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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.

Ainun Izza Afkarina; Muhammad Suwignyo Prayogo; Bella Rizki Prahadiyanti

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to measure the effectiveness of Pop-Up Books with the theme “The Life Cycle of Butterflies” in improving the understanding of fourth-grade students at Madrasah Ibtidaiyah (MI). This media is designed as an attractive and interactive learning tool that is relevant to everyday life, helping students understand the concept of the life cycle of living things, especially butterflies. The approach used in this study is descriptive qualitative, with data collection through observation, interviews, and documentation. The research subjects included fourth-grade MI students. The data were analyzed in three stages: data reduction, data presentation, and conclusion drawing. The results showed that the use of Pop-Up Books successfully attracted students' interest and attention, increased their motivation to learn, and facilitated their understanding of the stages of the butterfly life cycle. Teachers also provided positive feedback on this media because it supported an active, creative, and enjoyable learning process. Thus, it can be concluded that the Pop-Up Book media with the theme “Butterfly Life Cycle” is effective in science learning to improve the conceptual understanding of fourth-grade Madrasah Ibtidaiyah students.

Mutiara Rahma Eldita; Yanladila Yeltas Putra

Jurnal Publikasi Ilmu Psikologi. 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Many young people in Indonesia have a strong interest in starting their own businesses; however, only a small portion are able to turn this interest into a sustainable entrepreneurial career. This study aims to explore in depth how family support plays a role in the journey of young entrepreneurs, from the early stages of entrepreneurial exposure to the formation of entrepreneurial identity and personal values. The research employs a qualitative method with a narrative-biographical approach. Participants were selected using purposive sampling, and data were collected through semi-structured interviews with the main subject and significant others who have close relationships with the subject. The data were analyzed using Braun and Clarke’s thematic analysis technique, which focuses on identifying meaning and patterns within the subject’s life experiences. The findings reveal four main themes: (1) the process of early entrepreneurial learning and exposure, (2) the role and dynamics of family support in fostering entrepreneurial resilience, (3) turning points in career transformation and the formation of entrepreneurial identity, and (4) personal principles and values that guide business practices. The results emphasize that family support is not only material but also serves as a psychological and emotional factor that plays a crucial role in the success of young entrepreneurs in building and sustaining their businesses.

Novi Nazilatur Rohmah

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

In supporting the learning process, teachers often use videos on YouTube, Instagram, and TikTok for learning media nowadays. One that can be used for learning media is Augmented Reality. Augmented Reality in the world of education has not been implemented and applied as a supporting medium for interactive education in schools, because no educational institution has implemented it as a mandatory media that functions as a learning tool. Muhammadiyah 12 GKB Gresik Middle School has a Digital Technology Class Program that strives to provide a forum for teachers and students to always actively use technology in learning in class and outside the classroom. With the material Reply for unbelievers, it is hoped that it can be visualized through Augmented Reality. Based on the background above, the author tries to explain the main statement (1) how to design an effective, efficient, and interesting Augmented Reality learning model for 8th grade students of the Quranic material, Surah Al Fajr, reply for unbelievers. (2) what are the advantages and disadvantages of the Augmented Reality learning media design. This study aims to describe the design of the Augmented Reality learning model so that it is effective, efficient, and interesting. As well as describing the advantages and disadvantages of Augmented Reality learning media design so that it can be effective, efficient and interesting for students. The research method used by researchers uses the Research and Development method by adopting the ADDIE development model in the first two steps: Analysis and Design. The results of the needs analysis on the use of Augmented Reality (AR) media in learning replies for non-believers, this is effective, efficient and interesting if used in the learning process for students, and is needed, especially in learning replies for non-believers.

