Abstract

The purpose of this study was to determine the feasibility, effectiveness and influence of the use of interactive multimedia volleyball on learning outcomes. The research design applied is R&D (Research and Development). The research was carried out at SMA Negeri 13 Semarang in class XI for the 2021/2022 academic year. The data collected in the form of: (1) learning outcomes (cognitive) preetest-posttest were analyzed with the percentage of classical completeness and N-gain test; (2) media validation test by experts (3) material validation test by experts; (4) student responses related to media; (5) results of teacher interviews. The results obtained are: (1) the results of classical completeness analysis on the posttest score of 100% of students reaching the KKM limit (2) the results of the N-gain test in class XI IPS 1 as many as 50% of students in the high category and 50% of students in the medium category ( 3) the results of the media validation test by experts obtained a score of 82.5 (very valid). (4) the results of the material validation test by experts obtained a score of 83.75 (very valid). (5) the results of the media assessment by students obtained that 70% of students gave very high ratings and 30% of students gave high ratings. The conclusion of this research is that interactive multimedia volleyball game is feasible and effective to use for class XI SMA.