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Yudi Hermansyah; Mahesi Agni Zaus

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an interactive learning medium based on Augmented Reality (AR) for the subject of Basic Electronics Engineering, particularly on the topic of active and passive electronic components, in order to enhance the understanding and learning motivation of tenth-grade students at SMK Negeri 5 Padang. The development method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of conceptualization, design, material collection, production, testing, and distribution. The final product of this research is an Android application utilizing AR technology to display 3D objects of electronic components, equipped with learning materials, educational videos, interactive evaluations, and a scan marker feature. The results of the development and implementation of this learning medium show that the Android application serves as an interactive medium that supports the learning process through Augmented Reality technology. The application received a score of 93% from the Media Expert, categorized as “Valid,” and 89.3% from the Material Expert, also categorized as “Valid.” Furthermore, the practicality test conducted with students showed an overall score of 93.15%, categorized as “Very Practical.” Based on the design results and validation by the Media Expert and Material Expert, it can be concluded that this interactive learning medium based on Augmented Reality technology is highly feasible for use. Furthermore, the implementation of this application in the learning process shows an increase in student participation and enthusiasm during the learning activities. Students appear more interested in exploring the material through 3D visualizations provided by AR technology, compared to conventional methods. The interactivity offered by the application, such as evaluation features and educational videos, also helps students understand concepts in a deeper and more enjoyable way. This shows that the integration of AR technology in learning media not only improves the effectiveness of the quality of the material.

Hendra Lukito; Mohamad Ikrom Arasid

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Education plays a fundamental role in shaping character, developing personality, and exploring students' potential. Schools should ideally be safe, comfortable, and conducive spaces for student growth and development. However, reality shows that the school environment is still vulnerable to negative behaviors such as bullying and sexual violence. Bullying is understood as aggressive behavior carried out repeatedly with the aim of harming the victim, whether through physical, verbal, social, or online media (cyberbullying). Meanwhile, sexual violence includes various forms of sexual acts without the victim's consent, which have serious impacts on psychological, social, and academic achievement. Sexual violence in schools not only harms the victims physically but also leaves deep psychological scars that may affect their future. To respond to this problem, KKM Group 30 Bina Bangsa University conducted a socialization activity entitled "Stop Bullying and Sexual Violence" at SMAN X, District Y. The main objective of this activity was to provide in-depth understanding, build awareness, and encourage mutual respect in the school environment. The outreach was conducted through several methods, including presentations by resource persons, educational drama performances depicting real-life cases, and interactive question-and-answer sessions involving active student participation. Interactive sessions are essential to engage students and encourage them to express their thoughts openly. The results of the activities demonstrated high student enthusiasm, increased understanding of the forms and impacts of bullying and sexual violence, and a growing awareness to report victims or witnesses. These activities emphasized that prevention is not solely the responsibility of schools but also requires collaboration between students, teachers, parents, and the wider community. This creates a safe, comfortable learning environment free from all forms of violence.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Iwing Ade Miranda; Ribut Prastiwi Sriwijayanti; Ani Anjarwati

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this study was to understand the impact of using the digital educational tool Educaplay on student learning outcomes, specifically in learning the concept of energy sources and their transformations in third-grade students at Brumbungan Lor Elementary School. The main question examined was whether the use of this interactive platform significantly impacts student learning outcomes. The method used was a quantitative approach with a pre-experimental one-group pretest-posttest design. The subjects were all 17 third-grade students at Brumbungan Lor Elementary School. The research instrument consisted of a pretest and a posttest, consisting of 15 multiple-choice questions structured according to basic competencies regarding energy sources and their transformations. Data were analyzed using a paired sample t-test. The analysis showed a two-tailed significance value of 0.000, less than 0.05. This finding indicates that the null hypothesis (H0), which states there is no difference in learning outcomes before and after the treatment, is rejected. Conversely, the alternative hypothesis (H1), which states there is a significant difference after the treatment, is accepted. Thus, the study proves that the interactive learning media Educaplay has a significant impact on improving student learning outcomes. Students experienced improved understanding and academic achievement after participating in learning using this media. This demonstrates that technology integration, specifically Educaplay, can create engaging, interactive learning experiences and motivate students to be more active in the learning process. The final results of the study confirm that Educaplay is a suitable alternative learning media for improving student academic achievement. Therefore, educators and teachers are encouraged to utilize it as part of their learning strategies to support improved student learning outcomes.  

