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Shebianda Meiny Warow; Aser Yalindua; Zusje W. M. Warouw

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Low motivation to learn and limited conceptual understanding are significant challenges in learning biology at the junior high school level, especially in abstract material on the classification of living things. This study aims to analyze the influence of the use of animated videos on student learning motivation and learning outcomes. A quantitative approach with a pre-experimental design of one group pre-test and post-test was used in this study. The research sample consisted of 25 students in grade VIII of SMP Negeri 2 East Likupang. Data was collected through observation sheets to assess learning motivation and pre-test and post-test tests to evaluate learning outcomes. The results of the observation showed that the average motivation of students reached 86.32% in the outstanding category. The average pre-test score of 59.57 increased to 81.09 on the post-test, indicating a significant improvement in concept comprehension. The t-test corroborates these findings with a significant value at a 95% confidence level. These results show that animated videos can present a visualization of complex concepts in an engaging and contextual way, thereby increasing students' focus, active participation, and absorption of the material. In addition, the use of this media also supports the development of students' collaborative skills and critical thinking. This research confirms that animated videos are a strategic alternative in effective science learning, especially in school environments with limitations of conventional visual media. It is suggested that the application of this media be expanded to various materials and levels of education.

Stefi Winda Pratiwi; Elindra Yetti; Rizky Taufik Rakhman

International Journal of Educational Development 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study investigates the effect of interactive learning in traditional dance education on students’ critical thinking skills at the senior high school level. The background highlights the dominance of rote-based teaching in dance classes and the lack of reflective and analytical approaches that can foster students’ higher-order thinking. A quasi-experimental method with a pretest-posttest control group design was employed, involving 72 tenth-grade students from several high schools in South Jakarta. The experimental group received interactive dance instruction integrating reflection, interpretation, and peer discussion, while the control group received conventional instruction. Data were collected through critical thinking tests, classroom observations, and student perception questionnaires. The results showed a significant improvement in the experimental group’s critical thinking scores, with a posttest average of 88.2 and a gain score of 0.71 (high category), compared to the control group’s posttest average of 66.7 and gain score of 0.21 (low category). Paired t-test and independent t-test analyses confirmed statistically significant differences (p < 0.05) between the two groups. Observation and questionnaire data revealed that students in the interactive group exhibited higher engagement in critical thinking activities such as interpretation, evaluation, and reasoning. These findings confirm that interactive dance learning not only enhances aesthetic understanding but also promotes critical thinking, making it a valuable pedagogical approach for 21st-century education.

Fahimah Milatin Nada; Suryadi Suryadi

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

Language skills are an important aspect in early childhood growth and development because they are the basis for building communication, developing mindsets, and interacting with others. The purpose of this study is to reveal the role of audio-visual media in supporting the improvement of early childhood language skills in Kusuma Cendekia Kindergarten. This study uses a descriptive qualitative approach with data collection techniques through observation, interviews, and documentation. The findings show that the use of audio-visual media, such as children's songs, educational animations, and illustrated stories, is able to encourage increased vocabulary mastery, fluency in speaking, and children's courage in communicating. The media is considered effective because it is able to present interesting, concrete, and interactive learning, and is in harmony with the developmental stage of children aged 5-6 years. Teachers also apply strategies such as singing together, role-playing, and retelling the content of the video to strengthen children's language mastery. Nonetheless, some obstacles were found, such as the limitations of facilities and challenges in selecting the right content. The results of this study recommend the use of audio-visual media as one of the creative and fun learning tools in the early childhood education environment.

