Publication Search

79,575 articles from 739 journals · 2,111 citations tracked

Showing 281-300 of 575

Analytics

Adang Ridwan; Ria Karmila

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The purpose of this service is to reveal the socialization of the impact of smartphone use in managing (managing) study time. This research method uses a qualitative descriptive method, the implementation is carried out with observation, providing socialization, the first activity is showing videos, the second activity is providing material in power point, the impact of smartphone use. The results of this study indicate that the socialization of the positive impact of smartphone use has provided knowledge for students that wrong smartphone users can have a negative impact on child development, but if the use of smartphones is in accordance with learning needs and is supervised in its use, it will have a good impact on children. These children are very important considering that there are still many people, especially housewives, who do not realize the lack of control over excessive smartphone use by children is very dangerous and dangerous to use.

Sartika Alpianti Manurung; Raudhatul Jannah; Mutia Syahdina; Sahkholid Nasution

This study aims to analyze the trends of digitalization in Arabic language learning, focusing on the TikTok account of the Al-Azhar Arabic Course. In the modern era, the rapid development of digital technology has transformed educational practices, making learning processes more interactive, flexible, and accessible. TikTok, as one of the most popular social media platforms, offers a new approach to delivering educational content through engaging short videos. This research employs a descriptive qualitative method to understand the use of TikTok as a learning medium, including content patterns, user responses, and its effectiveness. Data were collected through content observation, interviews with account managers and users, and documentation of interactions on the platform. The findings indicate that the Al-Azhar Arabic Course TikTok account successfully captures the interest of young audiences with its varied and interactive content. Active interaction between account managers and users also enhances student engagement in the learning process. Despite challenges related to content quality and technological disparities, this study demonstrates that TikTok holds significant potential as an educational tool for introducing Arabic language to a broader audience. The research recommends that account managers continually update their content and evaluate its relevance and quality.  

Nabila Bilqis; Sunanih Sunanih; Dea Jayanti; Obi Robiyalloh; Fachmi Muzzammil +8 more

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

This study aims to explore the importance of learning media in increasing students' interest and motivation to learn at SDN Pasirbatang. The method used is descriptive qualitative with semi-structured interviews as the main instrument. The results show that varied, creative, and innovative learning media, such as videos, interactive apps, and other aids, can significantly increase students' interest and motivation to learn. Teachers at SDN Pasirbatang implement technology-based learning strategies and methods such as Problem-Based Learning (PBL) and Cooperative Learning to create an interesting and relevant learning atmosphere. However, limited facilities, technology constraints and senior teachers' lack of skills in using technology are the main challenges. Solutions implemented include individualized approaches, learning media innovation, and student empowerment in media making. Based on the questionnaire results, 82% of students supported the use of learning media, showing the effectiveness of visual and interactive media in improving students' understanding and participation. This research confirms the importance of the role of teachers in utilizing learning media to create more meaningful, effective, and efficient learning, so as to improve the quality of education in primary schools, especially in areas with limited facilities.

Ratino Ratino; Darojat Darojat

Jurnal Pendidikan dan Kewarganegara Indonesia 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to explain the cultivation of character education through making videos with the theme of love for the country. Love for one's country involves elements of loyalty, appreciation and concern for the nation. Character education, especially love of the country, needs to be implemented from an early age in a fun way, one of which is in the form of videos. This is also an answer to challenges and technological developments. Students are not only provided with theory, but practical and meaningful learning through video making projects. The results of making the video show the diversity of students in expressing their love for their country. These results show that students are able to adapt to the latest science and technology by applying various latest applications on their devices.

Junika Indar Sawitri; Tria Novita Br Karo Sekali; Cahaya Mutiara Br Barus; Rahma Adinda Sahara; Vierca Cantika Budi

POTENSI : Jurnal Pengabdian Kepada Masyarakat 2025 Fakultas Ekonomi dan Bisnis UNDARIS

The use of interactive learning media is an innovative solution to improve the quality of learning, especially in the digital era. This study uses a qualitative method with a case study approach that focuses on elementary school students. The results of the study show that interactive learning media can improve students' understanding of the material, learning motivation, and active involvement in the learning process. With the integration of technology, such as the use of infocus and educational videos, students can learn in a more dynamic and interesting way. In addition, interactive learning also helps develop students' social skills and critical thinking skills. However, the implementation of this method faces challenges in the form of limited technological infrastructure, so additional support is needed for optimization.

