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Muhammad Nabil Priambada; Aprianti Astuti; Anjani Putri Belawati Pandiangan

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This research discusses the role of information technology in implementing the Islamic Education curriculum at SMA Negeri 1 Sangata Utara. In researchusing qualitative methods,this method uses the results of uinterviews and direct observation questions and answers with informants,principals and PAI teachers to find out the role of information technology in implementing the PAI curriculum at SMA Negeri 1 Sangata Utara secondly,what are the information technologies in implementing the curriculum is a student learning design in information technology learning,the use of learning resources such as educational videos,interactive simulations and other online resources to enrich the learning experience with a deep understanding of Islamic concepts. Information technology in implementation at SMAN 1 Sangata Utara has applied learning using technology, for example the technology used is the use of PowerPoint and the use of the Canva application. The role of information technology in implementing the Pai program includes information technology as a tool to support the implementation of Islamic religious education.

Asih P. Fitri; Khaeratun Hisan; Zulhaj Febrianti; Rohmayani Jalisna; Feby A. Wulan

Jurnal Transformasi Bisnis Digital 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Sukarara Village, Central Lombok Regency. Sukarara Village is known for its production of traditional woven fabrics that have high cultural and economic value. However, the main challenges faced are limited market access and low interest of the younger generation to preserve weaving skills. In this context, social media offers an effective solution to expand the promotional reach of woven products. Through platforms such as TikTok and Facebook, weaving artisans can showcase their products visually and interactively to a global audience. This research uses a qualitative approach with a netnography method to understand the interactions and digital marketing strategies used by local communities. The data sources studied were weaving craftsmen and weaving resellers. Data were collected through interviews, observation and documentation. Data analysis was carried out by collecting data, reducing data, presenting data, and conclusions. The instruments used were interview guidelines, observation guidelines, and documentation. Data validity was carried out by triangulating data, sources and techniques. The results showed that social media not only increased the visibility and sales of woven products but also helped in preserving local cultural heritage. TikTok, with its short video and live streaming features, proved particularly effective in attracting consumer attention and facilitating direct interaction. This research also reveals how local agents can modify and enrich social and economic structures through the use of social media, in line with Giddens' theory of structuration. For long-term sustainability, additional strategies to attract the younger generation and diversification of promotional platforms are required.

Ida Alinda Fathonah; Abdul Majid; Chairani Astina

Journal of Student Research 2024 Pusat Riset dan Inovasi Nasional

In this modern era, technology plays a crucial role in facilitating learning and enhancing understanding of academic material. This study focuses on Arabic language learning through the YouTube channel Arab Podcast, particularly on the video content of the book "Takalam Al-Arabiyah Volume 1". The research aims to provide a comprehensive overview of Arabic language learning through this channel, to understand the concept of content presentation, and to assist individuals in learning Arabic more easily. The study employed a qualitative literature review method with content analysis and discourse analysis techniques. Findings indicate that Arab Podcast not only serves as an effective learning resource but also fosters an active learning community through interactions in the comment section and positive feedback. By employing the As-Sam’iyah As-Syafahiyah presentation method and communicative approach supported by direct methods, systematically presented videos help learners understand and apply the material effectively, thereby creating an interactive and supportive learning community.

Fania Sella Farahma; Raihan Arfiansyah Putra; Rohid Bahrul Fatoni; Muh. Rifqi Bachtiar

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

Abstract. This study looks at how teachers use the social studies method in Class VII of SMP Negeri 3 Balung Jember. The results show that this method is very effective in creating an interactive and supportive learning environment. The constructivism approach, used by teachers, encourages students to build knowledge through active interaction with material and fellow students. Clear instructions and reflection on previous lessons are used to begin the lesson. Then, the use of analogies and interesting learning tools such as videos and educational games are used. Teachers encourage students to actively participate in learning by helping them overcome problems without providing immediate solutions. In-depth questions and timely feedback improve teacher-student communication, creating a dynamic learning environment. This method was successful in increasing students' understanding, technology skills, and their participation. In addition, teachers use preventive and responsive approaches in classroom management to overcome disruptions and create a disciplined and conducive learning environment. Student response to this teaching method was very positive; they are very enthusiastic and very involved.

Eva Khusnia Arianti; Rizky Herdian Syah; Mila Hariani

Jurnal Penelitian Manajemen dan Inovasi Riset 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This research aims to identify and analyze effective tactics used by teachers in increasing the learning motivation of fifth grade students at Tempel Elementary School. Using a qualitative approach with a case study method, data was collected through classroom observations, in-depth interviews, and document analysis. The research results show that several effective tactics include: (1) Project-Based Learning Approach which involves students in practical and relevant activities, (2) Use of varied learning media such as educational videos and teaching aids to make lessons more interesting, (3) Providing Constructive Feedback that helps students feel valued and motivated, (4) Creation of a Positive and Supportive Classroom Environment that makes students feel safe to participate, and (5) Use of Interactive Learning Methods such as group discussions and educational games that increase students' active participation. These findings indicate that these strategies effectively increase students' learning motivation, which contributes to increasing their participation, interest and learning outcomes. This research provides practical implications for teachers in developing effective teaching strategies and becomes a reference for developing teacher training programs and educational policies that support the creation of a learning environment that motivates students.    

