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Taufik Afandi; Umi Mahmudah

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

This research is motivated by the need for innovation in mathematics learning in elementary schools, especially regarding material measuring the weight of objects which is often considered abstract by students. The aim of this research is to develop a learning design based on blended learning combined with interactive media to increase understanding of concepts and student involvement in the learning process. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The findings show that the learning design developed is classified as very feasible and effective based on the assessment of material experts, media, as well as the results of limited trials in the field. The use of interactive media in a blended learning approach has been proven to significantly increase students' learning motivation and understanding of concepts. The implications of this research indicate that the integration of digital technology in mathematics learning in elementary schools can be an eee3werfgfdzxczalternative solution to create a more interesting, interactive and meaningful learning experience.

Andi Sri Yusnani Yasin; Andi Anwar; Adityanto Adityanto; Daryono Daryono

Jurnal Manajemen Sosial Ekonomi 2025 LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Penelitian ini bertujuan mendeskripsikan upaya pengembangan sumber daya manusia dalam meningkatkan kualitas pelayanan publik di Dinas Perpustakaan dan Kearsipan Provinsi Kalimantan Timur menggunakan metode kualitatif deskriptif melalui pengumpulan data, observasi, wawancara, dan dokumentasi. Narasumber meliputi Kepala Bagian Dinas dan staf terkait. Penelitian yang dilaksanakan di Samarinda ini menerapkan teknik analisis data interaktif meliputi reduksi data, display data, dan verifikasi. Hasil penelitian menunjukkan bahwa kebijakan pengembangan sumber daya manusia di Dinas Perpustakaan dan Kearsipan belum memenuhi standar yang diharapkan, dengan kekurangan dalam pengambilan keputusan kebijakan, pembinaan, pengembangan, promosi, dan optimalisasi pengembangan koleksi. Motivasi dari pimpinan kepada staf perpustakaan serta pelatihan, pendidikan, dan pengalaman kerja yang memadai sangat diperlukan untuk mengembangkan pustakawan berkualitas. Penelitian ini menyarankan agar kebijakan pengembangan sumber daya manusia lebih memperhatikan aspek-aspek yang mendukung kesuksesan, seperti melengkapi perpustakaan dengan teknologi yang dapat meningkatkan kinerja pustakawan dan menghasilkan karya-karya terbaik.

Muh. Alwi; Juhardi Juhardi; Risnashari Risnashari; Arifin Tahir; Kusmaladewi Kusmaladewi +2 more

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

This community service programme aims to improve teachers' understanding and skills in managing interactive learning media to increase student engagement in the learning process at SMAN 17 Lamuru, Bone Regency. Based on the results of the need assessment and situation analysis, it was found that the partners experienced several problems, including the lack of teacher understanding of information technology, the low ability of teachers to implement online learning, and the lack of knowledge about interactive learning media. This activity was attended by 25 participants and was carried out using various methods, such as lectures, questions and answers, discussions, brainstorming, demonstrations, and direct practice of online-based interactive learning media management. The materials provided were arranged in accordance with the objectives of the mentoring, and supported by instruments such as mentoring modules, observation sheets, participant satisfaction questionnaires, activity documentation, and other technical equipment. The main target of this programme is intangible, namely the realisation of mentoring participants who are able to understand the concept and create electronic modules for interactive learning.

Ronald Sianipar; Slamet Slamet; Denni Lesmana; Nurul Amin; Ari Pajri +2 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Scratch is a block-based visual programming language that is very suitable for beginners to create animations, games, and interactive stories. This community service program (PKM) aims to introduce interactive story making to students of MTs Pembangunan Nurul Islam. Activities are carried out through training, mentoring, and direct practice with a creative and fun approach. The results of the activities show an increase in student interest and creativity in using Scratch as a medium for digital expression. Interactive stories have also proven effective in fostering digital literacy, logical thinking, and problem-solving skills.

Ronald Sianipar; Slamet Slamet; Denni Lesmana; Nurul Amin; Ari Pajri +2 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Scratch is a block-based visual programming language that is very suitable for beginners to create animations, games, and interactive stories. This community service program (PKM) aims to introduce interactive story making to students of MTs Pembangunan Nurul Islam. Activities are carried out through training, mentoring, and direct practice with a creative and fun approach. The results of the activities show an increase in student interest and creativity in using Scratch as a medium for digital expression. Interactive stories have also proven effective in fostering digital literacy, logical thinking, and problem-solving skills.

