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Fadiatur Rosidah; Muhammad Suwignyo Prayogo; Risa Fitria Agustina; Faiqotun Ni’mah

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

This study aims to develop an interactive learning media based on Genially Hybrid for the topic of the Human Reproductive System in senior high schools, aligned with the 2024 National Curriculum. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the development stage. The final product consists of three main media: (1) interactive presentation, (2) digital board game, and (3) “Family 100” game show. Each medium was designed according to Mayer’s Multimedia Principles and Cognitive Learning Theory to enhance students’ engagement and conceptual understanding. The results show that Genially Hybrid media successfully integrates visual, verbal, and interactive components that support both face-to-face and online learning flexibly. These media not only enrich learning experiences but also improve students’ motivation and collaboration in mastering abstract biological concepts. This innovation is expected to serve as an initial model for developing effective and adaptive digital learning media that meet the demands of the Society 5.0 era and the 2024 National Curriculum.

Naomi Dalila Malau; Agus Widyantoro; Sunusi Dauda

International Journal of Multilingual Education and Applied Linguistics 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to improve high school students' listening skills through the application of Voice of America (VoA) Learning English. Using a classroom action research (CAR) approach in two cycles at a high school in Yogyakarta with 36 students, this study assessed listening skills before and after using the application. Data were collected through pre-tests, post-tests, observations, and interviews, and analyzed using an interactive model and SPSS. The results show that the use of VoA Learning English improves students' listening skills, motivation, and engagement, while also proving the effectiveness of technology-assisted learning through authentic listening materials. This study recommends the integration of digital media in teaching English listening skills.

Rio Rizkiansyah; Asep Purwo Yudi Utomo; Rustono Rustono; Haryadi Haryadi; Audya Nilam Nariswari +1 more

Jurnal Pengabdian Masyarakat Terapan 2025 Lembaga Pengembangan Kinerja Dosen

Digital literacy is a crucial competency for teachers. Accelerating digital literacy for elementary school teachers is not only about mastering digital tools and applications, but also about changing mindsets and approaches to teaching. There are three impacts for teachers and students if teachers are unable to master digital competencies: 1) teachers are less able to keep up with the latest technological developments; 2) teachers are unable to filter and process the latest information, resulting in a tendency towards misinformation; 3) students are less able to absorb the latest information and thus misuse the wrong sources of information. Given these impacts, training and mentoring are needed for elementary school teachers in Songgom District to acquire the right digital skills so that elementary school teachers can maximize their potential. Elementary school teachers in Brebes Regency still do not have good digital competencies. If left unchecked, more and more teachers will lack digital competency. This can lead to a lack of technology-related information that students can use to support their learning. Furthermore, inadequate technology skills can hinder differentiated learning within the independent curriculum. The Community Service Program, initiated by professors and lecturers with expertise in digital literacy and language, is highly relevant to the needs of teachers in Brebes Regency. Elementary school teachers are developing digital competencies by implementing interactive quiz-based learning and Canva-based learning media. These competencies can be applied by teachers in the classroom. Students are expected to absorb the material more meaningfully. Learning through the application of digital literacy by teachers will increase student interest and engagement in learning the material.

Joko Purwanto; Umi Faizah; Dea Permataningtyas; Riska Amelia; Tarisa Finanda

Jurnal Pengabdian dan Perubahan Sosial 2025 Lembaga Pengembangan Kinerja Dosen

The need to strengthen literacy in Indonesian language learning requires teachers to be innovative in designing assessment instruments that are relevant to current developments. One approach that can be used is the application of multimodal texts, namely texts that combine various communication modes such as writing, images, sound, and symbols to convey meaning more comprehensively. This community service program was carried out with the aim of improving the competence of Indonesian language teachers at the junior high school level throughout Sragen Regency in developing literacy questions based on multimodal texts that align with the demands of the Independent Curriculum. The activity was carried out through two months of intensive training and mentoring, which included a theoretical understanding of the concept of multimodal texts, analysis of sample questions, and practice in developing literacy-based assessment instruments. The results of the activity showed a significant increase in teachers' understanding of the principles of multimodal texts and their ability to design questions that challenge students' critical and creative thinking skills. Through this program, teachers not only gained new knowledge but also were motivated to be more adaptive to developments in digital media and innovation in learning. Thus, this activity contributed to improving the quality of Indonesian language learning that is contextual, interactive, and meaningful for students.