Yeni Nuraeni; Serawati Serawati; Siti Alya Solihats; Fathiya Rachma Kamilla; Lutfinurul Karomah +1 more

This study aims to analyze the role of technology-based learning media in increasing the reading interest of elementary school (SD) students in the digital era. Using a qualitative approach, data was collected through in-depth interviews, observations, and document analysis in several schools that have implemented technology in the learning process. So that data collection techniques are obtained from the results of observations, interviews, and literature studies. The results showed that the use of media such as e-books, educational apps, and interactive videos significantly increased students' interest in reading, with students showing higher enthusiasm for the reading material presented interactively. In addition, support from teachers and parents is very important in creating a conducive learning environment. These findings confirm that the integration of technology in learning not only makes the learning process more interesting, but also contributes to the improvement of literacy elementary school students. This research is expected to provide insight for educators and policymakers in designing more effective learning strategies.  

Yuyu Yuhaeni; Siti Qomariyah; Nurasiah Jamil

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

This research aims to explore the role of video learning media in creating enjoyable learning at YLA Cibadak Vocational School. In the digital era, the use of video media has become an effective tool for presenting learning material visually and interactively, which can increase student engagement and motivation. This study uses a qualitative approach with observation, interviews and document analysis methods to collect data from teachers and students. The research results show that video learning media contributes significantly in creating an interesting and dynamic learning atmosphere. Students find it easier to understand material presented via video, especially because the visualization supports the explanation of difficult concepts. Additionally, videos provide flexibility for students to learn according to their pace and learning style. However, challenges such as limited access to technology and the need for training for teachers to maximize the use of this media still need to be overcome. This research concludes that with the right support, video learning media can be an effective tool in creating fun and meaningful learning at YLA Cibadak Vocational School.

Addurun Nafis Firdaus; Alim Amin Fathan; Cresna Shafa Saiddina; Siti Zalfa Pratiwi; Yazid Fadhilah

The 21st century is characterized by globalization and technological advances that require students to have critical thinking abilities as part of 21st century skills, such as digital literacy, creative thinking, effective communication, and high productivity. These abilities are important to help students solve problems logically and effectively. For this reason, educators need to create relevant learning scenarios, one of which is through the project-based learning (PjBL) model (Hartini 2017), which is centered on solving problem-based projects. However, students' critical thinking skills in science learning in elementary schools are still not optimal due to the lack of appropriate learning media. This research uses a literature review method using a qualitative approach, explaining that various kinds of digital media inventions, such as educational games, videos, YouTube, PowerPoint, AR/VR, & educational implementation (Ruang Guru, Quipper School, Kelas Pintar), can be effective in improving students' critical thinking skills in science learning.

Desra Nita Tampubolon

Publikasi Para ahli Bahasa dan Sastra Inggris 2025 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to develop audiovisual teaching materials based on Contextual Teaching and Learning (CTL) on Short Story Materials at SMA Negeri 14 Medan. The population of this study is class XI at SMA Negeri 14 Medan with a sample of 34 students. This research is a Research and Development (RnD) using the Borg and Gall model with stages 1) Potential and problems, 2) Data collection, 3) Product design, 4) Design validation, 5) Design revision, 6) Product trial, 7) Product revision, 8) Usage trial. After being carried out step by step, the validity test of the media of material experts is as many as 81% and media experts as many as 97% with the percentage results strongly agreeing to be used in the field (very feasible). Meanwhile, the assessment from students was 86.64% and Indonesian teachers were 96 with the category of suitable for use in the field.  This research produces teaching materials in the form of audiovisual (audio and video) based on Contextual Teaching and Learning on short story materials.

Patricia Channelia Wea; Hwihanus Hwihanus

JURNAL RISET EKONOMI DAN AKUNTANSI (JREA) 2025 Institut Teknologi dan Bisnis (ITB) Semarang

This study analyzes the impact of innovative learning media on students' understanding of accounting concepts at the University of 17 August 1945 Surabaya. Using a qualitative approach, data were collected through in-depth interviews and participatory observations involving lecturers and students. The study examined media such as business simulations, animated videos, and case-based applications. Findings reveal that innovative learning media enhance student participation, simplify complex accounting concepts, and improve practical skills. Additionally, interactions between lecturers and students became more dynamic and engaging. Despite these benefits, challenges like limited technological resources and the need for adaptation time remain obstacles. This study highlights the importance of developing and integrating educational technology to support effective and relevant accounting learning.

Riska Agusti Dermawan; Salsabila Lailatul Asyrifa; Subandi Subandi

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

Educational supervision is a training process that aims to improve the quality of learning and teacher performance. Implementation of supervision requires certain techniques that are tailored to the needs, conditions, and characteristics of the school. There are three main categories in supervision techniques, namely individual techniques, group techniques, and a combination of both. Individual techniques include classroom observation, personal conversations, and class visits, which aim to provide direct guidance to teachers. This technique is effective in identifying specific problems faced by teachers and providing solutions directly. Supervision groups include workshops, discussion groups, and joint training, which aim to improve teacher competence through collaboration and sharing experiences. This technique encourages innovation in teaching and creates a culture of learning among educators. In addition, a combination of individual and group techniques, such as mutual observation or project-based training, can provide more comprehensive results. The application of supervision techniques must be carried out in a planned and sustainable manner with the principles of involvement, openness, and training. Effective supervision also requires technological support to facilitate data collection and evaluation, such as using learning videos or analytical software.