Yuli Supriani; M. Agus Kurniawan; Endar Evta Yuda Prayogi; Mustoto Mustoto; Mesta Wahyu Nita +4 more

Jurnal Hasil Kegiatan Bersama Masyarakat 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

The problem addressed in this community service project is the low understanding of PKBM Permata Paket B students in applying mathematics to everyday life. The objective of this study is to improve students' understanding of mathematics through context-based learning, as well as to stimulate their interest and independence in solving problems involving numbers. The method used is a contextual teaching approach involving group discussions, problem-solving exercises, and real-life problem applications. The results show that context-based mathematics learning significantly improved students' understanding of budgeting, expenses, and personal finance management. Students also showed increased active participation in learning activities and a better ability to connect mathematical theory with practical problems in their daily lives. This program also had a positive impact on social empowerment, increasing students' independence in managing their daily lives. However, challenges related to understanding more complex concepts remain, and it is recommended to use more varied methods and extend the learning time in the future.

Delfi Nahdia; Fitriyeni Fitriyeni

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study was motivated by the low interest and understanding of students regarding the human respiratory system due to conventional teaching methods that lack interactive media. The aim of this research is to develop and assess the validity level of a Pop-Up Book learning medium for the fifth-grade respiratory system material at SDN 001 Sawah Baru. The research employed a Research and Development (R&D) method using the ADDIE model, limited to the Development stage. Data were collected through interviews, observations, and validations by material, language, and media experts. The validation results showed that the Pop-Up Book achieved a very high level of validity, with an average score of 85.38% from material experts, 92.2% from language experts, and 93.33% from media experts. These findings indicate that the Pop-Up Book is a feasible, attractive, and interactive learning tool that effectively enhances students’ understanding of the human respiratory system. In conclusion, the developed Pop-Up Book is highly valid and potentially applicable for science learning in elementary schools.

Herlambang, Susatyo; Subiyantoro, Ary

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

The purpose of this study is to research how students' interest in learning about the digital age is influenced by digital media based on artificial intelligence (AI) at the Yogyakarta Administrative Management Academy (AMAYO) in Yogyakarta. Quantitative approaches are used in this research methodology. Purposive sampling strategies were utilized to get data from 75 pupils. The study tool was a questionnaire, and the data was evaluated using the validity test, reliability test, linear regression, T-test, F-test, and coefficient of determination (R²) in SPSS 26. This study suggests that digital media based on artificial intelligence (AI) has a favorable effect on students' interest in learning, with a regression coefficient of 0.920. Because the t-test yields a calculated t value of 57.031, which is greater than the t-table value of 1.666, H₀ is rejected and Ha is accepted. This suggests that students' interest in studying in the digital age at AMAYO Yogyakarta is significantly impacted by the use of digital media based on artificial intelligence (AI). The computed F value of 3252.522, which is higher than the F table of 3.97, indicates that the F-test also reveals results that need serious consideration. Additionally, the 97.8% coefficient of determination (R2) suggests that digital media based on artificial intelligence (AI) can affect students' motivation in learning, whereas 2.2% is influenced by other elements that are not within the purview of this study. According to the study's findings, AMAYO Yogyakarta students can boost their interest in learning in the digital age by utilizing digital media powered by artificial intelligence (AI).

Intan Nurlaila; Muhammad Suwignyo Prayogo; Ika Dini Akmalia; Sindi Wulandari

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study discusses the application of a simple experimental method using eggs and salt water as a medium for teaching basic science at MI Jam'iyatul Mubtadiin. The main objective is to improve students' understanding of the concepts of mass and buoyancy through direct experience. The research method used was a descriptive qualitative approach with fourth-grade students as subjects. The learning process was carried out through simple experimental steps: preparing fresh water, adding salt, and observing changes in the position of the eggs in the solution. Data were collected through observation, interviews, and . The results showed that this experimental method was able to attract students' interest, increase active participation, and make abstract concepts easier to understand. In addition, this simple experiment-based learning also trains students' critical thinking skills and curiosity. Thus, the use of egg and salt water experiments can be an alternative to effective, inexpensive science learning media that is suitable for the characteristics of elementary school students.

