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Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners

Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners

Sarmin, Sarmin; Soedjatmoko, Soedjatmoko; Ririn Uke Saraswati; Ranuyoga Asryandi; Andrie Alamin +4 more

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The Community Service (PKM) activity with the theme "Improving Self-Potential to Become an Inspiring Young Leader" is one of the implementations of the Tridharma of Higher Education program implemented by STIE Ekadharma Indonesia. The main objective of this activity is to provide a real contribution to the community, especially students, in efforts to develop self-potential and leadership from an early age. This activity targets grade XII IPS 4 students at SMA Negeri 1 Cabangbungin with a total of 33 participants. In this activity, participants are given a deep understanding of the importance of recognizing and developing their potential, including abilities, talents, interests, creativity, and superior character that can be the foundation for becoming an inspiring and competitive young leader. The material presented in the seminar is designed to equip participants with applicable strategies and insights, such as how to recognize their strengths, build self-confidence, and improve communication and leadership skills. The material delivery process is carried out interactively to encourage active student participation and create a fun and meaningful learning atmosphere. This activity also reflects the spirit of collaboration between higher education institutions and schools in preparing young people who are ready to face future challenges. Evaluation results indicate that this activity was highly effective, demonstrated by the high level of participant enthusiasm, a strong understanding of the material presented, and a positive response to the speakers. This activity is expected to inspire and motivate young people to continue developing themselves and making positive contributions, both within the school environment, on campus, and in the wider community.

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.

Tri Wahyuningsih; Nararya Rahadyan Budiyono

Concept: Journal of Social Humanities and Education 2025 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

This research is based on the background of adolescent development starting from the formation of personality or the period where adolescents begin to understand themselves and also others. Self-acceptance is when someone recognizes both their strengths and weaknesses without blaming others, and has a strong drive to continue to develop. The importance of self-acceptance is that an individual's ability to accept themselves is the foundation for individuals to embrace all aspects of their lives, both pleasant and challenging, as part of the process of personal experience. The purpose of the research is to help students understand self-acceptance. The method applied in this study is Research and Development (RnD). This scrapbook media is in the form of non-digital media whose material is in the form of books with creativity and animation so as to attract students' reading interest. In the media scrapbook contains the definition of self-acceptance, aspects of self-acceptance, factors of self-acceptance, the impact of self-acceptance, tips for increasing self-acceptance, and is also equipped with positive affirmations, pearls, and also student activities that contain student sharing and are equipped with short stories related to self- acceptance, in order to reflect and evaluate after conducting services. From the results of the analysis, it can be concluded that the development of scrapbook media, with the results of feasibility evaluation by material experts 97.5%, media experts 82.5%, practitioner experts 92.5% and limited product trials on students 87.5%, can be considered very suitable for use in the field. So that the scrapbook development media about self-acceptance for class X students of SMK Negeri 1 Godean is declared very feasible to use. The benefits of this research produce a variety of media in the implementation of guidance and counseling services. However, there are several recommendations for developing this media, namely the need to develop scrapbook media in digital form by processing scrapbook media online or through an application..