Maria Liana Bili; Stefanus Dwi Istiavan Mau; Lidia Lali Momo

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Village infrastructure development plays an important role in improving community welfare. However, public opinion regarding the condition of infrastructure is often not analyzed comprehensively and based on data. This study aims to analyze public opinions toward infrastructure in Malitidari Village using the Unsupervised Learning method with the Orange application. The data were collected from public comments on social media and digital surveys, which were then processed in text format. The analysis process includes data preprocessing, tokenization, vectorization, and the application of a clustering algorithm to group opinions into several categories without prior labeling. The Orange application was used due to its ability to visualize data analysis workflows interactively and efficiently. The results of this study show that public opinions can be grouped into several main clusters: positive opinions related to the development of roads and public facilities, and negative opinions concerning delays and unequal quality of infrastructure. Based on these findings, the Unsupervised Learning method is proven effective in illustrating public perceptions of village infrastructure conditions. The results are expected to serve as a reference for the village government in planning and improving the quality of infrastructure development in Malitidari Village  

Maria Imakulata Ina Talu; Stefanus Dwi Istiavan Mau; Lidia Lali Momo

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

This research is entitled “Implementation of Lumi H5P in Mathematics Learning Media at SDK PERO Using the MDLC Method.” The aim of this research is to create a digital-based interactive learning medium designed to enhance students’ understanding of the subject matter. media that can help students understand mathematics lessons, particularly on the topics of whole numbers and multiples, in an engaging and easy-to-understand way. The approach applied in this research is the MDLC method.. Each stage was carried out systematically to produce an interactive and high-quality learning media. The learning media application was developed using LUMI H5P, which provides various interactive features such as text, images, videos, and interactive exercises in the form of single choice sets and drag-and-drop activities. The results of the study show that the implementation of Lumi H5P-based learning media can increase students’ learning interest and facilitate their understanding of the material. Moreover, the simple interface design and user-friendly features make this application effective for both classroom learning and independent study. Therefore, the implementation of Lumi H5P in mathematics learning The media can act as an innovative solution to promote a learning process that is more engaging and effective.

Navisa Navisa; Siti Halima Sineri; Rahma Nur Khalifah3; Halimatus Sadiyah; Salza Putri Amelia Jaidi +2 more

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of the Crossword Puzzle Game Application (TTS) as a learning medium to increase students' involvement and understanding in the learning process. The rapid development of technology demands educational innovation, and gamification, especially in the form of mobile TTS game applications, offers attractive and accessible solutions. Using qualitative research methods with a phenomenological approach, data was collected through in-depth interviews, observations, and document analysis from selected groups of students and teachers who had used the application. The results of the study show that this application effectively increases the motivation, activeness, and vocabulary memory of students. In addition, TTS games provide challenges that spark curiosity and encourage collaboration between learners while solving puzzles. The app also provides a fun, interactive, and adaptive learning environment to individual learning needs, moving away from traditional methods that tend to be monotonous. This study concludes that the TTS Game Application is a very effective, interesting, and relevant educational tool for modern learners and has the potential to be applied to a wide range of subjects.

Rahma Widiantie; Handayani Handayani; Ina Setiawati; Huda Farid Nurrohman

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2025 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The community service program titled “Digital Literacy Transformation through Canva as a Strategic Step for Strengthening Education and Empowering the Potential of Susukan Village toward Independence” was implemented to enhance the digital literacy competencies of rural communities, particularly among youth. This initiative was motivated by the low level of digital-based educational literacy, limited use of interactive learning media, and the lack of promotional content supporting the creative economy in Susukan Village. The implementation method employed a community-based empowerment approach through five main stages: socialization, training, technology application, mentoring and evaluation, and the establishment of the Village Digital Literacy Center. The training was conducted through hands-on practice, including the introduction of basic Canva features, the creation of interactive learning media, and the development of village branding content. The results demonstrated a significant improvement in participants’ skills: 80% were able to produce at least three usable designs, 72% successfully created independent educational or promotional content, and participant satisfaction reached 91%. Moreover, participants’ digital literacy scores increased to 82.4 after the training. The establishment of the Village Digital Literacy Center serves as a strategic step to ensure program sustainability and autonomous knowledge transfer at the local level. Overall, this activity successfully promoted digital literacy transformation in Susukan Village, strengthened the community’s ability to utilize technology for education and local potential empowerment, and fostered an adaptive and self-reliant village in the digital era.  