Rahmatiah Rahmatiah

This research aims to determine the influence of audio-visual media based on animated videos in learning the skills of retelling fictional stories for class IV students at SDN 306 Pasamai District. Belopa. The type of research used is pre-experimental design, including quantitative research. The location of this research was carried out at SDN 306 Pasamai, Belopa District, with a total of 31 students. There are two variables in this research, namely the independent variable which is the cause of the emergence or change in the dependent variable. Meanwhile, the dependent variable is influenced by the data because there are independent variables or variables. The instruments used in this research were learning outcomes tests and observation sheets. The data collection techniques used by researchers were interviews, observation, tests and documentation, as well as storytelling tests. The data analysis technique used is descriptive analysis technique. Based on these results, it can be concluded that audio-visual media based on animated videos has an influence on the skills of retelling fictional stories of class IV students at SDN 306 Pasamai.

Diwan Setiawan; Achwan Noorlistyo Adi; Centurion Chandratama Priyatna; Eny Ratnasari

Good governance is a necessity in running the government. The West Java government has made various efforts to implement good governance, one of which is the publication of leaders’ activities on Instagram @biroadpimjabar. The publication aims to raise awareness among the people of West Java by sharing informative and educational content about the activities of West Java leaders and their internal teams, as well as some useful information about West Java. The main purpose of this research is to explore how information about leaders' activities is Share, Optimize, Manage, and Engage as the concept of The Circular Model of SOME by Regina Luttrell. The method used in this research is qualitative. Data was collected through observation and in-depth interviews. The results showed that at the Share stage, the shared content of the leader's activities showed transparency so that it could build public trust. In the Optomize stage, the leader uses interesting video content and informative captions. In the Manage stage, a third application is used to monitor the performance of social media to evaluate its activation. The last stage is Engage, for interaction and community involvement in the form of comments and direct messages, even more followers want to conduct audience activities with West Java leaders after learning about the @biroadpimjabar account. These findings provide recommendations for improving public communication strategies to strengthen the implementation of good governance in West Java.

Henry Suryo Bintoro; Baron Adi Wijaya; Sumaji

The purpose of this study was to analyze the validity of the design of the development of learning video media with an open-ended approach to improve the learning outcomes of 6th-grade elementary school students in Mlonggo District. This study applies the research and development method, which is commonly known as R&D (Research and Development). Products development uses the ADDIE model which is structured into five stages including (1) analysis, (2) design, (3) development, implementation, and (5) evaluation. Data collection through filling out the validity questionnaire. This data source includes participation from data validators with an analysis process that includes the accumulation of overall scores. Data analysis uses descriptive qualitative tests. The results of this development research are learning video media with an open-ended approach which is stated to be very feasible by media experts with an average of 90%, and material experts with 92%. So, it can be concluded that learning video media with an open-ended approach is valid and feasible to be used to improve student learning outcomes

Rina Astuti; Nadya Shafa Kamila; Duta Saksena Mahatama

International Journal of Educational Technology and Society 2024 Asosiasi Periset Bahasa Sastra Indonesia

Microteaching is a simulation or training for prospective teachers to explore the ability of skills in teaching that combines the components of learning. The purpose of this study was to analyse the implementation of microteaching learning in terms of the use of various biology learning media with a touch of technology. The method used is descriptive quantitative with observation sheets and interviews. This research uses a squential explanatory design that combines quantitative and qualitative methods sequentially the first stage of collecting and analysing quantitative data followed by collecting and analysing qualitative data to help explain quantitative results. The results of the study regarding the pattern of using technology-based learning media showed that PowerPoint 92% and learning videos 78% were the most widely used media in microteaching practice. While the level of effectiveness of the media used varies. The 4.6% digital microscope showed a high level of effectiveness even though the frequency of use was still low. This indicates that high technology-based learning media has considerable potential in improving the quality of learning. Furthermore, the analysis of students' digital competence shows that 70% of students have good to very good mastery of technology. Furthermore, creativity in media development shows an even distribution while time management is still a challenge for 35% of students at a sufficient or insufficient level. The use of technology-based learning media in micro teaching has considerable potential, but still faces several challenges. A systematic and comprehensive approach is needed to optimise the use of technology in developing the teaching competence of prospective biology teachers.