Dody Bakhtiar Al-Anshori; Sayidatul Maslahah; Eneng Bai Muinah; Rizki Siti Anugrah

Prosiding Seminar Nasional Ilmu Pendidikan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to analyze the use of interactive E-Modules in the course Development of Children with Special Needs and its effect on increasing student learning motivation in inclusive classrooms. The research employed a quantitative experimental method with a paired pretest-posttest group design. The subjects consisted of 40 students from the Special Education Department at Sultan Ageng Tirtayasa University. Data were collected through a learning motivation questionnaire and analyzed using the Shapiro-Wilk normality test and the Paired Sample T-Test. The results showed a significant increase in student learning motivation after the use of the E-Module, with a p-value < 0.05. The E-Module was inclusively designed using the principles of Universal Design for Learning (UDL) and multimedia technology, enabling appropriate access and learning interaction for all students. These findings indicate that the interactive E-Module is not only effective in enhancing learning motivation but also supports adaptive and inclusive learning in higher education.

Muhammad Fikri Ramadhan; Muhammad Rizal Arif; Nurjannah , Nurjannah; Nur Siti Rahmayanti; Putri Khoerunnisa

Hikmah : Jurnal Studi Pendidikan Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to help students better understand the historical material about the entry of Islam into Indonesia by using the interactive quiz method in class X-4 SMAN 2 Karawang. The background is the low understanding and participation of students in history lessons, which so far still use conventional methods such as lectures. The study was conducted in two cycles through the stages of planning, implementation, observation, and reflection. Data were collected through observation, comprehension tests, and student response questionnaires. The results showed a significant increase in student understanding, both from the test results and their activeness in class. Students also looked more enthusiastic, motivated, and able to understand the material better. In conclusion, the interactive quiz method has proven effective in improving student understanding and engagement, and can be an attractive option for teachers to create a more lively and enjoyable learning atmosphere.

Annisaa Nur Faudillah; Aulia Fitriani Munthe; Lu’lu Rahmadanti; Fauziah Nasution

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2025 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This study aims to examine how interactive number puzzle media can improve logical mathematical intelligence in early childhood. Using a literature review method, this study analyzed various scientific publications related to interactive media, number puzzles, and the development of logical mathematical intelligence. The results of the study indicate that logical mathematical intelligence, which includes the ability to count, understand patterns, and think systematically, can be optimized during the golden age (0-6 years) through the use of interactive number puzzles. This media provides a fun learning experience according to the principle of learning while playing, developing not only the ability to count but also the ability to think logically, understand patterns, categorize, and solve problems. Although effective, the use of this interactive media requires parental supervision and the ability of educators to operate the media properly. It can be concluded that interactive number puzzles are an effective learning strategy to foster logical mathematical intelligence in early childhood.

Ghina Naradatul Jannah; Muhaiminah Jalal

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study is motivated by the observation that during the teaching and learning process of Natural and Social Sciences (IPAS), many students still demonstrate low learning motivation. The use of conventional teaching methods, such as lectures and written assignments, tends to be less effective in attracting students' interest. The purpose of this research is to describe the implementation of interactive media in the Natural and Social Sciences (IPAS) subject for fourth-grade students at SD Negeri 02/IX Sekernan and to determine whether the use of interactive media can improve students' learning motivation in this subject. This study employs a classroom action research design, consisting of two cycles. Each cycle includes four stages: planning, implementation, observation, and reflection. Data collection techniques used in this study include observation, interviews, and documentation. The research subjects are fourth-grade students at SD Negeri 02/IX Sekernan. The results of data analysis indicate that the use of interactive media can enhance students' learning motivation in the Natural and Social Sciences (IPAS) subject. Observation results show an increase in student engagement from the first cycle to the second, with the average score rising from 71.27% (categorized as fair) to 81% (categorized as good). It can be concluded that the use of interactive media can improve the learning motivation of fourth-grade students in the Natural and Social Sciences (IPAS) subject at SD Negeri 02/IX Sekernan.

Yarisda Ningsih; Nur azmi Alwi; Intan Resnika; Nabila Isya Farhan

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

In the era of modern education, teachers are expected to create a creative and interactive learning environment. One approach that is increasingly being implemented is game-based learning combined with literacy enhancement at the elementary school level. This study aims to evaluate the effectiveness of this method in improving student learning outcomes. Data were collected through interviews with teachers at SDN 08 Salimpaung and supported by literature from ten scientific journals. The analysis results indicate that this strategy can improve student participation, conceptual understanding, and learning motivation.

Yarisda Ningsih; Nur azmi Alwi; Intan Resnika; Nabila Isya Farhan

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

In the era of modern education, teachers are expected to create a creative and interactive learning environment. One approach that is increasingly being implemented is game-based learning combined with literacy enhancement at the elementary school level. This study aims to evaluate the effectiveness of this method in improving student learning outcomes. Data were collected through interviews with teachers at SDN 08 Salimpaung and supported by literature from ten scientific journals. The analysis results indicate that this strategy can improve student participation, conceptual understanding, and learning motivation.