Fadhil Pradwira Ilham; Riza Rivaldiansyah Daza; Raden Achmad Rafi Adyatma; Anggi Alvionita; Ardana Pradipta Andhika Putra +6 more

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The BPJS Employment program is an important aspect in providing socio-economic protection for Indonesian people, especially Generation Z (Gen Z), who are starting to enter the world of work. This service aims to increase understanding of the BPJS Employment program through education carried out in the Young Helper community, a volunteer organization that is committed to creating positive change in society and is part of Gen Z. This service also aims to increase Gen Z's participation in the BPJS Employment Program which provides socio-economic security. The method used in this service is an educational method through the presentation of interactive material with data sources from literature studies, questionnaires, interviews and field observations. Our service contains educational teaching on the BPJS Employment Program such as requirements, technical implementation, types of programs and how to register. The education we carry out produces pamphlets, powerpoints, educational videos and posters, each of which presents important information from the BPJS Employment Program. The results of our service show that there is an increase in participants' understanding and participatory desire to be registered in the BPJS Employment Program.

Agus Darmawan; Syamsiah Syamsiah; Nunu Kustian; Siti Juleha; Irnawati Irnawati

jurnal ABDIMAS Indonesia 2024 STIKes Ibnu Sina Ajibarang

In the ever-growing digital era, education plays an important role in utilizing technology to improve the quality of learning. Interactive learning videos have become an effective tool in delivering learning material in an interesting and competitive way. However, many kindergarten teachers still face challenges in producing interesting and interactive learning videos due to limited knowledge and skills in using appropriate software. TK Rambutan, teachers realize the importance of updating their skills in integrating technology in the learning process. In this context, the introduction of the Canva application as a tool for creating interactive learning videos is considered a progressive step that can help teachers create more interesting and relevant learning experiences for young children. Using Canva as an intuitive creative platform and the various features it offers, such as templates, graphics and animations, can help TK Rambutan teachers in creating learning video content that is interesting, easy to understand and interactive. Therefore, through this Community Service (PKM), TK Rambutan  teachers aim to explore the potential of Canva in the context of early childhood education and improve their skills in utilizing this application to create a more interesting and effective learning experience for students.

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

Ni Ketut Sriwinarti; Khairunnisa Khairunnisa; Defel Septian; R. Ayu Ida Aryani

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

This community service activity aims to train young children to be more independent, especially in realizing their desire to have something in the future. Children are invited to learn to manage personal money, have financial planning, respect money, learn discipline and make them proud. One of the simplest saving methods is to save money through a medium called a “celengan”. This service activity was carried out at Guntur Macan 1 State Elementary School, where the participants in this activity were student in grades 4 and 5. The method of implementing this socialization was divided into several stages, namely coordination, media preparation, material socialization, discussions and games. The socializations material provided is history of saving, why you save, what banks are in Indonesia, and finally setting a savings target. The material is packaged with interactive videos so that children can be enthusiastic in participating in all the activities. This activity went well and was lively because it was accompanied by college students who guided the activity will provide ongoing motivation for children to continue saving an so that the agreed targets can be achieved

Salma Fatimah; Dina Salsabila; Ummi Amalia Al karim; Muhammad Aniq Nazhif

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The use of technology in the learning process can have a positive impact on the student's understanding process, but it also certainly has obstacles. Therefore,  it is necessary to explore how students view the use of technology in learning so that learning can be adjusted to their wishes. To find out, this study uses interview methods and data analysis using descriptive and qualitative methods. The results show that most students have a positive view of the integration of technology in learning and learning activities. Technology is considered to make it easier for students to find the material they want to learn and also make learning more efficient and interesting. Even so, students feel challenged and feel that with the existence of technology, there will be a gap between students that causes disparity and in limitations to technology ownership or internet access. In addition, students' preferences regarding the technology used vary greatly; some students prefer the use of technology in learning, such as videos or other interactive media.

