This research aimed to test the effectiveness of developing Android-based interactive multimedia in mathematics learning in the era of the covid-19 pandemic. The research method used in this research is research and development (R&D) with the following stages: (1) define; (2) designs; (3) develop; and (4) disseminate. The population of this research consisted of 200 students who were selected using purposive sampling technique. This research is presented to the stage of developing a small sample. The research design used for this small sample trial is one group pre-test post-test pre-experimental research. The research instrument used was 5 essay questions. This research indicates that android-based interactive multimedia can improve student learning outcomes as indicated by: (1) the average pre-test is 29 while the post-test average is 76; and (2) the N-gain index is 0.72 with high improvement criteria. This research concludes that Android-based interactive multimedia is effective for mathematics lectures in the era of the covid-19 pandemic.

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