Fitrotus Salamah; Rosa Imani Khan; Ridwan Ridwan

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the low speaking ability of children in group A of RA Tarbiyatul Khoiriyah. This problem is caused by the lack of varied learning methods and the use of learning media that have not been able to optimally attract children's attention and interest. In fact, speaking ability is an important aspect in early childhood language development, which plays a role in communication and further learning processes. Therefore, an innovative and interesting approach is needed to encourage children's speaking skills. This research aims to develop children's speaking ability through storytelling activities using Paflaber (Pictured Flannel Board) as an interactive visual aid. This research uses the Classroom Action Research (CAR) approach model Kemmis and Taggart, which is implemented in three cycles. Each cycle consists of planning, implementation, observation, and reflection stages. The subjects in this study were 20 children aged 4–5 years, consisting of 10 boys and 10 girls. The instruments used in the research included open modules, child performance assessment sheets, as well as observation notes and activity documentation. The results showed a significant increase in children's speaking ability in each cycle. Learning completion increased from 30% in the pre-action phase to 40% in cycle I, 60% in cycle II, and 85% in cycle III. The implications of this research result indicate that Paflaber media is very effective in improving the speaking skills of early childhood children. This media not only helps children understand the content of the story through visualization but also stimulates active involvement and verbal interaction. Therefore, Paflaber media is recommended as one of the creative learning strategies that can be implemented by early childhood teachers to develop children's language skills in a fun and meaningful way.

Acep Musliman; Chandra S. Haratua; Atu Solihah; Intan Afrianti; Kinanti Fadillah Kusuma +2 more

Jurnal Pengabdian Masyarakat Waradin 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

This community service activity was conducted as an effort to introduce integrated learning innovations based on Augmented Reality (AR) technology using the Assemblr Edu application to teachers at SMAN 1 Leuwiliang, Bogor, and several other schools in Bogor Regency. This activity was motivated by the underutilization of interactive digital technology in the learning process, particularly in helping teachers visualize abstract material. The implementation methods included preparation, webinar promotion, webinar implementation, a brief technical training session on creating learning materials using the Assemblr Edu application, and guidance in designing AR-based learning content during the webinar. Participants were asked to create AR-based teaching materials using Assemblr Edu according to the subjects they teach. In addition to providing theoretical material, the implementation team also conducted hands-on practice to ensure participants developed the skills to create AR content independently. The results of the activity showed high enthusiasm from the participating teachers, with 85% of participants stating that the training was very helpful and that they felt more confident in integrating AR technology into classroom learning. Participants were also able to produce several prototypes of Augmented Reality-based learning media that can be used as interactive teaching tools. This activity not only improved teachers' technological literacy but also broadened their understanding of how digital technologies such as AR can be creative solutions to enhance the quality of learning and student engagement. Through this community service activity, it is hoped that teachers will become agents of change in utilizing innovative technologies to create more engaging, interactive, and technology-driven learning experiences that align with the demands of 21st-century educational technology. Additionally, this program serves as a strategic step to strengthen teachers' capacity in addressing future challenges in digital learning.

Arini Hidayati; Shofia Hidayah

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to determine the effect of using educational gim-based learning media on students' math learning outcomes on the material of Linear Equation One Variable (PLSV). The background of this research is the low student learning outcomes in conventional math learning which is considered less interesting, especially in PLSV material which is abstract. This study used a quantitative approach with a quasi-experimental design and a nonequivalent control group design. The sample consisted of two classes, namely the experimental class (using educational gim media) and the control class (using conventional methods), which were taken from VII grade students of MTs Ra’iyatul Husnan, Wringin Bondowoso. The research instrument was in the form of pretest and posttest tests that had gone through validity and reliability tests. The pretest results showed that both classes had relatively balanced initial abilities. However, in the posttest, the learning outcomes of experimental class students showed a more significant increase than the control class. The data were analyzed using normality, homogeneity, and Mann-Whitney U Test hypothesis tests because the posttest data were not normally distributed. The analysis results showed a significance value of Asymp. Sig. (2-tailed) significance value of 0.000 <0.05, which means there is a significant effect of using educational gim media on student learning outcomes. This finding shows that interesting and interactive learning media such as educational gims can improve students' motivation, understanding and learning outcomes in mathematics. Therefore, the use of educational gims is recommended as an innovative alternative in learning mathematics, especially on material that is abstract and difficult for students to understand.