Pebriana, Dila Rahma; Khoirunissa, Dhea; Supriadi, Ananda Bagus

Noor: Journal of Islamic Studies 2025 Yayasan Penelitian dan Pengabdian Masyarakat Sisi Indonesia

The development of technology and science has brought about significant transformations in religious education, especially Islamic Religious Education. Technology plays a role as an effective means to introduce and deliver religious material in a modern and interesting way, especially for the millennial generation who have a high tendency towards the use of digital and audio-visual media. The use of audio-visual-based technology such as learning videos, as well as internet technology such as e-learning and email, facilitates the process of distance and interactive learning, thereby increasing students' understanding of religious material. [1} In addition, digital technology opens up wide opportunities in the accessibility of Islamic educational resources globally, allowing individuals from various regions to access Islamic literature and interact directly with educators and fellow students through online platforms and social media. This enriches the experience of religious learning with methods that are more creative, interactive, and in accordance with the times. However, challenges such as the authenticity of content and the gap in access to technology also need to be anticipated so that the benefits of technology can be optimal. The development of technology in religious education also encourages the renewal of teaching methods and the improvement of teacher and student skills in using technology effectively. A constructive and participatory learning approach is expected to shape students' motivation to practice religious teachings in everyday life. Thus, the integration of technology and science in religious education contributes to the achievement of educational goals that are relevant to the needs of the digital era and globalization

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Rizky Abrar Damanik

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study was to analyze the process and results of creating animated video learning media using the Animaker application with the theme "Fit und Gesund" for the Hören A1 subject. This development uses "Animaker" as a learning media for the A1 Listening subject, which adopts Plomp's theory as a development model. The results of this study are learning media for German in the form of a video "Fit und Gesund" using the Animaker application to support the A1 Listening subject. This media was developed based on the Netzwerk A1 book. Material experts gave a score of 95.8 for the learning media based on the Animaker application, which is included in the "Very Good" category. Media experts gave a score of 92.8 for this media. Based on the assessment criteria, this media is also categorized as "Very Good". Therefore, this Animaker application-based learning media is considered a feasible, practical, and effective media for Hören A1 skills.

Eltin Parro; Rusdiana Rusdiana; Galih Yudha Saputra; Eko Subastian

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

This study aims to explain the process of developing Edpuzzle learning media and identify the feasibility of media development in learning Network Service Technology. The method used is the ADDIE method for class XI TKJ students at SMK Pemuda Samarinda. Data collection techniques using observation and interviews. The analysis techniques used are skinative analysis techniques and quantitative analysis. The research subjects involved were media experts, material experts and students. The results obtained in this study are very feasible with an average score of 82.26.

Yaumil Khairati Alwis; Mizanul Hararah; Shandy Anhari Putra; Yarisda Ningsih; Nur Azmi Alwi

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

Advancements in digital technology have triggered various innovations in teaching methods, including the use of video as a learning tool. This paper aims to investigate in depth how the application of video in the learning process can improve the quality of education for elementary school students through a literature review approach. Data were obtained from scientific journals from the last five years and relevant books from the last ten years. The research indicates that the use of video in learning has a positive effect on enhancing conceptual understanding, student motivation, learner engagement, and overall learning achievement. Appropriate, engaging video use that aligns with the development of elementary school-age children can be one of the ways to tackle educational challenges in the 21st century.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

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

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Yanuar Aldi Allesandro; Rahmat Maulana Sihotang; Rinda Aunillah Sirait; Pandu Watu Alam

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

Nutritional issues in Indonesia continue to pose a significant public health challenge and necessitate early educational interventions. Children aged 7 to 9, categorized as part of Generation Alpha, are digital natives who are beginning to develop logical thinking abilities and demonstrate a strong preference for audiovisual content. In response, a two-dimensional digital animation entitled “MIGI: Makan Minum Bergizi” was developed as an educational medium. This project aims to implement the animation principles of appeal, exaggeration, and squash & stretch, which serve as the foundation for communication and visual quality in animation. The animation was produced using Adobe After Effects with the keyframe animation technique, resulting in the application of the appeal principle through uniquely simple internal organ character designs, bright and contrasting color palettes, and the use of symbolic language relevant to the target audience. The exaggeration principle was applied to dramatize movement and emotional shifts, while squash & stretch was implemented using scale transformation and puppet tools, maintaining volume consistency. These three animation principles were consciously and conceptually applied to enhance the visual appeal and communicative effectiveness of the educational message, making the work an engaging and potentially impactful learning medium.

