Tahun Penelitian: 2026
This study aims to identify the typology, functions, and cognitive appropriateness of visual representations in two Android-based digital physics modules — "Fisika 11 Merdeka" (Linear Studio Apps) and "Fisika Gelombang" (Qreatif) — using Levin’s visual function taxonomy and Mayer’s Cognitive Theory of Multimedia Learning (CTML) as analytical frameworks. Through a descriptive qualitative approach with systematic content analysis, data were collected via high-resolution screenshot documentation and structured coding sheets validated by two expert judges. Results reveal that "Fisika 11 Merdeka" is dominated by static visuals serving decorative (±35%), organizational (±25%), and representational (±30%) functions, with no dynamic or interactive representations found. In contrast, "Fisika Gelombang" optimizes Android’s technological affordances through dynamic simulations, interactive features, and application of the signaling principle, with the majority of visuals serving interpretational and transformational functions (±60%). Evaluation of CTML principles shows that both applications effectively apply spatial contiguity; however, both critically violate the coherence principle due to commercial advertisements that generate extraneous cognitive load. This study concludes that digital modules do not automatically guarantee learning quality; developers should shift from mere text digitization toward the optimal use of interactive visual representations free from distracting elements.