion of
research on interactive animation applications and
chemical experiments on an Android-based learning media
with a mobile learning model and its implementation it can
be concluded: (1) This application can be an alternative
solution for learning media, especially for high school
students in learning and understanding the basic material
of chemistry; (2) The features in the interactive animation
application and chemical experiments based on Android
such as the periodic table, list of elements, chemical
experiments, and games are made very interactive, exciting
and user-friendly, (3) Based on the category of the
interactive animation application of elements and chemical
exper iments android-based, it is obtained an average value
of 84.44% strongly agree and 16% agree; This means that
the appearance of the application is considered very good
by the user (4) In the recapitulation of the objective of
interactive animation applications of elements and
chemical experiments based on Android, the average value
of strongly agree is 87.5%, agrees 11%; and disagree 2%,
this means that the objective of the application is
considered good by the user (5) The ease of user
application of interactive animation of elements and
chemical experiments based on Android obtained an
average value of 92.22% strongly agree and 8 % agree, this
means the applications are very user-friendly.
ACKNOWLEDGMENT
Previously, the authors would like to thank all those
who have helped and contributed to this research. In
particular, the authors thank all students of SMA Kemala
Bhayangkari 1 Sungai Raya. In this study, the authors
collected data and information by making direct
observations at SMA Kemala Bhayangkari 1 Sungai Raya,
especially the science department, as the object of research.
The author conducted a question and answer process with
several educators or several authoritative persons related to
this study's material. The data collection process was
carried out by distributing questionnaires to 30
respondents containing ten questions to generate a
conclusion or feedback from the application.
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