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Mclean HY; Ramli Ramli; Sukmawati Sukmawati; Iin Wahyudi; M.Fadli

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2024 Lembaga Pengembangan Kinerja Dosen

The aim of Community Service activities is to provide outreach and education about the use of the Kahoot application at SMP N 1 Konawe. The participants in this activity were 12 teachers. From the results of the activity, it can be concluded that by conducting training on the use of digital game-based learning media using the Kahoot platform, educators or teachers can provide skills in learning innovation, resulting in enthusiastic and interactive learning in the classroom. So that it can optimize and facilitate the process of evaluating or assessing student learning. Based on the feedback, information was obtained that this activity was very relevant to the needs of PKM participants. Kahoot is effective as a learning medium in supporting classroom learning

Anarasian A. Rapa; Dyulius Thomas Bilo

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Technology-enhanced interactive learning in Christian religious education holds great potential for enhancing students' learning motivation and understanding of Christian values. This article discusses the crucial role of Christian Religious Education (CRE) teachers in designing and implementing this approach, as well as the challenges encountered in the process. Interactive learning leverages tools and platforms such as Classpoint, Slido, and other applications to create a dynamic and contemporary learning environment. Teachers are tasked with selecting and adapting Christian religious content that meets students' needs while utilizing interactive features to enhance student engagement. Challenges including limited technology access, inadequate technological skills, and resistance to change are also addressed within the context of technology integration in religious education. By combining technological innovation with appropriate pedagogical approaches, teachers can maximize the potential of interactive learning to create meaningful and effective learning experiences that deepen students' understanding and application of Christian values in everyday life.    

Giya Dwi ilham; Aldo Kasan Awali

Reflection : Islamic Education Journal 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Interactive teaching materials are learning materials that are presented in an interactive form between students and technological systems such as software, applications or websites. Interactive teaching materials are different from conventional teaching materials which are only printed materials or audio-visual materials because they have the ability to interact with students and can be accessed online or offline. The aim of creating interactive educational materials is to improve the quality of the teaching and learning process to be more effective and efficient. Interactive educational materials can help educators manage learning, increase student engagement, and improve learning outcomes. Apart from that, interactive educational materials can also help students increase learning motivation, increase access to information, and improve their ability to communicate with educators. The benefits of using interactive teaching materials for educators are improved classroom management, increased student engagement, and improved learning outcomes. For students, interactive educational materials can improve critical thinking skills and increase the ability to adapt to technological changes. The use of interactive educational materials can also improve communication with educators and increase access to broader and specific information. Interactive teaching materials have great potential in improving the quality of the teaching and learning process and increasing students' abilities in many aspects. Therefore, interactive teaching materials must be an integral part of an effective and efficient learning strategy.

kalle, novelinda; Yohanes Kornelius Ethelbert; Stephanie Perdana Ayu Lawalu; Hendrikus Likusina Kaha; Karolus Tatu Sius

Jurnal Nusantara Berbakti 2024 Universitas Kristen Indonesia Toraja

Pola hidup sehat merupakan aspek krusial bagi pemuda, terutama di wilayah pedesaan. Namun, berbagai tantangan seperti keterbatasan pengetahuan dan fasilitas seringkali menghambat penerapannya. Kegiatan pengabdian masyarakat ini bertujuan meningkatkan pemahaman dan kesadaran pemuda Desa Oringbele, Kecamatan Witihama, Kabupaten Flores Timur tentang Pentingnya pola hidup sehat melalui sosialisasi. Metode yang digunakan adalah presentasi materi, diskusi interaktif, dan tanya jawab. Materi mencakup definisi, manfaat, komponen pola hidup sehat, serta peran strategis pemuda. Hasil menunjukkan peningkatan pengetahuan peserta tentang pola hidup sehat dan motivasi untuk menjadi agen perubahan di masyarakat. Kegiatan ini menjadi langkah awal dalam membangun kesadaran kolektif dan menciptakan lingkungan desa yang lebih sehat serta produktif dengan pemuda sebagai motor penggeraknya.

Tiara Putri Prastiwi

Studi Administrasi Publik dan ilmu Komunikasi 2024 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Anxiety in interactive communication refers to an individual's negative reaction when communicating, especially in an interpersonal context, where individuals tend to avoid situations that trigger these negative feelings. Positive self-confidence allows a person to assess themselves and situations more positively, thereby reducing anxiety in interpersonal communication. This study aims to explore the relationship between self-confidence and interactive communication anxiety in female students living in dormitories. Data was collected using the Self-confidence scale and interpersonal communication anxiety scale, which have been well validated and have a high level of reliability. The results of the analysis show that there is a significant negative relationship between self-confidence and interactive communication anxiety (rxy = -0.608, sig. = 0.000 < 0.05), indicating that the higher the female student's self-confidence, the lower the level of interpersonal communication anxiety. Descriptive analysis also shows that most of the female students in the dormitory have a moderate level of self-confidence, while most of them have a low level of interactive communication anxiety.