Aisyatin Kamila

Jurnal Publikasi Ilmu Psikologi. 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

This study aims to describe the effectiveness of introducing sign language for the hijaiyah letters in the learning process for deaf children at the Dharma Wanita Special Needs School in Situbondo based on the experiences of female PPL students. This study uses a descriptive qualitative approach with data collection techniques through in-depth interviews. The subjects of the study were 5 female PPL students who directly taught the hijaiyah letters using sign language and 1 supervising teacher at the PPL location, namely at the Dharma Wanita Special Needs School in Situbondo. The results of the study indicate that the use of sign language for the hijaiyah letters is effective in helping deaf children recognize and understand Arabic letters, especially through a visual approach and consistent hand movements. Teachers also expressed that learning became more interesting and participatory. However, there are several challenges such as limited media and the need for longer time in delivering the material. This study concludes that sign language for the hijaiyah letters is a potential alternative learning strategy for deaf children.

Asa Yuaziva

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

The purpose of this research is to create an interactive Augmented Reality (AR)-based educational application that can display the Indonesian folktale "Keong Mas" using Unity 3D and Vuforia SDK. Due to the dominance of modern digital entertainment that is more visually appealing, the younger generation's interest in traditional folktales is declining. The choice of AR technology is based on its ability to combine three-dimensional virtual objects with the real environment in real-time, resulting in an interactive, engaging, and memorable learning experience. The research process used is the Life Cycle of Multimedia Development (MDLC), which consists of six stages: ideation, design, material collection, compilation, testing, and deployment. 3D character models, background environments, and interactive stories appear in the application when the camera detects certain markers. Testing was conducted using the black-box method to ensure all functions, including marker tracking, scene transitions, and narration playback, run smoothly. The test results show that the AR application "Keong Mas" successfully displays the folktale interactively and engagingly, thereby increasing the learning interest of children and adolescents. This application not only serves as an innovative learning medium but also contributes to the preservation of local culture through the integration of digital technology.

Muhammad Suwigyo Prayogo; Rezawati Rohmah; Avini Rahmi Ramadani

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study focuses on the analysis of students' learning experiences through artificial volcanic eruption experiments in understanding the material of changes in the state of matter at MI Miftahul Ulum. The problem underlying this study is the difficulty students have in learning the abstract concept of changes in state, so a learning strategy based on real experiences is needed. The artificial volcanic eruption experiment was chosen because it is able to show the process of changes in the state of matter through simple chemical reactions in an interesting and easy-to-understand way. The method used is qualitative research with a descriptive approach. The subjects of the study were fifth-grade students of MI Miftahul Ulum. Data were obtained through observation, interviews, and documentation, then analyzed using the stages of data reduction, data presentation, and drawing conclusions. The results of the study showed that the implementation of the artificial volcanic eruption experiment created a meaningful learning experience for students. Students appeared more enthusiastic, active, and easily grasped the concept of changes in the state of matter because they experienced the change process directly. In addition, this experiment also fostered students' curiosity, cooperation, and scientific attitudes in learning activities. Based on these findings, it can be concluded that the artificial volcanic eruption experiment is an effective learning medium to strengthen the learning experience while improving students' understanding of the material of changes in the state of matter.

Dorthea Maria Woga Nay; Heru Christianto; Arvinda C. Lalang; Eka C. G. Kerihi

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Technological advances provide educators with the freedom to create quality learning that meets the needs and learning environment of students. A crucial aspect for teachers to consider in realizing effective learning is the use of interactive learning media tailored to the characteristics and needs of students. The use of digital technology to develop interactive learning media is a necessity in today's learning process. Training and mentoring for teachers in Malaka to develop interactive and innovative digital media is based on the need to improve their competency and skills in utilizing technology to develop learning media. This activity aims to improve teachers' competency and skills in utilizing technology to design engaging and interactive digital-based learning using Book Creator and QuizWhizzer. Monotonous learning activities, often based on lectures and group discussions, with the use of conventional learning media, tend to make students passive and easily bored, resulting in a lack of student interest in learning and a decline in the quality and outcomes of learning. Furthermore, technological developments demand increased competency, including in preparing engaging learning media. Therefore, through this training activity, teachers are provided with guidance and training in developing interactive learning media so that the resulting products can be directly used in the learning process. The developed media is designed to be interactive and engaging, thereby increasing student motivation. Furthermore, this activity also encourages teachers to be more creative and innovative in creating learning media that can attract student interest. The training activities ran smoothly and effectively, as evidenced by the high enthusiasm of teachers and the increase in knowledge and skills related to the training material. The mentoring results also showed an improvement in the quality of learning through active student interaction in learning with the help of digital learning media, which resulted in improved interest and learning outcomes.