Yerica Resty Anjaly, Caca; Meilla Dwi Nurmala; Alfiandy Warih Handoyo

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to develop an innovative learning medium in the form of a board game titled “ReproQuest: Adolescent Reproductive Health” to introduce and enhance students’ understanding of adolescent reproductive health at SMP Negeri 16 Kota Serang. The development process employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) with eighth-grade students as research subjects selected through purposive sampling. The stages included analyzing student needs, designing an interactive game concept, and conducting feasibility and effectiveness tests. The feasibility assessment results showed an average score of 86.3% (categorized as highly feasible), consisting of 72.87% from linguists, 92.85% from media and material experts, and 87.5% from practitioners. A limited trial involving 10 students demonstrated improved understanding of reproductive health, with 70% of students achieving a moderate level and 30% reaching a high level of comprehension. These findings indicate that the “ReproQuest” board game is feasible, engaging, and effective as a learning medium and guidance tool to promote reproductive health education among adolescents. Moreover, it serves as an enjoyable and participatory learning alternative that fosters positive attitudes and awareness of reproductive health among junior high school students.

Rudjiono Rudjiono; Nining Fitriani; Muhammad Faiz Amrillah; Ahi Ritma Prianahatin

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Bullying is one of the most common forms of violence still occurring in schools, causing serious impacts on students’ psychological conditions and social development. Various efforts have been made to reduce bullying cases, yet communicative campaign media that match the characteristics of the digital generation remain limited. This study aims to develop educational media based on interactive motion graphics designed with Visual Communication Design principles to support anti-bullying digital campaigns in schools. The research stages include designing the main characters using Adobe Illustrator and Adobe Photoshop, separating body parts in vector format for easier animation, importing the files into Adobe Character Animator, and synchronizing movements, facial expressions, and voices through dubbing processes. The final product is an interactive animation entitled “Berani Bicara, Berani Membela” (Dare to Speak, Dare to Defend), which features three main scenes: bullying in a school corridor, peer support in the classroom, and reporting the case to the guidance counselor. The findings indicate that this media provides a more engaging and interactive learning experience while effectively delivering moral messages. The animation not only emphasizes the importance of victims’ courage to report bullying but also highlights peer support and the school’s role in providing protection. Therefore, interactive motion graphics can serve as an alternative digital campaign strategy that is relevant, easily accepted by young generations, and has the potential to foster safe, inclusive, and friendly school environments for all students.

Nurfalah, Samsu; Siti Nurhalimah; Rifa Salsabila; Siti Nursilah

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

Game-based learning has emerged as a relevant instructional strategy to address the challenges of 21st-century education, including in Islamic Religious Education (PAI), which is often perceived as monotonous and less engaging for students. This study aims to describe the implementation of game-based learning in enhancing students’ learning motivation in the PAI subject at MA Yapina. This research employed a descriptive qualitative approach with data collected through observation, interviews, and documentation. The findings indicate that the use of educational games—both digital and non-digital—creates a more interactive and enjoyable learning atmosphere while encouraging active student participation. Students demonstrated increased motivation, self-confidence, and interest in understanding religious concepts more deeply. In addition to boosting motivation, game-based activities contributed to better conceptual understanding through collaborative tasks and contextual simulations of Islamic values. However, several challenges were identified, including limited teacher competence in using game-based media and unequal availability of technological facilities. These findings suggest that game-based learning holds significant potential for PAI instruction but requires adequate teacher support and sufficient infrastructure to optimize its implementation. This study is expected to serve as a reference for developing innovative and creative learning strategies in Islamic Religious Education that align with the characteristics of digital-native learners.

Annisa Sofia Mujahidah

International Journal of Religious Education and Philosophy 2025 International Forum of Researchers and Lecturers

Learning Hajj rituals requires innovation to overcome the limitations of available media, one of which is through the utilization of the integration of the Android platform with Augmented Reality technology. The Muslim Sadiq application on smartphones displays 3D objects related to the practice of Hajj rituals. This study aims to explain the design of interactive media based on Augmented Reality as an innovation in learning Hajj rituals, expected to improve student understanding through a more visual, interactive, and contextual learning experience. This media design method adopts two stages of the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), namely the needs analysis and media design stages. This study reveals that learning Hajj rituals requires interactive and applicable media to overcome the gap between theoretical understanding and the practice of Hajj worship in real life. The designed media utilizes AR technology to create a simulation of Hajj implementation and supports experience-based learning. Although the design has considered technical and pedagogical aspects, this media is still in the design stage and has not been tested or implemented directly. Therefore, further research is needed to assess the effectiveness of this media in learning Hajj rituals.