Anwar SA

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

Entrepreneurship has long been recognized as a driving force for a country's socioeconomic growth, becoming increasingly important in facing the challenges of globalization, which demand creativity and innovation. Fierce competition demands that students, as the younger generation, possess greater competencies to compete in the workforce. Student involvement in entrepreneurship can foster the development of an innovation ecosystem on campus, which in turn can improve the quality of education and research. This scientific article aims to analyze students' entrepreneurial practices in creating innovative tea products during their studies, with a focus on identifying factors influencing success and the challenges faced. Students' tea product innovations not only add value to the industry but also provide valuable experience in developing entrepreneurial skills. The research method used was a qualitative approach, interviewing students who own tea product businesses. The results show that students who are entrepreneurs in tea product businesses are highly motivated, highly creative, and have good adaptability. However, they also face various challenges, such as limited capital, lack of experience, and intense competition.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Martinus Martinus; Helena Helena +3 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This community service activity addresses the growing need for adaptive education in the digital era by focusing on strengthening the character and competence of students in line with rapid technological developments. The Pancasila Student Profile, which serves as the foundation of the Merdeka Curriculum, outlines six core dimensions: faith and piety, global diversity, cooperation, independence, critical reasoning, and creativity. Among these, creativity, independence, and critical thinking are crucial for preparing students to become innovators and problem-solvers in the digital world. However, schools in developing regions often face limitations in implementing these dimensions due to lack of resources and digital literacy. This program was implemented at SMA Negeri 2 Sorong Regency with the objective of strengthening the Pancasila Student Profile by providing training in the use of Thunkable, a visual programming platform for creating drag-and-drop mobile applications. The activity used a Project-Based Learning (PjBL) approach, enabling students to actively engage in designing simple educational applications that align with their learning context. The method encouraged hands-on exploration, teamwork, critical analysis, and creative thinking. Throughout the training, students not only learned how to navigate the Thunkable platform but also developed functional mobile apps addressing real-life learning challenges. The outcomes of the program showed a marked improvement in students’ digital literacy, problem-solving ability, innovation, and collaboration. Furthermore, students began to view themselves not just as consumers of technology but as producers of meaningful digital solutions. This initiative demonstrates that integrating digital technology with project-based learning can effectively support the implementation of the Pancasila Student Profile, even in remote or underdeveloped areas. It provides evidence that with the right approach and tools, students can be empowered to become digitally literate, creative, and socially responsible individuals who are ready to act as agents of change in the 21st century.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Wa Ode; Iluminata Iluminata +1 more

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

This service activity aims to improve the digital literacy of students and teachers through training in making interactive teaching materials based on the Thunkable application. The activity was carried out in Malibela Complex, Klawalu Village, Sorong City, Southwest Papua Province, with a participatory and hands-on approach. The training was carried out in three stages, namely introduction to the concept of mobile learning and Thunkable application, assistance in the practice of making digital teaching materials, as well as presentation of results and evaluation. The results showed that all participants, both students and teachers, were able to understand and implement the main features of Thunkable, and successfully create prototypes of interactive teaching materials, such as local history applications, junior high school quizzes, and Indonesian teaching materials. In addition to improving technology skills, this activity also encouraged creativity, collaboration and confidence in utilizing digital media for learning. Technical challenges such as limited devices and internet networks were successfully overcome through cooperation between participants. This program proves that no-code-based technology training such as Thunkable can be an effective strategy to encourage digital education transformation, especially in areas with limited access to technology. This program is recommended to be replicated in similar contexts to expand the impact and shape a more adaptive and inclusive learning ecosystem.

Makarim, Hafshoh Aulia; Rahayu, Arum Putri

Jurnal Komunikasi Pendidikan 2025 Universitas Veteran Bangun Nusantara

Creativity is the fundamental trait a teacher has to have.  Creative teachers can be recognized by their capacity to use several approaches and modify instructional methods to fit other learning environments.  This study intends to investigate the imaginative techniques used by Islamic Religious Education (PAI) teachers to inspire students' enthusiasm in memorizing short surahs at the elementary school level, also to know the supporting factors of it.  To capture the lived experiences of participants, a qualitative research design using a phenomenological method was applied.  In-depth interviews with Islamic Religious Education teachers, three students, and two parents yielded primary data.  These interviews aimed to collect ideas on the teachers' inventiveness in creating interesting memorizing exercises, their strategies for inspiring pupils, and the obstacles they face. The results show that students' motivation is much improved by the regular application of the muraja'ah (revision) technique in weekly memorization exercises.  Encouraging students' desire to memorize brief surahs was the inventiveness of PAI teachers.  The study also emphasizes, therefore, that the effectiveness of these memorization exercises at SDN Gulun 3 is significantly influenced by parental support and good rivalry among students.  These elements working together produce a synergistic environment that motivates pupils to be more dedicated and eager in learning brief surahs. Keywords: Creativity, Islamic Religious Education (PAI), Muraja’ah Method.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Rindaldy Rindaldy +3 more