Hamida Azzahra; Chandra Chandra; Inggria Kharisma

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

In the learning process in Elementary Schools (SD), the use of audio media is one of the innovative approaches that can increase the efficiency and interactivity of learning. The purpose of this article is to thoroughly study the use of audio media as an interactive learning tool in SD. This review includes ways to implement it, the benefits obtained, and the problems and solutions that arise when implementing it. The discussion method is carried out by conducting literature research and analyzing learning practices applied in several elementary schools. Audio media, such as podcasts, educational songs, audiobooks, and sound recordings, can increase student engagement, strengthen their understanding of the material, and support auditory learning styles. In addition, this media can be used in various fields of education, especially English, Indonesian, and Religious Education. However, there are still several problems that hinder the use of audio media. These include limited facilities, lack of teacher instruction, and student readiness to listen actively. As a result, the right approach is needed. These strategies include creating interesting audio content, incorporating it into learning activities, and improving teachers' ability to utilize educational technology. Audio media can help elementary school students get a fun and meaningful learning experience if used in a targeted and creative way.

Andi Maryam; Muh. Mawardi; Ainun Mardiyah; Rizky Ekawaty Ahmad; Jenro P. Sijabat +4 more

Nusantara: Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

Improving the quality of education in Indonesia requires continuous efforts to develop teachers' competencies, especially in soft skills related to pedagogical abilities and the use of technology in learning. This community service aims to enhance the soft skills of teachers in the Majelis Dikdasmen PNF PDM of Sorong City through the application of the microteaching method with simple interactive visual media. The microteaching method provides teachers with the opportunity to practice teaching in short sessions, which are then evaluated by peers and facilitators. Additionally, simple visual media such as PowerPoint, learning videos, and infographics are used to enrich the teaching and learning experience. This community service is conducted in the form of theory and practice sessions, followed by group discussions and reflections to strengthen participants' understanding. The results of the service show an improvement in teachers' ability to effectively use visual media, as well as an enhancement in their skills in managing classrooms interactively. This service is expected to significantly contribute to the professionalism of teachers in Sorong City, particularly in improving the quality of the teaching-learning process in non-formal education levels.

Aditya Putra Ramdani; Nova Christina Sari; Diaz Aditya; Karima Elsami; Naimatul Husna +4 more

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

The issue of waste management remains one of the significant environmental challenges in Indonesia, mainly due to the lack of awareness and understanding from an early age. This article discusses the implementation of a community service program through innovative interactive learning using educational games "Reresik" and "Bersihkan Sampah di Laut" designed to enhance elementary school students' interest and understanding of waste management. The implementation method includes teacher training, the introduction of waste material, the application of educational games, and the evaluation of program effectiveness through satisfaction surveys. The results indicate that game-based learning methods significantly increase student enthusiasm, simplify understanding, and foster positive habits in maintaining environmental cleanliness. Moreover, the training provided to teachers improved their ability to integrate educational technology into the learning process. This program is expected to serve as a sustainable innovative learning model to raise environmental awareness among younger generations.

Sa’adah Fuji Astutik; Ainur Rofiq Sofa

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

Summarizing Arabic texts plays a crucial role in understanding and disseminating knowledge. In Arabic language learning, there is a concept known as Naht, which is the process of simplifying or condensing lengthy and complex texts into a shorter form without diminishing the core meaning contained within them. However, in reality, many students still struggle to summarize Arabic texts due to less interactive teaching methods, resulting in passive attitudes and a lack of self-confidence among students. This study aims to develop more interactive teaching techniques to enhance student participation while supporting their critical thinking skills, particularly in the ability to summarize after reading Arabic texts. This research employs a qualitative approach with descriptive methods through observation, interviews, and documentation. The results show that the application of interactive methods such as group discussions and mind mapping positively impacts students' ability to summarize Arabic texts and develop critical thinking skills. Group discussions help deepen understanding and boost students' confidence, while mind mapping facilitates the identification of core material and makes learning more engaging and easier to remember. This technique has proven effective in improving summarization skills and sharpening critical thinking, thus it is recommended for teachers to implement and further develop it in order to create an optimal learning process for students at Madrasah Ibtidaiyah Izzul Islam.

Desryana Sihotang; Ega Mutia; Jasa Ringan Hati Gulo; Ririsma Nainggolan

Jurnal Bisnis Inovatif dan Digital 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study employs a qualitative method through a literature review approach and aims to examine the utilization of interactive learning in enhancing educational innovation in the digital era. The study is driven by the urgency to adapt learning processes to the rapid advancement of technology, requiring strategies that optimize the use of interactive media in teaching and learning activities. Based on a review of various academic sources such as books, journals, and scientific articles, it is found that interactive learning holds great potential in creating engaging learning environments, increasing student participation, and stimulating creativity and innovation. The integration of digital technology in interactive learning is also considered effective in expanding access to information, facilitating better understanding of learning materials, and enriching learning resources. Therefore, the literature reviewed indicates that developing technology-based interactive learning is highly relevant to improving the quality of education in facing the challenges of the digital age.