Eka Maulidia; Muhammad Suwignyo Prayogo; Tsania Nailal Ilfa; Adellia Saputri

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Science learning in elementary schools plays a vital role in fostering scientific thinking, curiosity, and critical thinking skills from an early age. However, classroom practices are still dominated by conventional methods that make students passive and less motivated, which affects their understanding of abstract concepts such as the states of matter and their changes. This study aims to describe the effectiveness of using Canva as an interactive learning medium to enhance the motivation and learning outcomes of fourth-grade elementary school students on the topic of states of matter and their changes. The research employs a qualitative descriptive method through literature review and theoretical experimentation. The study involved reviewing various scientific sources and conducting a simulated Canva-based learning activity that visualized changes in the states of matter through images, animations, and simple classroom experiments. The findings reveal that using Canva encourages active student participation, clarifies abstract science concepts, and creates an engaging learning experience. Canva has proven to be an effective and innovative medium that supports the principles of the Merdeka Curriculum, emphasizing creativity, collaboration, and independent learning.

Seftian Rusditya; Dewa Gede Hendra Divayana; Gede Indrawan

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The use of technological resources, especially the internet, has a very important role in supporting the effectiveness of the implementation of the flipped classroom model. Through internet access, students can prepare before face-to-face learning by watching learning videos, reading materials, or doing exercises independently. This allows the classroom teaching and learning process to be more interactive, where face-to-face time can be focused on discussion, problem-solving, and application of concepts. Based on survey data collected from students of SMK Dewata Bali Denpasar, it is known that optimal use of the internet helps increase students' understanding and interest in learning science subjects. However, as time went by, it was found that some of the material was still difficult for students to understand and remember. Therefore, educators need to choose the learning platform that is most effective in supporting the implementation of this model. Using the ELECTRE (Elimination and Choice Expressing Reality) method, this study assessed various platforms such as features, price, ease of use, and user survey results. The results show that Google Classroom is the most suitable and efficient platform to support reverse learning because of its ability to integrate various learning media, ease of access, and support for interaction between teachers and students.

Kostafani, Emmanuel Ardillan Kostafani; Tien Bayangkhariwati Tacoh, Yuliana

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

This study aims to examine the impact of using the Quizizz application on students’ learning interest in the Information Technology subject at SMK Negeri 3 Salatiga. The research employed a quantitative approach with a quasi-experimental design, involving an experimental class that utilized Quizizz as a learning medium and a control class that used conventional teaching methods. Data on students’ learning interest were collected through questionnaires and analyzed using the Independent Sample T-Test to determine significant differences between the two groups. The findings revealed that students in the experimental class who learned through Quizizz achieved a mean score of 68.96, while those in the control class obtained a mean score of 57.30. The statistical analysis indicated a significant difference between the two groups, suggesting that the use of Quizizz had a positive and measurable effect on enhancing students’ learning interest. The interactive features of Quizizz, such as real-time feedback, gamification elements, and visual engagement, likely contributed to students’ higher motivation and active participation during the learning process. Based on these results, it can be concluded that Quizizz serves as an effective and engaging digital tool to increase students’ enthusiasm for learning Information Technology. It is therefore recommended that educators integrate Quizizz into classroom activities as a complementary interactive learning medium. Future research is encouraged to investigate the application of other digital platforms or compare the effectiveness of different gamified learning tools across various subjects and educational levels.

Tabita, Dinda Hersya; Leonard Dharmawan

NALAR: Jurnal Pendidikan dan Kebudayaan 2025 Universitas 17 Agustus 1945 Semarang

This study aims to identify the factors that influence the implementation of interactive digital books as a communication medium at the Museum Kepresidenan RI Balai Kirti. The research method used is qualitative, with data collection through in-depth interviews with museum staff and surveys of visitors. Data were analyzed using the Cognitive Theory of Multimedia Learning (CTML) to understand how the design of the digital book affects the user experience, as well as SWOT analysis to map the strengths, weaknesses, opportunities, and threats related to its implementation. The research results highlight that interactive digital books offer opportunities to improve museum information accessibility and visitor engagement. Its implementation is also influenced by factors such as the quality of the book's content, audio-visual elements, language use, and the richness of the information presented. This study concludes that the success of interactive digital books as a museum communication medium requires a comprehensive strategy that considers the various aspects.