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The advancement of digital technology has driven significant transformation in the field of education, particularly in the innovation of learning media that is interactive and easily accessible to students. The subject of Pancasila and Civic Education (PPKn), as a crucial component of character education, must adapt to these developments to ensure that the material remains relevant and engaging for today’s digital generation. This community service activity aimed to enhance students' learning motivation by conducting a training program on creating educational applications using the no-code platform Thunkable. The focus of the training was on the topic of national political figures, which is part of the core competencies in the PPKn curriculum. The activity was held at SMA Ampera in Sorong City, involving 11th-grade students as active participants. A participatory and project-based learning (PjBL) approach was employed, in which students were guided to design, create, and test their own educational applications based on their ideas and creativity. The program was carried out in three stages: preparation (developing modules, training materials, and technical setup), training and practice (introduction to the Thunkable platform, interface design, and basic programming), and testing and evaluation (application trials by other students and effectiveness assessment). The results of the activity showed a significant increase in students' learning motivation, basic digital skills, and active engagement in the learning process. The participants successfully created educational application prototypes featuring visual content, brief narratives, and interactive quizzes about national political figures. Moreover, students demonstrated collaborative attitudes, innovation, and confidence when presenting their work. This activity demonstrates that a project-based learning approach supported by Thunkable technology can be an effective alternative for creating meaningful, contextual, and empowering learning experiences. It is especially beneficial for schools with limited access to digital technology. By integrating creativity and digital tools into civic education, students are encouraged to become not only technologically literate but also more engaged in understanding national identity and political history in a modern, accessible way.

Akhtar, Rana Sharjeel; Imleesh, Mohammed Mahmoud Mohammed

Jurnal Komunikasi Pendidikan 2025 Universitas Veteran Bangun Nusantara

Indonesia is undergoing a transformative era in vocational education, pushed by the integration of technology-driven, project-based learning (PJBL) methodologies and Learning Management Systems (LMS). This comprehensive study examines the implementation and effectiveness of technology-driven project-based learning at SMK Cut Nya' Dien, utilizing a quasi-experimental design with 35 students divided into experimental and control groups. Using SPSS statistical analysis, the research demonstrates significant improvements in student learning outcomes, creativity measures, and engagement levels in the experimental group that utilized Google Classroom LMS with project-based learning approaches. This study is contributing to the growing body of literature supporting the efficacy of technology-integrated pedagogical methods in vocational education settings, providing empirical evidence for policy makers and educational practitioners seeking to enhance graduate employability and industry alignment. Results revealed statistically significant differences between groups (t (33) = 4.852, p = 0.0003) with a very large effect size (Cohen's d = 1.67), indicating substantial practical significance for educational implementation.

Aditya Dimas Dewanto; Ari Sugiharto

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

This study examines the role of Artificial Intelligence (AI) in piano education through a qualitative review of six recent academic sources. AI technology has brought about significant transformations in music learning methods, particularly for the piano instrument. Various AI applications such as automated performance feedback systems, musical accompaniment generators, technical error detection devices, and adaptive learning platforms have enabled new approaches to teaching and learning. AI provides instant feedback, tailored exercises to individual abilities, and creates more interactive and flexible learning environments. These innovations are considered to support the development of students' technical skills more effectively, while increasing learning motivation through personalization and ease of access. Furthermore, this study examines the information systems that support these AI applications, including human-computer interaction, audio signal processing, and the use of machine learning models to recognize playing patterns and technical errors. While AI offers significant benefits, concerns arise regarding its limitations in understanding and responding to the emotional aspects of music. AI is not yet capable of fully supporting the development of subjective and complex musical expression. Over-reliance on this technology is also feared to undermine students' critical thinking, artistic sensitivity, and creativity. Therefore, this study emphasizes the importance of a balanced integration between AI technology and human pedagogical roles, with the teacher remaining the primary facilitator in fostering expression, interpretation, and artistic values in piano learning. The study recommends further research on emotionally responsive AI, blended learning models, and long-term evaluation of AI's impact on students' artistic and musical development.  