Abdul Syahid; Florence Angelaila Fauzi; Sumarni Sumarni; Rahmania Ananda; Amanda Salsabila +3 more

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2024 FKIP, Universitas Palangka Raya

The rapid development of educational technology presents new opportunities for enhancing the teaching and learning process through electronic media, which can make learning more interesting and interactive, thus increasing student motivation and engagement. This study aimed to evaluate the effectiveness of different teaching methods direct teaching and the use of audio-visual media in enhancing English language comprehension among fifth grade students at SD Muhammadiyah Pahandut, Palangka Raya. The research involved a service activity conducted with lecturers and students from the Tadris English Education Study Program (TBI) IAIN Palangka Raya. The methodology included both pre-service preparations and the implementation of two distinct teaching approaches. Class 5A received direct teaching with active interaction, while Class 5B utilized interactive videos. The study revealed that conventional teaching in Class 5A faced challenges such as reduced student engagement and passive participation. However, strategic improvements in teaching techniques and classroom management were recommended to enhance effectiveness. In contrast, the use of technological media in Class 5B resulted in higher student engagement and better comprehension of the material, as evidenced by their active participation and correct responses during activities. Overall, the study highlights the advantages and disadvantages of both teaching methods, emphasizing that the choice of method should be context-specific and aligned with learning objectives and student characteristics. The findings suggest that integrating technological media can significantly enhance the learning experience and outcomes, particularly for elementary school students.

Diana Sarkila; Muhammad Hifdil Islam; Ririn Fatmawati

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

In summary, the comprehensive analysis of students' responses to 11 distinct questions about the utilization of TikTok as a learning medium in English-speaking classes yields valuable insights. The unanimous agreement among the interviewed students underscores the overall advantage of TikTok as an effective and versatile learning tool. Firstly, TikTok proves to be a valuable supplementary resource, providing diverse content that aids in better understanding study materials. Students emphasize that the platform's content enhances their comprehension, offering additional learning material that is both engaging and accessible. Secondly, TikTok's interactive features, such as stitch videos and duets, emerge as pivotal components that inject an engaging and enjoyable dimension into the learning process. Students express a strong preference for these features, highlighting their positive impact on the learning experience. Thirdly, TikTok significantly contributes to bolstering students' confidence in speaking English. The students' responses emphasize that the platform acts as a transformative space where they overcome initial apprehensions about fluency. Through consistent speaking practice, students report feeling more motivated and self-assured when communicating in English. Additionally, the analysis reflects a positive correlation between TikTok usage and increased motivation to learn English. The platform's dynamic and interactive nature contributes to a more stimulating learning environment, encouraging students to actively engage with the language. Furthermore, students note that TikTok facilitates a deeper understanding of English materials. The visual and auditory elements in TikTok videos enhance their comprehension and retention of vocabulary and pronunciation. Despite these positive aspects, it's essential to acknowledge potential drawbacks. Some students express concerns about distractions on TikTok, which may divert their focus from the intended educational content. This highlights the need for effective time management and self-discipline when using TikTok as a learning tool. In conclusion, the data-driven analysis reveals a multifaceted perspective on the advantages and disadvantages of using TikTok as an English learning tool. While it significantly contributes to supplementary learning, interactivity, and confidence-building, students need to navigate potential distractions. Ultimately, TikTok emerges as a valuable and effective tool in language education, requiring a balanced approach to optimize its benefits for English learners.    

Skolastika Dinda Ayu Maharani; Emmeria Tarihoran

Jurnal Pendidikan Agama dan Teologi 2024 International Forum of Researchers and Lecturers

Between 1997 and 2012, this is a generation that is familiar with technology digital and have different preferences in receiving information. The TikTok platform, with its interesting and interactive short video format, has become a popular social media platform among Generation Z. This article aims to explore the potential of the TikTok platform as an appropriate means of catechesis for Generation Z. A literature review was conducted to analyze TikTok's features and characteristics of Generation Z. TikTok features such as short videos, music, and filters can be used to create interesting and interactive catechetical content. Catechesis content on TikTok can be packaged in the form of educational videos, inspirational stories, reflections on faith, and other creative content. The TikTok platform has great potential to become an appropriate catechesis tool for Generation Z. With creative and interactive content, TikTok can help Generation Z to learn about the Catholic faith in an interesting and fun way.

Yulia Rahmawati; Farida Hariyati; Ahmad Zakki Abdullah; Mia Nurmiarani

Concept: Journal of Social Humanities and Education 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

This research provides a deep understanding of the transformation of preaching or dawah communication styles in the digital era. Against the backdrop of technological advancements, preaching is no longer confined to conventional methods but has evolved into multi-directional communication that is more interactive and responsive. Preachers now adopt various strategies to enhance the effectiveness of preaching in the digital world. The research results highlight the shift in preaching communication styles from traditional lectures to utilizing social media, video platforms, and instant messaging applications. Prominent preachers in Indonesia, such as Abdul Somad, Adi Hidayat, and Khalid Basalamah, serve as successful examples in reaching audiences through digital channels. Various strategies for enhancing preaching in the digital era are identified, including mastering various digital platforms, developing storytelling skills, understanding online audience trends and habits, collaborating with digital content creators, implementing interactive technology, optimizing search and online visibility, and maintaining branding and messaging consistency. In conclusion, the utilization of digital technology can create preaching content that is more dynamic, relevant, and easily accessible to audiences increasingly connected through technology. Thus, this research provides practical guidance for preachers and researchers to enhance preaching communication in the digital era, making preaching more effective and relevant in the face of the dynamic developments in communication technology.