Cici Cahyani; Bintang Nurheni; Br Lumban Tobing, Elisa; Purba, Devi Triana; Panggabean, Martuana Peronika +1 more

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

In this study, an interactive learning medium was developed to practice German A1-level vocabulary with the theme “Freizeit”, based on a website created using Genially. This research is classified as development research, in which the development process of the learning medium employed the ADDIE model, consisting of five stages: analysis, design, development, implementation, and evaluation. The study was conducted in the German Language Education Study Program at Universitas Negeri Medan. The research data consisted of vocabulary on the theme “Freizeit”, taken from the Netzwerk textbook and other online sources. The research subjects were second-semester students of the 2024 cohort. The instruments used included questionnaires, pretest and posttest, expert validation sheets, and documentation. The results of the validation from media experts and material experts indicated that the medium was suitable for use in learning, with scores of 92% and 89%, respectively. The trial conducted with students showed a positive response with an average score of 91%. The students’ average pretest score was 58.3, which increased to 84.7 in the posttest. Statistical tests revealed that the calculated t-value (12.45) was greater than the critical t-table value (2.045), indicating a significant difference between the pretest and posttest results. Thus, the use of the Genially interactive learning medium proved effective in improving German A1 vocabulary mastery and was able to create a more engaging and interactive learning atmosphere while supporting independent learning.

Tabitha Gabriela Sianipar; Nurhasanah Siregar

Learning quadratic functions in high school still faces various challenges, primarily due to the abstract nature of the concepts, which require students to have strong analytical thinking skills. These difficulties often result in low student understanding of the relationship between quadratic equations and parabola graphs, as well as limitations in applying these concepts to mathematical problem-solving. GeoGebra, as a technology-based learning tool, offers interactive visualizations that allow students to observe the real-time changes in the shape of a parabola when the coefficients in a quadratic equation are modified. A literature review of recent studies reveals that the use of GeoGebra significantly enhances conceptual understanding, mathematical representation skills, and student motivation. Its effectiveness further increases when combined with appropriate teaching strategies, such as the 5E model (Engage, Explore, Explain, Elaborate, Evaluate), which encourages active involvement and concept exploration by students. However, several challenges remain, including limited access to devices, teachers’ readiness to utilize technology, and suboptimal infrastructure support. Therefore, the integration of GeoGebra into quadratic function learning requires careful planning, teacher training, and adequate facility support to maximize its benefits and improve the overall quality of mathematics education.

Angelina Kusumo; Ahmad Afandi

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Holding a socialization activity to teach 6th grade students at SD 014662 the habit of saving money from an early age. This activity aims to foster students' interest in saving money. Character education, including learning about money and the habit of saving money from an early age, is the main basis for this activity because many elementary school students are still not interested in saving money. The main objectives of this outreach program are to raise awareness of the benefits of saving, encourage students to get into the habit of saving, train them in self-control, introduce them to basic financial services, and enhance their creativity by making piggy banks from recycled materials. The program implementation method is divided into several stages, namely coordination, media preparation, outreach, and piggy bank making. This activity was carried out face-to-face at SD 014662 Desa Perk.Gunung Melayu. The target of this activity was 6 sixth-grade students of SD 014662 aged between 11 and 12 years old. Various activities were carried out, including presenting material on the definition, benefits, and socialization of how to save money. In addition, there were also practical activities, namely making piggy banks from used cans and determining savings targets. The savings socialization activity was carried out smoothly and succeeded in arousing students' interest in saving money. They also gained a better understanding of the meaning, benefits, and methods of saving money. All sixth-grade students appeared enthusiastic and interested, listening attentively to the material and actively asking and answering questions. The activity of making and decorating piggy banks from used cans also successfully stimulated the students' creativity. In addition, students began putting their remaining pocket money into the piggy banks and setting savings targets, indicating a shift in habits from being consumptive to being more economical. From the results of these activities, it can be concluded that socializing the habit of saving from an early age with a practical and interactive approach is very effective in increasing interest and forming disciplined habits in managing children's money.

Nurul Hafidzah; Hayati Arifah Al-Bahri; Gusmaneli Gusmaneli

Jurnal Budi Pekerti Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The moral crisis affecting adolescents in the modern era poses a serious challenge to the world of education, particularly Islamic Religious Education (PAI). Phenomena such as declining morals, deviant behavior, and low moral awareness demonstrate the need for strategic efforts in developing adolescent character. This article aims to examine various PAI strategies in addressing the adolescent moral crisis, including strengthening religious values, implementing interactive and participatory learning methods, teacher role models (uswah hasanah), utilizing social media as a means of moral education, collaboration between schools and parents, and developing religious-based extracurricular activities. Through the implementation of these strategies, it is hoped that PAI learning can be more effective in instilling moral and spiritual values ​​in adolescents, thereby forming a generation with Islamic character, noble morals, and capable of facing the moral challenges of the digital era.