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Deny Deny +2 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This community service activity aims to strengthen the character development of elementary school students through training in creating digital applications using the Thunkable platform. In the midst of the digital era and the challenges of the Industrial Revolution 4.0, character education is an essential aspect that must be instilled from an early age, alongside cognitive competence. Elementary schools, as the foundation of education, play a strategic role in shaping children’s personalities, including embedding positive character values. This activity was conducted at SD Moria in Sorong City and involved 24 students from grades 5 and 6, selected based on their interest and readiness. The training used a Project-Based Learning approach, where students were actively engaged in creating simple application projects. Throughout the process, students not only learned basic programming skills using Thunkable but also developed key values such as teamwork, responsibility, independence, creativity, and curiosity. Despite facing challenges such as limited devices and internet access, the students demonstrated remarkable enthusiasm. Thunkable proved to be an effective tool for interactive and enjoyable learning. Students were able to directly develop their creative ideas through designing user interfaces and application functions. This provided a meaningful learning experience that motivated students to continue exploring and trying new things. The activity showed that technology-based learning can serve as a strategic means to holistically shape students' character. Overall, this initiative demonstrated that digital application development training can serve as a character education model based on technology that is highly relevant for elementary education. This program is expected to serve as an educational innovation example that encourages the integration of digital literacy and character education in Indonesian elementary schools.

Wisnu Wahyu Widayat; Sulastri Rini Rindrayani

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The purpose of this study was to understand the effect of using Canva-based learning media on the creativity of eleventh-grade students in economics. The background of this study stems from the low level of student learning creativity caused by the minimal use of innovative and engaging media in the learning process. Creativity is an important aspect in economics learning because it encourages students to think critically, create solutions, and understand abstract concepts more contextually. Static and monotonous learning media such as blackboards and textbooks often do not sufficiently stimulate student interest and participation. Therefore, a more interactive and visual approach is needed, one of which is using Canva. Canva is an online graphic design platform that allows teachers and students to easily create presentations, infographics, and other visual materials. Using Canva in learning can provide a more enjoyable learning experience and motivate students to be actively involved. This study used a quantitative method with a one-group pretest-posttest pre-experimental design. Data analysis was carried out by comparing creativity scores before and after treatment. Student creativity was measured using a test instrument that included aspects of fluency, flexibility, originality, and elaboration. The study subjects were 34 11th-grade students at SMAN 1 Tulungagung. The results showed a significant difference in scores between the pretest and posttest results, indicating that the use of Canva-based learning media had a positive impact on increasing student creativity. Students became more active in expressing ideas, more daring to experiment with concepts, and better able to present learning outcomes visually and attractively. These findings support constructivism theory, which states that effective learning occurs when students actively construct knowledge through meaningful experiences.

Sony Eko Adisaputro; Akhyak Akhyak; Imam Fuadi

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

Education is a conscious and structured effort aimed at creating an environment and process that actively facilitates learners in developing their full potential. This includes nurturing their spiritual and moral values, self-control, intelligence, strong character, and essential life skills required for personal development and meaningful contributions to society, the nation, and the global community. At its core, education serves to empower students to realize and utilize their capabilities for future life challenges. It acts as a foundational medium through which younger generations acquire essential life skills, enabling them to integrate effectively into society. Moreover, education plays a pivotal role not only in the personal growth of individuals but also in the advancement of a nation. High-quality education is defined by its capacity to equip students with the competence to confront and resolve real-world problems. This notion becomes increasingly critical as learners transition from academic settings to the workforce and community life, where they are expected to apply their knowledge and skills practically. However, the success or failure of educational outcomes is largely determined by the curriculum. A well-designed curriculum should cultivate critical awareness and empower students to navigate complex social and professional environments. It should also promote creativity, critical thinking, and collaboration, which are essential skills in today’s rapidly changing world. Furthermore, education should not be viewed merely as a means to acquire knowledge but as a holistic process that fosters emotional intelligence and social responsibility. By integrating various disciplines and encouraging interdisciplinary learning, education can help students develop a broader perspective on global issues, such as climate change, social justice, and economic inequality. In addition, the role of educators is crucial in this process.  