M Bambang Purwanto; Despita Despita; Mietha Nella; Dita Marisa; Rohmial Rohmial

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

This community service activity aims to increase educational technology literacy among Vocational High School (SMK) teachers by introducing the basic concept of Deep Learning and its application in the world of education. This training was motivated by the urgent need to equip educators with basic understanding and skills regarding artificial intelligence (AI), especially Deep Learning, to be able to keep up with rapid technological developments and relevant to vocational education. Through practice-based training using simple tools such as Teachable Machine, teachers are given hands-on experience in creating simple machine learning models that are applicable in the school environment. The results of the pre-test and post-test showed a significant increase in understanding in the participants. The group discussions also produced various ideas for the application of AI such as a face-based attendance system, student voice recognition, and recommendations for learning materials according to students' interests. Despite challenges such as limited infrastructure and teacher learning time, this activity proves that a practical and contextual training approach can increase teachers' motivation to integrate technology into learning. Similar training is highly recommended to be replicated in other schools to support equitable access to modern educational technology.

Florentina Risnu Sawitri

Epsilon : Journal of Management (EJoM) 2025 Lembaga Pengabdian Masyarakat Universitas Ichsan Gorontalo

The purpose of this study is to determine the influence of student motivation and interest in learning on learning achievement Introduction to Economics 1st semester students of STMIK Pranata Indonesia Bekasi Odd Semester 2021/2022 Department of Information Systems with survey research methods. Student research respondents totaled 40 people, selected based on purpose sampling techniques. The instrument uses questionnaires to obtain data on motivation and interest in learning, while learning achievement Introduction to Economics is obtained from the average score of the first semester of the 2021/2022 academic year The method in this study is a survey. There is a significant influence of motivation and interest in learning together on learning achievement Introduction to Economics Students of STMIK Pranata Indonesia Bekasi. That there is a change in the dependent variable, which is 34.7% and the remaining 65.3% which is influenced by variables other than variables X1 and X2 Because the value of F = 7.171 is used to test the hypothesis in predicting the contribution of independent variables (X1 and X2) to the dependent variable (Y)

Dania Fahira Falhi; Dina Talitha Salsabila; Rizka Yulia Mahmud; Moh. Ilham Ali; Mu’alimin

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

Conflict is an inevitable phenomenon in organizational dynamics, whether in the education sector, social sector, or wider society. Conflicts that are not managed properly can lead to disintegration, but if handled appropriately, they can become a means of learning and innovation. This literature review aims to identify sources of conflict, resolution strategies used, and their impact on organizational performance. The research questions asked are: (1) What are the main factors causing conflict in educational and social organizations? (2) What are the most effective conflict resolution strategies according to the context? This research method uses a literature review approach by searching articles through Google Scholar and Publish or Perish (PoP) using the keywords “sources AND levels of conflict.” A total of 20 articles were selected from the period 2021–2025, with a final result of five valid articles that were analyzed thematically. The review results show three main themes: (1) sources of conflict include differences in vision, interests, and resource distribution; (2) conflict resolution strategies vary, ranging from mediation, negotiation, to religious and cultural-based approaches; (3) the impact of conflict is ambivalent, it can decrease performance but also encourage positive change.The conclusion of this study emphasizes the importance of contextual conflict management and opens up opportunities for further research to develop more adaptive resolution models based on local values.