Nafisah Qotrotun Nadda

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study aims to improve elementary school students' storytelling skills through the application of the Whole Language approach combined with ebook-based image media. The Whole Language approach was chosen because it emphasizes the integration of natural language skills in meaningful contexts, while the ebook-based image media was used to provide engaging visual stimuli, facilitate comprehension of the story, and motivate students in the learning process. The study was conducted at Pekuncen Elementary School in Pasuruan City, with 18 fifth-grade students as subjects. The method used was Classroom Action Research (CAR), implemented in two cycles, each consisting of planning, implementation, observation, and reflection. Data were collected through observation, storytelling skills tests, student interviews, and documentation of the learning process. The results showed a significant improvement in students' storytelling skills. Learning completion increased from 44.44% in the pre-cycle to 66.67% in the first cycle, and reached 88.88% in the second cycle. This improvement included aspects of speaking fluency, the use of a more varied vocabulary, coherent story structure, and the ability to convey appropriate expression and intonation. Furthermore, this approach encourages students to participate more actively in learning, increases self-confidence, and fosters courage in expressing opinions in class. These findings indicate that implementing Whole Language with the aid of illustrated ebooks is effective in developing elementary school students' storytelling skills. The combination of communicative learning methods and engaging media can create a fun, interactive, and meaningful learning environment. This study recommends that Indonesian language teachers at the elementary school level consider using a similar approach as an alternative strategy for teaching speaking skills, particularly in the context of storytelling.

Amelia Alfisyah; Danis Rahmawati; Hafnah Nurkhodijah; Ridha Atha Anseliana; Yusrida Meilawati +2 more

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

Mandarin Chinese teaching by non-native teachers is crucial in global education, given the complexity of the language and culture that require in-depth mastery. This study examines the roles, characteristics, challenges, and effective teaching strategies implemented by non-native Mandarin Chinese teachers. Using a qualitative approach and descriptive-analytical literature review, this study collected data from accredited journals and books from online databases such as Google Scholar, ResearchGate, and national journal portals. The results show that non-native teachers are required to have strong linguistic mastery, comprehensive Mandarin Chinese language skills, a deep understanding of Chinese culture, as well as pedagogical and psychological competencies, including the ability to manage classes and utilize modern technology. Characteristics of effective non-native teachers include sensitivity to observation, critical analysis skills, creativity, good communication, and adaptability. Mandarin Chinese training, such as at LKP AEC Semarang, has proven important to improve the competence of non-native teachers through planned, interactive learning structures and continuous evaluation. A comparison of the effectiveness between native and non-native teachers shows differences; native teachers excel in language mastery and higher student grades, while non-native teachers are more effective in explaining the material in depth with patience. The role of non-native teachers is crucial and integral, encompassing motivator, facilitator, role model, learning designer, and evaluator. Non-native teachers also face challenges such as pronunciation and writing difficulties, limited media resources, lack of confidence, and cultural differences. Solutions include the use of digital media, interactive learning strategies, and professional training. Overall, non-native teachers play a fundamental role in Mandarin Chinese language teaching and have the potential for success. With a strong foundation of materials, innovative strategies, adequate training support, and high self-confidence, they can enhance student interest and understanding, although challenges must be addressed strategically.  

Dona Martilova; Atika Atika; M. Rendy Ramadhan; Putri Nur Annisa; Salma Asilah

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Clean and Healthy Living Behavior (PHBS) is an important component in creating healthy living habits, especially in elementary school children. Education about PHBS needs to be instilled from an early age to form a sustainable healthy lifestyle. This study aims to determine the effect of interactive education on improving the understanding of second-grade students at Dharma Loka Elementary School Pekanbaru regarding PHBS. In this study, 50 students were involved using a pre-experimental design through the One Group Pretest-Posttest Design method. The educational intervention was carried out using interactive instructional games such as snakes and ladders, animated films, and PowerPoint presentations. The results showed an increase in students' understanding of PHBS after the intervention. The average score of students in the initial test was 93.2, while after the intervention, the average score increased to 100, with an increase of 6.8 points. This indicates that interactive learning has a positive impact on students' understanding of PHBS. Learning that involves teaching aids and games is proven to be more interesting for elementary school students, making them more active in the learning process. Interactive education not only improves students' understanding but also encourages them to apply PHBS more in their daily lives. The use of media such as games, animated films, and PowerPoint presentations facilitates a more comprehensive and enjoyable understanding. Therefore, this approach can be an effective strategy for teaching children healthy lifestyles, while providing a fun and rewarding learning experience. This interactive education also provides students with the opportunity to learn in a more enjoyable and less boring way. Through the snakes and ladders game, students can learn the concept of healthy living (PHBS) directly in a lighter and more entertaining way. Animated films and PowerPoint presentations add variety to the learning method, making the information conveyed more easily by students.