Evinda Fenny Wulandari; Anggraeny Puspaningtyas; Adi Soesiantoro

Birokrasi: JURNAL ILMU HUKUM DAN TATA NEGARA 2024 Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

Population growth in Sidoarjo Regency has increased quite high every year. This then causes an increase in the need for land as residential land to meet the population’s housing needs. To overcome this problem, efforts are needed from the Sidoarjo Regency Government through development planning and development of residential areas. This research discusses the application of Interactive Planning in development planning and development of residential areas in Sidoarjo Regency as well as coordination between relevant stakeholders in developing residential areas in Sidoarjo Regency. The aim of this research is to determine the application of interactive planning in development planning in Sidoarjo Regency as well as the coordination carried out between stakeholders in implementing the development of residential areas in Sidoarjo Regency. The theory used in this research is the Interactive Planning theory put forward by Ackoff Russel. The Method used is a descriptive qualitative research method with data collection techniques through observation, interviews, and documentation. The results of this research are that the application of interactive planning in development planning and development residential areas in Sidoarjo Regency is already underway but hasn’t been implemented optimally. This is based on the success factors of interactive planning which include participative principal, continuity principal, and holistic principal which are still not optimally fulfilled. Apart from that, coordination between stakeholders in the implementation of residential area development is still not optimal.

Evinda Fenny Wulandari; Anggraeny Puspaningtyas; Adi Soesiantoro

JURNAL WILAYAH, KOTA DAN LINGKUNGAN BERKELANJUTAN 2024 Fakultas Teknik Universitas Cenderawasih

Population growth in Sidoarjo Regency has increased quite high every year. This then causes an increase in the need for land as residential land to meet the population’s housing needs. To overcome this problem, efforts are needed from the Sidoarjo Regency Government through development planning and development of residential areas. This research discusses the application of Interactive Planning in development planning and development of residential areas in Sidoarjo Regency as well as coordination between relevant stakeholders in developing residential areas in Sidoarjo Regency. The aim of this research is to determine the application of interactive planning in development planning in Sidoarjo Regency as well as the coordination carried out between stakeholders in implementing the development of residential areas in Sidoarjo Regency. The theory used in this research is the Interactive Planning theory put forward by Ackoff Russel. The Method used is a descriptive qualitative research method with data collection techniques through observation, interviews, and documentation. The results of this research are that the application of interactive planning in development planning and development residential areas in Sidoarjo Regency is already underway but hasn’t been implemented optimally. This is based on the success factors of interactive planning which include participative principal, continuity principal, and holistic principal which are still not optimally fulfilled. Apart from that, coordination between stakeholders in the implementation of residential area development is still not optimal.

Ahnaf Istiqlal Berutu; Mafira Roza; Riki Naldi Hsb

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2024 Universitas Maritim AMNI Semarang

In learning, the teachers job is to educate, teach, lead and evaluate students. Learning can be done with learning alat that is more innovative and productive in presenting the material presented to students in class. The utilization of interactive learning alat is expected to have a major contribution and innovation in the world of education. With the interactive learning alat, it is expected to make it easier for teachers to create innovative and senang learning so that student motivation and interest in learning can increase. Motivation is the basic driving force that encourages a persons learning activities so that he is interested in something he is learning, because interest is a motivational tool in learning. A persons interest in learning depends on how much he wants to get learning results. How important the role of the teacher is in the use of this interactive learning alat, therefore the use of alat has a very big influence on increasing student motivation and interest in learning.

Ferdy Fahrurrazi; Sri Setia Putra Jayawardaya

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to increase the learning motivation of elementary school students through the application of interactive learning methods. Interactive learning methods are believed to be able to stimulate students' interest and active participation in the teaching and learning process. We conducted this research using a quantitative approach by applying an experimental design. Data was collected through questionnaires and observations of fourth and fifth grade students in one of the elementary schools in Padang. The results showed that the use of interactive learning methods significantly increased students' learning motivation. The conclusion of this study confirms the importance of integrating interactive learning methods in the primary education curriculum to encourage student engagement and motivation.