Tessa Lonika Simanullang; Nadia Melisa Damanik; Grecia Gustri Malona Sitinjak; Siti Syahira; Elvi Mailani +1 more

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to analyze the use of technology, especially QR Code, in mathematics learning in elementary schools. Using a literature review method, data was collected from various relevant national and international journals. The results of the study indicate that the integration of QR Code in mathematics learning has proven effective in improving student learning outcomes, interest, and engagement. QR Code is used in various forms of media, such as Student Worksheets (LKS), comics, flash cards, posters, and interactive videos, which support contextual, visual, and independent learning. The application of QR Code also helps students understand abstract concepts, improves numeracy and spatial skills, and supports the development of 21st century skills. This study concludes that the use of QR Code is an innovative strategy and is feasible to be applied in mathematics learning at the elementary school level.    

Adinda Zahrah; Agnia Rahma Farhillah; Aulia Fitriani Ramadhan; Deliana Putri; Ahmad Aisy Zaki

Jurnal Manajemen dan Pendidikan Agama Islam 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

 This study aims to compare student learning outcomes between digital media-based learning and conventional methods. The research subjects consisted of two classes: Class VIII E as the control class, which learned through lectures, dictation, and summarizing, and Class VIII F as the experimental class, which used PowerPoint, the Kahoot application, and instructional videos. The study was conducted over four meetings within four weeks. Pretests and posttests were used to measure learning improvement and analyzed using the n-gain formula. The results showed that the average n-gain score of the control class was higher than that of the experimental class. This indicates that although the experimental class used interactive digital media, the control class demonstrated better comprehension of the material, most likely due to the summarizing activity that helped students focus and internalize the content more deeply. These findings suggest that conventional methods involving active student engagement through note-taking and summarizing still have high effectiveness in learning, and the implications may serve as a consideration in designing instructional strategies suited to students' learning characteristics.

Yeni Fadilah Hizriana Damanik

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study was to create an animated video as a learning media for the theme "Wie die Zeit vergeht" in the Sprechen A2 subject with the Flipaclip application and the application of the 4D development model from Thiagarajan. The steps of this development model are: (i) the definition stage, (ii) the planning stage, (iii) the creation stage, and (iv) the dissemination stage. This learning media was developed based on the Kursbuch Netzwek A2 book. This research was conducted at the Language Laboratory of the Faculty of Languages ​​and Arts, State University of Medan. The result of this creation is an animated video made with Flipaclip. This animated video was validated by material experts and media experts. The material validator gave a score of 85 (good) and the media validator gave a score of 90 (good). Based on the evaluation of the experts, it can be concluded that the animated video with the topic "Wie die Zeit vergeht" is feasible and can be used for the Speaking A2 course.

Danang Danang; Indra Ava Dianta; Agustinus Budi Santoso; Siti Kholifah

International Journal of Information Engineering and Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The threat of Distributed Denial of Service (DDoS) is increasing develop along with increasing use of the Internet of Things (IoT) and Software-Defined Networking (SDN) architecture . Although SDN provides convenience in management network , properties its centralized control make it prone to to flooding attacks that can paralyze controller performance . Detection method conventional , such as approach statistics and machine learning, still own limitations in matter accuracy , high false positive rate , and dependence on extracted features manually . To overcome problem said , research This propose a hybrid deep learning based DDoS detection and mitigation model that combines Convolutional Neural Network (CNN) to extraction feature spatial from RGB and Gated Recurrent Unit (GRU) images for understand temporal correlation between traffic data network . System tested through network test-bed Mininet based with Ryu/Floodlight controller, using simulation DDoS attacks (Hping3, LOIC) and normal traffic (video streaming, HTTP server). Traffic data cross recorded in PCAP format, processed become RGB image measuring 200×200 pixels, and labeled based on type traffic . Evaluation results with metric accuracy , precision, recall, F1-score, and MCC show that the CNN–GRU model has performance more superior compared to baseline approaches such as CNN-only, GRU-only, as well as classical ML methods such as SVM and Random Forest. In addition , the system capable apply mitigation adaptive through automatic flow rule creation on edge switches. Findings This confirm that effective deep learning- based spatial -temporal hybrid approach in increase detection early and response DDoS attacks on SDN networks adaptive and real-time.  