Putri Maya Lestari; Bukman Lian; Mulyadi Mulyadi

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The purpose of this study is to describe and analyze solutions in the role of information technology-based teaching and learning in improving the quality of learning at SDN 3 Koba Bangka Tengah. This research was conducted at SDN 3 Koba Bangka Tengah, Bangka Belitung Islands Province. The research period was from June to September 2024. The object of this study was the entire learning process that utilizes information technology as a means and media to support teaching and learning activities. This study used a qualitative descriptive method. The data sources used consisted of primary data obtained through direct observation in the classroom and interviews with teachers, principals, and students; and secondary data in the form of learning administration documents, teaching tools, and learning outcome reports. Data collection techniques included participatory observation, in-depth interviews, and documentation studies. Data validity was tested by triangulation of sources to ensure the accuracy and consistency of information. The results showed that the use of information technology, such as the use of projectors, learning videos, and digital-based educational applications, significantly helped improve student motivation and understanding of the material. In addition, teachers showed quite good adaptation in using technological devices to support the learning process. However, several obstacles remain, such as limited internet network facilities, a lack of technology training for teachers, and inadequate school infrastructure. Nevertheless, the implementation of information technology has been proven to improve the quality of learning when supported by visionary school policies, ongoing teacher training, and active parental involvement in students' learning processes. These findings reinforce the importance of technology integration as a 21st-century learning strategy. Overall, information technology-based learning is an innovative solution for creating a more interactive, effective, and relevant learning environment.

Yubelina Oktofina Hay; Firman Firman; Dian Nitari Ribanor Sabarudin

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

SD Negeri 27 Salafen in Raja Ampat has not yet implemented varied video learning media. This study aims to develop a valid, practical, and effective Doratoon-based video learning media for use in the learning process. The research method used is Research and Development (R&D), adopting the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through observation, interviews, documentation, and other data collection instruments. The subjects of this study were 24 students from grade V of SD Negeri 27 Raja Ampat. Based on the results, the development of Doratoon-based video learning media showed very positive results. Validation was conducted by two validators, namely a material expert and a media expert. The material expert’s validation resulted in an average percentage of 97%, while the media expert achieved an average percentage of 86%, both falling into the "Very Valid" category. This indicates that the developed media met very good criteria for use in the learning process. The practicality of the learning media was measured using a respondent questionnaire, which showed an average percentage of 95.1%, classified as "Very Practical." Additionally, the effectiveness of the learning media was assessed using another respondent questionnaire, resulting in an average percentage of 95.7%, which is classified as "Very Effective." Based on the trial results from grade V students, the average score obtained was 87%, which is categorized as "Very Good." Based on the results of this study, it can be concluded that the development of Doratoon-based video learning media is valid, practical, and effective for use in the learning process at SD Negeri 27 Salafen. This media is expected to serve as a solution to improve the quality of learning, making it more interactive and engaging, and can be used as an innovative alternative for learning in schools, especially in remote areas like Raja Ampat. This study also provides an important contribution to developing digital-based learning technology in such regions.

Neli Permatasari; Hilda Mardiyana; Kurniasari Ambar; Kurniasari Sulistyorini; Rina Hidayati Pratiwi

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The topics of morphology, anatomy, and physiology are integral to biology learning, yet they often present challenges for students due to their abstract and complex nature. Difficulties in understanding body structures and invisible biological processes lead to low student interest and engagement. This study aims to identify innovative learning approaches through an analysis of national scientific literature over the past decade. The results show that the integration of digital technology and student-centered learning methods can improve conceptual understanding and learning motivation. The most prominent innovations include the use of VR and AR-based media to clarify visualizations, the use of interactive videos and simulations to explain biological functions, and the application of contextual learning models such as Problem-Based Learning (PBL) and Project-Based Learning (PjBL). These approaches have proven effective in creating a more immersive learning experience that is relevant to students' needs.