Yoga Erdi Saputra; Ika Panggih Wahyuningtyas

International Journal of Education and Social Sciences 2025 International Forum of Researchers and Lecturers

This study investigates the implementation of the discovery learning model to enhance the learning independence of Grade V students in the IPAS subject at MIS Nurul Yaqin. The problem arises from limited learning facilities, which reduce opportunities for activities that stimulate creativity, as well as students’ limited ability to recognize and describe shapes and colors in detail. This Classroom Action Research applied the Kemmis and McTaggart model with Grade V students as the research subjects. Data were collected through observation, questionnaires, interviews, and documentation, and analyzed descriptively in both quantitative and qualitative forms. The results show that Discovery Learning effectively improved students’ independence in learning. Through its exploratory approach, students actively engaged in questioning, observing, experimenting, and drawing conclusions in meaningful activities. Improvements were noted in self-confidence, task discipline, initiative in managing learning, motivation to understand material, and responsibility for outcomes. Active participation at each stage—from problem formulation to reflection—enhanced mastery of the properties of light and their applications, while also fostering critical, creative, and responsible learning behavior. Furthermore, the study found that the implementation of Discovery Learning encouraged collaborative interaction among students, allowing them to share ideas, test hypotheses, and provide peer feedback. This created a more student-centered learning atmosphere, shifting the focus from teacher instruction to student exploration. Quantitative results showed that student independence increased significantly, with success rates rising from 47.80% in Cycle I, when learning was still teacher-centered, to 84.76% in Cycle II, as students became more actively engaged both physically and mentally. These findings highlight the importance of using student-centered approaches such as Discovery Learning to develop independence, critical thinking, and motivation. The model not only supported better academic outcomes but also prepared students with essential lifelong learning skills that can be applied across subjects and in real-life problem solving.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Imanuel Imanuel; Rosina Rosina +5 more

Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Teknik Indonesia

The integration of digital technology in education serves as a strategic solution to enhance learning access, particularly for students in regions with limited educational infrastructure, such as Sorong City, Southwest Papua. This community service program was designed to introduce and provide training to junior high school students in the use of the Thunkable application as a tool for mobile-based learning media. Thunkable is a visual drag-and-drop platform that enables users to design functional mobile applications without the need for prior programming knowledge. The method employed in this activity is based on the Research and Development (R&D) approach using the 4D model, which consists of four stages: Define, Design, Develop, and Disseminate. In the Define stage, the needs and digital readiness of the target group were assessed. The Design and Develop stages involved creating a training module and conducting hands-on workshops where students were guided step-by-step to create simple educational apps. In the final Disseminate stage, the outcomes were evaluated and shared for broader use. The results of this initiative revealed high levels of enthusiasm among the participants. Students were actively engaged and demonstrated the ability to independently design simple learning applications by the end of the training. This indicates that the use of Thunkable not only increases students' digital literacy but also enhances their self-directed learning, creativity, and technological confidence. Overall, this activity illustrates the potential of mobile learning tools to support inclusive and adaptive education in remote communities. By equipping students with practical digital skills, it lays the foundation for long-term educational innovation and empowerment. Therefore, the use of Thunkable can be considered an effective and accessible alternative to foster meaningful learning experiences across diverse educational contexts.