Livia Yulvani Akmal; Rifanny Anjelina; Nur Azmi Alwi; Inggria Kharisma

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Abstrak Pada abad ke-21, penggunaan media pembelajaran interaktif semakin dianggap sebagai sarana efektif dalam meningkatkan kualitas pembelajaran, khususnya bagi siswa sekolah dasar. Artikel ini menyajikan sebuah kajian pustaka yang membahas dampak penggunaan media pembelajaran interaktif terhadap proses belajar siswa di jenjang sekolah dasar. Penelitian dilakukan dengan metode kualitatif melalui pendekatan studi literaturAnalisis dari enam jurnal yang ditinjau mengungkapkan bahwa penerapan media pembelajaran interaktif memberikan efek positif terhadap proses belajar siswa. Selain itu, hasil uji kelayakan memperlihatkan bahwa media ini terbukti layak dan efisien dalam meningkatkan prestasi belajar. Media pembelajaran interaktif merupakan alat modern yang inovatif dan efisien, mampu menyajikan informasi dalam berbagai bentuk seperti video, simulasi, permainan edukatif, dan platform daring. Berbagai bentuk media interaktif ini mampu menjadikan proses pembelajaran lebih menarik serta meningkatkan keterlibatan dan motivasi belajar siswa. Oleh karena itu, penggunaan media pembelajaran interaktif di lingkungan pendidikan dasar perlu terus dikembangkan untuk mendukung peningkatan kualitas pembelajaran dan keterampilan siswa. Kata kunci: pembelajaran interaktif, media pembelajaran, sekolah dasar, interaktif, media interaktif.   Abstract In the 21st century, the use of interactive learning media is increasingly regarded as an effective means to enhance the quality of education, particularly for elementary school students. This article aims to provide a literature review on the impact of interactive learning media on the learning development of elementary school students. This study employs a qualitative research method using a literature review approach. Based on the analysis of six relevant journals, it can be concluded that interactive learning media have a positive influence on students’ learning processes. Moreover, feasibility tests indicate that such media are highly appropriate and effective in improving learning outcomes. Interactive learning media are modern, innovative, and efficient tools that deliver information in various forms such as videos, simulations, educational games, and online platforms. These diverse forms of media make the learning process more engaging and increase student motivation and participation. Therefore, the use of interactive learning media in the field of education, especially at the elementary level, should be continuously promoted to enhance students’ learning and skill development.

Cynthia Octavania Putri Salma; Icha Maulidya; Adli Farizi; Glorian Hilarius Kiantin Beda; Humannisa Rubina Lestari

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

The rapid development of social media has changed the learning patterns of the digital generation, including in learning Japanese. This study examines the effectiveness of short videos based on social media such as YouTube Shorts, TikTok, and Instagram Reels as a medium for learning Japanese. The study used a quantitative approach through a descriptive survey with a Likert scale instrument, involving 61 respondents who had experience teaching Japanese using short videos. The findings showed that this media effectively improved vocabulary and phrase understanding, practised pronunciation, and built learning motivation. However, its effectiveness in developing productive skills such as speaking and writing is still limited. Most respondents also stated the need for longer content to deepen mastery of the material. These findings indicate that short videos have the potential to be an interesting, practical, and easily accessible learning medium. However, the development of learning content should be directed at combining the visual appeal of short videos and communication practice-oriented materials to achieve more optimal and sustainable learning outcomes.