Nurhosen Nurhosen; Sayyinul Sayyinul; Rofik Iskandar; Malikal Balqis; Miftahus Surur

The aim of this research is to determine the role of Canva-based interactive video media in thematic learning on learning outcomes in elementary schools. This research is a literature study using qualitative descriptive methods. Data collection was carried out by searching via Google Scholar for articles in electronic journals and other publications. The data was analyzed in three stages, namely organizing, synthesizing and identifying. In applying this media, several obstacles were encountered in the classroom, including; Teachers still don't know how to make designs on Canva, the signal is not stable and the infrastructure is limited. However, these obstacles are not an obstacle. The school provides socialization or training and adequate facilities and infrastructure for teachers. There are eight articles that are in accordance with the study theme which states that the application of Canva interactive media has a very significant role in student learning outcomes, especially at the elementary school level.

Nuramila Nuramila; Ayu Hidayanti Ali; Puspita Dian Agustin; Dakia N Djou; Eka Sartika

Jurnal Pengabdian Bersama Masyarakat Indonesia 2024 CV. Aksara Global Akademia

Currently, technological developments are increasingly rapid. There are new advances in human life, one of which is artificial intelligence or AI (Artificial Intelligence), which is a computer system created in such a way as to be able to interact with the world around it through intelligent behavior like humans. Artificial Intelligence can target various domains, including the education sector. The role of teachers will be greatly transformed by artificial intelligence, including in terms of creating learning media. Media in this case is very necessary to attract students' enthusiasm in participating in learning, as well as to create fun, meaningful, creative and interactive learning. The use of Pictory and Fliki AI makes it easier for teachers to create learning media because the Pictory and Fliki features are able to automatically visualize a text into an educational video according to a certain topic. The targets of activities in implementing this service activity are teachers at SMP Negeri 6 Gorontalo City. This activity contributes to the creation of creative and fun learning based on current developments, namely the use of technology. The implementation of this service activity uses the Training and Mentoring method.

Faridahtul Jannah; Shofia Hattarina

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment

Legi Aulia Putri; Ulva Rahmi

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2023 FKIP, Universitas Palangka Raya

In the digital era, Islamic religious education (PAI) is faced with the challenge of attracting the learning interest of the millennial generation who are accustomed to technology. This article explores the potential of using digital media as an innovative strategy to increase interest in learning PAI in the millennial generation. This approach includes the use of mobile applications, interactive learning videos, and online platforms specifically designed to provide an engaging learning experience that suits the learning styles of the millennial generation. By understanding the characteristics of the millennial generation who tend to be responsive to technology, the application of digital media in PAI classes can create a more dynamic and relevant learning atmosphere. In addition, this article explains how the integration of digital media can stimulate discussion and active participation of students, building connections between PAI material and the daily life context of the millennial generation. The successful use of digital media to increase interest in learning PAI in the millennial generation requires an active role from educators in designing interesting content, facilitating online interactions, and continuing to apply innovation in learning approaches. Thus, this article not only discusses the positive impact of using digital media in increasing interest in learning PAI in the millennial generation, but also provides practical guidance for educators to implement it effectively in the educational environment.

Rayhan Akbar Wiguna; Kinanti Wijaya

Jurnal Teknik dan Teknologi Indonesia (JTTI) 2023 PT. Arsil Reka Engineering

Indonesia has about 81,000 km of coastline making coastal areas of great significance to the Indonesian economy. Development in coastal areas is very important to provide an improved quality of life to coastal communities with the development of health services, education, infrastructure to places of worship such as mosques/mushola. The platform structure of a floating mosque or mushola building is unique in its platform part, which resembles a building on stilts. Based on the data obtained, the majority of students do not understand the type of floating building construction. Therefore, product development on the construction of floating prayer rooms with interactive augmented reality (AR) based learning media using the Assemblr Studio application and developed with the 4D model consisting of the stages of define, design, develop, and disseminate. The product in the form of this media is intended to display a 3D model in the form of an architecturally floating mushola building with illustrations of the surrounding environment, displaying a 3D model in the form of a structure of a floating mushola building along with its explanation, displaying supporting videos in the form of building renderings and structural development stages of a floating mushola building. This learning media has gone through validity testing by material experts and media experts and obtained a feasibility score of 4.14 (predicate feasible) for the material validation test and obtained a feasibility score of 4.17 (predicate very feasible) for the media validation test.