Marchelle Nhatanael Walangitan; Herry M. Sumampouw; Anita C. Tengker

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Improving the quality of biology learning in secondary schools requires pedagogical innovations that connect academic content with real-life contexts and leverage digital technology. This study aims to analyze the effect of a contextual teaching approach assisted by interactive PowerPoint on students’ learning outcomes in the human respiratory system topic. A true experimental design with a pretest–posttest control group was employed at SMA Negeri 1 Langowan, involving two eleventh-grade classes selected through simple random sampling. The experimental class received contextual instruction integrated with interactive PowerPoint, while the control class was taught using conventional methods. Data were collected through validated achievement tests and analyzed using normality and homogeneity tests, followed by independent and paired t-tests. The results indicate a significant improvement in learning outcomes for students in the experimental class compared to the control group. The experimental group’s posttest scores were substantially higher, and the difference was statistically significant. Integrating a contextual approach with interactive visualization effectively enhanced students’ understanding of abstract biology concepts, promoted active participation, and strengthened learning motivation. These findings support constructivist theory and highlight the relevance of contextual teaching in science education aligned with the Merdeka Curriculum. The study implies the importance of implementing context-based strategies combined with simple digital media to improve biology learning effectiveness. Future research may explore its impact on non-cognitive skills such as critical thinking and scientific attitudes. Furthermore, the results of this study provide opportunities for teachers to be more creative in designing teaching materials that are not only informative but also interactive and relevant to students' lives. By utilizing media such as interactive PowerPoint, teachers can present complex biological content in a more engaging and understandable way.

Suci Safwa Salsabila; Nur Akifa Sartika Putri; Aulia Apriliani

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Digital Health Edupreneurship is a concept of student empowerment that integrates health education, digital technology, and entrepreneurial skills. Through this approach, students are not only passive recipients of information but also active creators of digital innovations,such as mobile apps, social media content, educational videos, and online platforms,designed to promote healthy behaviors within schools and the broader community. The main objective of this initiative is to explore and analyze how student innovation in digital health can serve as an effective tool for health promotion while simultaneously fostering entrepreneurial spirit among students. The method used in this program involves lectures and interactive demonstrations. The activity was carried out in three stages: planning and preparation, implementation and process, and finally evaluation and monitoring. Throughout the implementation phase, students were guided to form innovation groups, develop relevant digital content, and collaboratively present their ideas. These activities not only encouraged creativity but also enhanced student engagement in real-world applications of both health promotion and entrepreneurship.The results revealed a significant improvement in students’ knowledge. Prior to the program, only 25.9% of students were categorized as having good knowledge. After the digital health edupreneurship session, this number increased to 88.9%. These findings indicate that the Digital Health Edupreneurship approach is effective in improving health literacy and cultivating student creativity and entrepreneurial mindset in a practical and collaborative learning environment

Honorata Ratnawati Dwi P; Dwi Putranti, Honorata Ratnawati; Englishtina, Inti; Pujiati, Listiyoni Meli

Perigel: Jurnal Penyuluhan Masyarakat Indonesia 2025 Universitas 17 Agustus 1945 Semarang

This community service program aims to promote learning transformation through the implementation of Augmented Reality (AR) based on Indonesian folklore at SMP Stella Matutina, Salatiga. The activity was conducted collaboratively by lecturers from the fields of Human Resource Management and English Education, involving teachers and 89 students from grades VII and VIII. The program integrated local wisdom and digital innovation in the form of interactive learning media to enhance students’ cultural literacy and learning motivation. The implementation method included needs assessment, development of bilingual AR content (Indonesian–English), teacher training, and classroom application. The results indicated increased student engagement, improved teacher skills in educational technology, and enhanced student awareness of cultural preservation. Folklore-based AR media proved to be an effective and sustainable strategy for developing contextual and innovative educational human resources