Putri Rahamadani; Dinda Amalia

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

In today’s digital era, the use of video media in learning has become one of the significant innovations, especially for elementary school children. This article discusses how video media can enhance the teaching and learning process in an engaging and interactive way. By utilizing educational, tutorial and interactive videos, students can more easily understand the concepts being taught. In addition, video media is also able to increase student engagement so that they are more active in its implementation, such as limited access to thechnology and teacher readiness. Therefore, this article also offers solutions to overcome these barriers, including training for educators and improving thechnology infrastructure in schools. Through this approach, it is hoped that learning in schools. Through this approach, it is hoped that learning in primary schools can become more effective and enjoyable for students. 

Trivena Patricia Sumual; Sukmarayu P. Gedoan; Ferny M. Tumbel

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Learning biology on the human motion system material often presents challenges due to the complex and abstract nature of the material. This study aims to improve student learning outcomes by applying the Discovery Learning learning model assisted by video media in class X SCIENCE SMA Negeri 2 Tondano. This research is a Class Action Research which was carried out in two cycles using a collaborative reflective approach. Each cycle consists of planning, action, observation, and reflection stages, with data collection through observation, evaluation tests, interviews, and field notes. The results in the first cycle showed that the average student score only reached 53.4 with a classical completeness rate of 32%. In cycle II, after improvements based on reflection in cycle I, learning outcomes increased significantly, with an average of 85.3 and a completeness rate of 100%. These findings show that integrating video media in discovery-based learning effectively improves students' understanding of hard-to-visualize biological concepts. Audio-visual media help students relate visual information to authentic experiences, while Discovery Learning encourages active and exploratory engagement of students in the learning process. This research contributes to the science education literature by showing that technology-based and participatory learning strategies can answer the challenges of biology learning in secondary schools. Implicitly, teachers are encouraged to adopt a similar approach to create active, engaging, and meaningful learning.

Ilham Rahmadhani; Adam Wahida; Surono Surono

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to improve students' understanding and skills in the makeup and costume of the Gambyong Pareanom dance through the application of the modelling method assisted by audio-visual media. The research subjects were 35 students of class X SP 5 at SMK Negeri 8 Surakarta for the 2024/2025 academic year. The research was conducted in three cycles, each consisting of planning, action, observation, and reflection stages. The learning method involved the use of videos, live demonstrations, group discussions, and independent practice. The results showed significant improvement in each cycle. In the pre-action stage, only 40% of students felt helped by the method and 68% lacked self-confidence. In Cycle I, 55% felt helped and 60% began to show better understanding. In Cycle II, with more interactive media, 72% of students felt helped and 68% reached the minimum passing grade (KKM). In Cycle III, 88% of students found the method very effective, 85% achieved the KKM, and 83% showed improved confidence. These findings prove that the modelling method using audio-visual media is effective in enhancing conceptual understanding, technical skills, and student confidence. The study recommends broader application of this method in vocational school skill-based learning to create a more engaging, contextual, and relevant learning experience aligned with workforce demands and cultural preservation.

Asep Saefurahman; Visca Ayu Solikhah

Jurnal Riset dan Inovasi Manajemen 2025 International Forum of Researchers and Lecturers

In the world of education, students' English language skills cannot be separated from the learning process provided by lecturers. Lecturers as facilitators try to provide the best teaching and learning process for their students. English is a course that develops communication skills both orally and in writing, understanding and expressing information. This course is no longer just a course that is limited to grammar, but can also develop students' skills in communicating English orally and in writing. For this reason, a creative approach is needed that can make students more active and interesting in learning English. One of the approaches provided by lecturers is learning English by utilizing audio-visual media, namely using videos, films, and music. In teaching English material, the use of this learning media is one of the right learning media to use. The purpose of this journal is to provide strategies in utilizing audio-visual media to improve students' English learning outcomes. Technically, the strategy for utilizing audio-visual media in the process of teaching and learning English is divided into three stages, namely preparation, use and the last is follow-up after use. This media utilization strategy will make English learning more effective, interactive and interesting. Lecturers will be more optimal in delivering materials and students will find it easier to understand.