Karl Frizts Pasaribu; Vina Gabriella Saragih; Refli Renaldi

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The teaching of Professional Ethics in the Culinary Arts Study Program is often delivered in a theoretical manner, make lack of contextual and reflective learning experiences for students. This study aims to develop and evaluate an interactive pocket book as a learning medium to support students' understanding of ethical values in real culinary work settings. The research employed the 4-D development model (Define, Design, Develop, Disseminate), with data collected through observation, interviews, expert validation, practicality questionnaires, and pretest–posttest design. The study was conducted over three months at Universitas Negeri Medan. Validation results indicated that the media was highly feasible in terms of content, layout, and language. Practicality testing showed that students found the media very practical, while the effectiveness test revealed an improvement in learning outcomes with a gain score of 0.60 (moderate to high category). These findings demonstrate that the interactive pocket book is effective in promoting ethical learning that is contextual, reflective, and applicable. The media is recommended for integration into learning strategies focused on values and professional attitudes and is suggested for further development into digital formats to enhance flexibility and wider accessibility.

Jureid Jureid; Mukhlis Mukhlis; Mufti Fahrizal Harahap; Muhammad Danil

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Kegiatan Kuliah Kerja Lapangan (KKL) menuntut mahasiswa untuk mampu mengelola program kerja secara efektif di tengah masyarakat. Namun, masih banyak mahasiswa yang belum memahami secara mendalam prinsip-prinsip manajerial yang esensial, yaitu Perencanaan, Pengorganisasian, Pelaksanaan, dan Pengendalian (POAC). Kegiatan pengabdian ini bertujuan untuk meningkatkan kapasitas manajerial mahasiswa STAIN Mandailing Natal melalui pelatihan POAC yang aplikatif dan partisipatif. Metode pelaksanaan mencakup ceramah interaktif, diskusi, simulasi, dan evaluasi berbasis pre-test dan post-test. Hasil menunjukkan peningkatan pemahaman peserta sebesar 50%, serta kemampuan dalam menyusun program kerja berbasis POAC yang sistematis. Mayoritas peserta juga memberikan umpan balik positif terhadap metode pelatihan yang digunakan. Temuan ini menegaskan bahwa pelatihan POAC efektif dalam meningkatkan kesiapan mahasiswa menghadapi tantangan riil di lokasi KKL. Pelatihan ini direkomendasikan sebagai program rutin institusi untuk memperkuat keterampilan kepemimpinan dan manajemen mahasiswa dalam konteks pengabdian masyarakat.

Hardian Muhammad; Intan Putri Lusita; Intan Yumeriza; Kartila Pri Malti; Meiliana Fitria Ningrum +2 more

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Mathematics is often viewed by many elementary school students as a difficult subject. This is because if it is only taught in the lecture method, the material is abstract and not very interesting. To overcome this, the use of interactive learning media is a promising solution. The purpose of this study was to determine the extent to which interactive media affects mathematics learning outcomes in elementary school and what factors support its success. The method used is literature study research by collecting and analyzing various related research findings. The findings of this study indicate that interactive media such as animation, educational applications, digital games and other visual media can help to better understand the material, increase enthusiasm for learning, and promote active participation in the learning process. In addition, most of the studies analyzed showed an increase in students' academic reviews after using interactive media compared to traditional learning methods. The success of using this media is also greatly influenced by teacher motivation, institutions available at school, and the suitability of the media to student needs. Therefore, it is important for teachers to choose the right media and remain innovative. This will make the mathematics learning process more interesting and easier for students.

Eneng Wulan Sari; Suhadi Parman; Rifqi Fahrudin

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Museum is an institution that collects, receives, and studies collections of items that have knowledge and informational value as well as valuable assets. Generally, the items in a museum are solid objects that cannot interact directly with visitors. Therefore, each museum has a special staff, known as museum guides, to accompany visitors in exploring all museum collections. However, not all visitors want to be guided by museum guides, so there is a need for supporting media to help guides manage visitors who do not want to be guided. The media to be created is an interactive e-book. This interactive e-book can help visitors who want to explore the museum independently to obtain information from the museum collections. The e-book contains a menu of content consisting of information about museum collections, images of museum collections, text and audio information about museum collections, and animation illustrations of museum mascots. With a total of 33 pages containing information from 8 museum rooms. This design was made using the ADDIE method and evaluated using UEQ (User Experience Questionnaire) with a result of "Excellent".