Warlan Sukandar

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This community service activity aims to improve the competence of TPQ (Al-Qur'an Education Park) and MDT (Madrasah Diniyah Takmiliyah) teachers throughout Padang City in teaching the Qur'an effectively. The background to this activity is the fact that many TPQ and MDT teachers have not received adequate pedagogical training. As a result, the Qur'an learning they conduct tends to be monotonous and less interesting for children, thus reducing students' interest and understanding of the Qur'an. This training was conducted over two days with a participatory approach involving 100 participants from various TPQ and MDT institutions in Padang City. The material presented in the training included active learning methods that can activate student participation in class, the use of simple, easy-to-implement teaching media, and Islamic character building strategies that aim to shape noble morals in students. The training results showed a significant increase in the participants' teaching knowledge and skills, where they better understand more interesting and interactive teaching methods. In addition, participants' motivation to continue improving the quality of their teaching also increased. One of the important achievements of this training was the formation of a network among TPQ and MDT teachers that can serve as a forum for sharing good practices in teaching the Quran, so that teachers can learn from each other and improve the quality of their teaching together. The conclusion of this activity is that training designed with the right approach can have a real impact on improving the quality of Quran teaching in TPQ and MDT. Therefore, this activity provides recommendations to TPQ-MDT managers, the community, and the government to continue supporting the development of teacher competencies on an ongoing basis. In addition, it is recommended that further research further examine the impact of learning on student development in terms of knowledge and character.

Intan Maulidah; Rika Izzatun Nikmah; Muhammad Junaidi Retno Maggolo; Safira Diah Fitriyani; Nur Rohman

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The development of digital technology has had a significant impact on the world of education, one of which is the introduction of various new media in learning, such as Smart TV. Smart TV, with its interactive multimedia features, offers a great opportunity to improve the quality and effectiveness of learning, particularly in increasing the enthusiasm and interest in reading for elementary school students. This study aims to determine the effectiveness of utilizing Smart TV as a digital transformation medium in increasing students' interest in reading at MI Darun Najah, Srobyong, Mlonggo, Jepara. The method used is a descriptive qualitative case study approach, involving fourth and fifth grade students and class teachers as research subjects. Data collection was carried out through participatory observation, in-depth interviews, and documentation to obtain a more comprehensive picture of the application of Smart TV in learning activities. The results of the study indicate that the use of Smart TV can increase active student engagement in the learning process. Students are more motivated and interested in reading, thanks to the attractive visual display and interactive multimedia features. Smart TV also creates a more enjoyable learning atmosphere, by integrating various types of media, such as images, videos, and text, which support learning. However, several obstacles were also found, including limited mastery of technology by teachers and limited time for technology integration in daily learning. Therefore, this study recommends ongoing training for teachers in operating Smart TVs and the development of a more flexible digital technology-based curriculum to maximize the benefits of using Smart TVs in elementary school learning. The study also suggests the need for regular evaluation of the effectiveness of Smart TV use in improving students' literacy skills.

Rini Indah Sulistyowati; Ganda Januarta; Sofyandanu Setiadi

Journal of New Trends in Sciences 2025 CV. Aksara Global Akademia

The Pancasila Student Profile Strengthening Project (P5) is part of the implementation of the Independent Curriculum, which emphasizes the holistic development of student character. The program's primary objective is to develop students with noble character, global diversity, collaborative spirit, independence, critical thinking, and creativity. One approach to integrating these values is through an appreciation of literary works, particularly folktales. Folktales have great potential as educational media because they contain various life values derived from local wisdom. This research focuses on analyzing the life values contained in folktales from the Semarang region and assessing their relevance in supporting the implementation of P5. Amidst the decline in moral values among students, marked by rampant cases of brawls, drug abuse, bullying, and unethical behavior, utilizing folktales as teaching materials is an alternative solution that is contextual and culturally based. Unfortunately, many local folktales remain largely unknown and underutilized in the learning process. The research method used was a qualitative approach with data analysis techniques modeled after Miles and Huberman. The results of the study indicate seven main values contained in Semarang folklore: aesthetic, religious, social, moral, cultural, educational, and economic. These values not only reflect the social conditions of society in the past but also have strong relevance for shaping the character of today's students. Despite differences in the context of the times, folklore can still be used as an effective learning medium, especially when packaged in a more engaging and modern format, such as digital storytelling, animation, or other interactive media. Therefore, the inclusion of folklore in P5 can bridge the gap between cultural heritage and sustainable character education.