Magfirah, Titing; Ilham, Ilham

Jurnal Inovasi dan Pengabdian Kaa Mieera (JIPKAM) 2025 Politeknik Negeri Fakfak

The Community Service Program that has been carried out is an English language training program for elementary school students of YPK Werba, West Fakfak District, Fakfak Regency. This training program aims to help elementary school students master basic English well. This program also aims to foster students' interest in learning English. And with this effort, it is hoped that students will be able to improve their ability to master basic English, especially in increasing vocabulary. This activity provides training on English vocabulary lessons such as Animals, Body Parts, Fruits, Things in the Classroom, and Short Expressions (greetings and introductions). The training that was carried out was successful. This is evidenced by the enthusiasm of elementary school students to participate in the activity. The results of the questionnaire showed that they really liked this activity and made it easier for them to develop their vocabulary in English (90%). It is hoped that this activity can have a positive impact in the form of increasing the English language skills of the children participating in the training, so that they can later utilize the knowledge and skills in their lives both now and for their future

Putri Rizki Agustina; Ummil Muhsinin

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

This research is motivated by the low poetry writing skills of third-grade students at MIS Tarbiyah Islamiyah Jelutung. This condition is evident from student learning outcomes that are still below the minimum completion standard and a lack of interest in expressing ideas and feelings through writing. The purpose of this study is to improve poetry writing skills by utilizing animated video media through the Powtoon website as an interesting and interactive learning tool. This study uses the Classroom Action Research (CAR) method which is carried out in two cycles, including the planning, implementation, observation, and reflection stages. The results show an increase in the average value of poetry writing skills from 61 in the pre-cycle (poor category), to 83 in the first cycle (good category), and increasing again to 90.3 in the second cycle (very good category). Thus, the use of Powtoon animated video media is proven to be effective in improving students' poetry writing skills.

Cindi Amalia Hapsari; Mohammad Djamil M Nur; Arda Arda

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

This study aims to analyze the influence of the use of gadgets on the reading interest of students at SMAN 1 Tolitoli. The background of this research departs from the phenomenon of declining students' interest in reading in the digital era, where students spend more time using gadgets for entertainment such as social media, online games, and watching videos than reading books or lesson literature. The low number of visits to school libraries, which only increased before the exam, is a major indicator of the weakening of the literacy culture among students. This study uses a quantitative approach with data collection techniques through observation, questionnaires, and documentation. Data analysis was carried out by normality test, t-test, and determination coefficient (R²) to determine the magnitude of the influence of gadgets on reading interest. The results of the study show that there is a significant influence between the use of gadgets on students' reading interest. The tcalculated value of 4,028 > ttable 1,655 indicates that H₀ is rejected and Hₐ is accepted. The use of gadgets contributed 9.8% to the reading interest of students at SMAN 1 Tolitoli, while the rest was influenced by other factors such as family environment, learning motivation, and support for literacy facilities at school.

Ahsan Nadya; Salman Shiddiq; Gusmaneli Gusmaneli

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

In education in the 4.0 era, teachers should pay attention to the strategies used in the learning process and also the technology coverage that helps to facilitate the application of learning so that the learning goals formulated are well achieved. Interactive learning strategies can support learning processes with the use of technology as a learning medium. In this paper, the author uses the study of literature (Library Research) by collecting data from various sources such as books, scientific journals, dissertations, and online sources related to the effectiveness of the use of technology in enhancing interactive learning strategies. Conclusion The interactive learning strategy is an approach that encourages students to think critically, share opinions, and conduct research on their own questions. The use of media and technology, such as video and animation, can also improve learning effectiveness. Video enables students to understand material better, while animation can arouse students' interest in learning.

Dila Oktaviani; Gusmaneli Gusmaneli

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Learning Islamic Religious Education (PAI) for some students is so unpleasant that it affects their interest in learning. One of the factors is that PAI learning strategies are still traditional, PAI teachers' teaching abilities/competence are still lacking, and PAI learning management strategies are not optimal. Efforts to increase PAI learning activities, PAI learning achievement, and make PAI a subject that students are interested in, the alternative is to change PAI learning strategies from traditional to progressive PAI learning strategies.