Sofia Ratna Awaliyah Fitri; Aan Hasanah; Asep Nursobah; Dewi Sadiah

International Journal of Islamic Educational Research 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

The role of Islamic Religious Education (PAI) teachers in shaping students' religious moderation is highly needed. The very diverse religious diversity in public schools is a challenge for PAI teachers compared to religious-based schools. The purpose of this study is to identify PAI learning based on Problem Based Learning (PBL) to improve students' moderate attitudes and national insight which includes; planning, implementation, evaluation, supporting and inhibiting factors as well as the impact of problem-based PAI learning to shape students' moderate attitudes and national insight. This study uses a qualitative approach using the case study method. Data collection techniques are carried out through interviews, observations and documentation analysis. The data analysis technique uses the Miles and Huberman analysis technique using the ATLAS.ti analysis tool. The results of the study found that: First, PBL learning planning is carried out by; setting learning objectives, compiling learning steps and learning evaluation. Second, implementation is carried out by; orientation stage, guiding stage, developing stage and conclusion stage. Third, evaluation is carried out by; holistic, diagnostic, formative and summative evaluation stages. Fourth, supporting factors include; student involvement, high teacher creativity, student collaborative learning, program collaboration, contextualization of issues in learning, support for infrastructure and school culture. Inhibiting factors include; difficulty in determining relevant problems, time availability, lack of teacher understanding, student diversity, difficulty generating ideas, social and cultural barriers, and resistance to change. Fifth, a moderate attitude is demonstrated by; tolerance, openness, respect for diversity, good ethics in interactions, wasathiyah, social harmony, critical and objective.

Melda Agnes Manuhutu; Adrian Adrian; Shady Shady; Michael Michael; Oktovina Oktovina +1 more

Ekspresi : Publikasi Kegiatan Pengabdian Indonesia 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This service program aims to provide mentoring to students of SMK Negeri 3 Sorong through the utilization of mobile learning technology using the Thunkable application. Thunkable is a drag-and-drop-based platform that allows users to design interactive mobile applications without complex programming. The mentoring program was designed to enhance students’ digital literacy, foster creativity, and strengthen their understanding of subject materials through the development of self-made interactive media. The method employed in this activity involved a participatory approach, including workshops, technical guidance, and learning outcome evaluations. The results showed that students were able to develop simple applications tailored to their learning needs and demonstrated increased motivation and independence in the learning process. Furthermore, students gained hands-on experience in designing and implementing technology in practical contexts. This approach has proven effective in bridging the gap between the school curriculum and the technological skills required in today’s workforce. Therefore, using Thunkable as a mobile learning tool presents an innovative alternative in vocational education and training.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Christen Christen +2 more

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The transformation of education in the digital era demands inclusive, creative, and relevant learning innovations in line with technological developments. To address these challenges, utilizing digital platforms is a strategic step in driving the digitalization of education. One innovative solution that is becoming widely used is no-code platforms like Thunkable, which enable users, including students, to create applications without having to master complex programming. This article reviews the results of a community service activity conducted at SMA Negeri 2 Sorong City, focusing on improving digital literacy and strengthening 21st-century skills through training in creating educational applications based on Thunkable. This activity utilized experiential learning and project-based learning approaches, implemented through hands-on training, interactive demonstrations, independent practice, and participatory evaluation. This training not only targeted students as the primary participants but also involved teachers as facilitators who accompanied the learning process and encouraged the application of training outcomes in classroom activities. Evaluation results showed a significant increase in student enthusiasm, critical thinking skills, and creativity in designing simple educational applications tailored to learning needs and local contexts. Despite obstacles such as limited digital devices and uneven internet access, this activity still succeeded in creating an innovative and transformative learning space. Furthermore, this training makes a significant contribution to supporting the implementation of the Pancasila Student Profile, particularly in the areas of digital literacy, independence, mutual cooperation, and creativity. It also serves as an effective means to instill the value of digital responsibility and foster a learning culture that is adaptive to technological change. The success of this program demonstrates that a simple yet applicable technology-based approach like Thunkable can be replicated in other schools, particularly in the 3T (disadvantaged, frontier, and outermost) regions, with the support of structured and collaborative training.