Abstract
The limited availability of mathematics learning media and the growing tendency of students to prefer smartphones over textbooks, presents challenges to the elementary learning process. Furthermore, advances in digital technology also offer opportunities to develop more engaging and interactive instructional media. Therefore, this research sought to design and evaluate a learning application, Math Fun, focused on the topic of two-dimensional (2-D) shapes for fourth-grade elementary students, as well as to assess its feasibility and user responses. The research employed a Research and Development (R&D) approach following the ADDIE instructional design model. Data were collected through observation, interviews, validation questionnaires, user response questionnaires, and a post-learning test. Validation results demonstrated a high level of feasibility, with scores of 89.58% from the material expert, 91.67% from the media expert, and 90% from the IT expert, each categorized as feasible. A limited trial involving 22 fourth-grade students from an elementary school in Garut Regency, West Java yielded a student response rate of 91.43% (excellent) and an average post-test score of 77.14, indicating that the learning objectives were successfully achieved. The findings confirm that Math Fun is a feasible and effective Android-based interactive learning medium for teaching 2-D shapes to fourth-grade elementary students.