Revi Nauval Ilhansyah

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The integration of video games into education has garnered attention for its potential to enhance learning experiences, particularly in fostering engagement and autonomous skill development. This qualitative study investigates EFL (English as a Foreign Language) learners' perceptions of using Disco Elysium, a narrative-driven role-playing game, as a supplementary tool for language learning. Data were collected through semi-structured interviews and thematic analysis, focusing on the experiences of EFL learners who engaged with the game's complex linguistic and narrative content. The findings reveal that participants perceive Disco Elysium as a unique and immersive learning medium, aiding in vocabulary acquisition, reading comprehension, and critical thinking. However, challenges such as the game's advanced vocabulary, cultural references, and morally complex themes were also identified. By centering on learner perspectives, this study contributes to the limited research on the role of narrative-driven games in language learning. The results provide insights into how such games can be integrated into educational contexts to complement traditional EFL learning methods.

Enjel Sinaga; Dorlan Naibaho

Damai : Jurnal Pendidikan Agama Kristen dan Filsafat 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

In increasingly advanced digital era, the professionalism of Christian Religious Education (CRE) teachers has become extremely important. CRE teachers must not only possess strong academic abilities but also be prepared to face new challenges in the implementation of technology in the teaching and learning process. The Society 5.0 era demands integration between the virtual and real worlds, where advancements in information and communication technology have transformed the way education is delivered, including in CRE practices. The professionalism of CRE teachers in this era is determined by their mastery of 21st-century competencies, which include critical thinking, creativity, innovation, collaboration, and digital literacy. Therefore, CRE teachers must be able to develop innovative and engaging learning materials. This can be achieved by utilizing video tutorials, virtual simulations, and technology-based interactive games to enhance student engagement and the quality of learning. Thus, strengthening the professionalism of CRE teachers not only focuses on academic aspects but also on the application of Christian ethical values within a dynamic and digital learning environment.

Alya Dinia Asyfiqi Masykur; Romelah Romelah

Moral : Jurnal kajian Pendidikan Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to describe how project-based morality material (Project-Based Learning/PjBL) is implemented at SMK Muhammadiyah 2 Malang City. This study uses a qualitative approach with a case study type of research. Data analysis uses the Miles, Huberman and Saldana data analysis test and data validity test using triangulation. Data collection techniques through observations carried out on implementation in the classroom, interviews with teachers and students, and documentation during learning. The results of the study show that through the project-based learning model by making videos about the morality of mahmudah and mazmumah, students gain their own experience, namely being able to design, determine, identify and solve problems in their groups.

Darmawati Darmawati; Rizky Agung Hidayatullah

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2024 International Forum of Researchers and Lecturers

This research reveals the crucial role of Instagram, particularly the @fiqri_fox account, in shaping a community of videographers who actively learn and share. Through a virtual ethnography approach, it is found that this account not only presents comprehensive lighting tutorials, but also creates an inclusive dialog space. Using the virtual ethnography method, this research explores in depth how the Instagram account @fiqri_fox becomes a reference for videographers in understanding lighting techniques. The results of this study highlight the great potential of social media, especially Instagram, as an effective learning tool. Accounts like @fiqri_fox have proven that with the right approach, the platform can bridge the gap between theory and practice.

Sakinah, Nur; Biru Saputri, Tri Bata; Ahmidah, Soniaindah; Angel, Angela Oudile Gracya Talla

ISAINTEK: Jurnal Informasi, Sains dan Teknologi 2024 Politeknik Negeri FakFak

Aplikasi digital learning merupakan bentuk aplikasi pengembangan dan implementasi yang dirancang untuk mata pelajaran Teknologi Informasi dan Komunikasi (TIK) pada SD Negeri 1 Fakfak. Aplikasi ini dirancang dengan tujuan untuk menarik perhatian para siswa-siswi dalam belajar dan memudahkan guru pengampu mata pelajaran TIK ketika mengajar. Aplikasi ini dirancang berbasis web sehingga dapat diakses menggunakan jaringan internet. Di dalam aplikasi ini menyediakan beragam materi yang berkaitan dengan mata pelajaran TIK dan tampilan dari aplikasi ini dibuat semenarik mungkin, yang dimana aplikasi ini berisi tentang materi teks, materi video, latihan soal, dan praktikum.  Selain itu aplikasi ini dirancang untuk mengukur tingkat kemampuan siswa-siswi sebelum dan sesudah belajar menggunakan aplikasi pembelajaran digital learning. Sehingga guru dan orang tua mengetahui perkembangan belajar anak didiknya melalui aplikasi digital learning. Selain itu aplikasi ini juga membantu para siswa-siswi untuk dapat belajar mandiri di rumah tanpa di damping oleh guru karena aplikasi ini dilengkapi dengan fitur penjelasan materi teks dan juga materi video, sehingga siswa-siswi dapat mengulang materi pembelajaran di rumah ketika ada materi yang belum di pahami. Dengan adanya aplikasi pengembangan dan implementasi digital learning ini diharapkan dapat memberikan kontribusi positif dan dapat meningkatkan kualitas kepada seluruh siswa-siswi SD Negeri 1 Fakfak dalam belajar.