Trismanto

Jurnal Suara Pengabdian 45 2024 LPPM Universitas 17 Agustus 1945 Semarang

Kegiatan pengabdian ini bertujuan untuk meningkatkan kesadaran dan pemahaman anggota Karang Taruna RW 04 Kelurahan Krobokan, Semarang Barat, mengenai etika berbahasa di media sosial sebagai upaya pencegahan ujaran kebencian. Pelatihan yang berlangsung selama dua hari pada tanggal 22 dan 23 Maret 2024 ini melibatkan berbagai metode seperti ceramah, diskusi interaktif, workshop, simulasi, Focus Group Discussion (FGD), pelatihan literasi digital, kampanye media sosial, role-playing, dan evaluasi. Hasil menunjukkan peningkatan yang signifikan dalam pemahaman dan keterampilan peserta dalam berkomunikasi secara bijak dan sopan di media sosial. Evaluasi menunjukkan bahwa mayoritas peserta merasa pelatihan ini sangat bermanfaat dan mengubah cara mereka berinteraksi di media sosial. Pelatihan ini berhasil menciptakan lingkungan media sosial yang lebih positif dan konstruktif, serta mengurangi potensi penyebaran ujaran kebencian.

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.

Pretty Septriani Tambunan; Maysyarah Maysyarah; Abdullah Munawir Nasution; Syahrial Syahrial

Penelitian ini bertujuan untuk meningkatkan minat baca siswa kelas IV di SD 101764 Bandar Klippa melalui penerapan metode diskusi kelompok. Minat baca yang rendah dapat berdampak pada prestasi akademik dan kemampuan literasi siswa. Oleh karena itu, perlu dilakukan upaya untuk meningkatkannya sejak dini. Metode diskusi dipilih karena dapat menciptakan suasana belajar yang aktif, interaktif, dan menyenangkan. Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan dalam dua siklus. Subjek penelitian adalah 25 siswa kelas IV SDN 101764 Bandar Klippa. Pengumpulan data dilakukan dengan menggunakan observasi, angket, dan dokumentasi. Analisis data dilakukan dengan teknik deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan adanya peningkatan minat baca siswa setelah diterapkannya metode diskusi. Pada siklus I, persentase siswa yang berminat membaca adalah 64%, kemudian meningkat menjadi 88% pada siklus II. Kesimpulannya, penerapan metode diskusi dalam pembelajaran terbukti efektif untuk meningkatkan minat baca siswa kelas IV.

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.  

Vijen Vigel Koroh; Rolles Nixon Palilingan; Jeferson Polii; Jimmy Lolowang

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to create or design an interactive physics learning media application using MIT App Inventor on GLB and GLBB topics. This research applies the MDLC (Multimedia Development Life Circle) method by Luther-Sutopo in the application creation process. The following stages in MDLC are concept, design, material collecting, assembly, testing, and distribution. The Android application created was tested using two stages in MDLC, namely the alpha validator and beta validator, where the alpha validator consisted of material experts and media experts. In contrast, the beta validator comprised 14 students majoring in first-semester physics education. The analytical approach used is a qualitative method and a quantitative method to assess how appropriate the learning media created is. The research shows the results, namely a) Creation of interactive physics learning media based on Android applications using MIT App Inventor on GLB and GLBB topics, b) The level of feasibility of interactive physics learning applications based on Android applications based on media experts, namely 91% or very feasible, and based on material experts. Namely 90.6% or very feasible, and c) Based on the implementation and results of trials with students, the level of feasibility of the Android-based physics interactive learning application is 84.46% or worthy of being an alternative reference source for physics learning on GLB and GLBB topics.    

Muhammad Syaiful Anwar; Noor Hujjatusnaini

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2024 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

Biology learning, particularly the topic of the classification of living organisms, is often considered difficult and boring by some students. To address this challenge, a more engaging and interactive approach is needed. One effective solution is to utilize game-based technology, such as Wordwall, which allows students to actively learn through various educational games. This study aims to enhance student engagement in learning the classification of living organisms using interactive Wordwall games. Through a community service method, this activity involved teachers and students from several schools to integrate Wordwall as a learning tool. The interactive games provided by Wordwall include various types of activities, such as puzzles, quizzes, and matching games, designed to help students better understand the concepts of classification of living organisms. The implementation of this program is expected to improve student motivation, involvement, and understanding of the material. Furthermore, it is hoped that the use of this technology will provide a more enjoyable learning experience and increase the effectiveness of classroom learning. The evaluation conducted shows a significant improvement in student engagement, as well as a better understanding of the material compared to traditional teaching methods.

Sumarni, Sumarni; Lutfia, Lili; Putri, Nadya Alifah; Chotimah, Chusnul; Yulianti, Rubyatna Eka

jurnal ABDIMAS Indonesia 2024 STIKes Ibnu Sina Ajibarang

Akupresur merupakan salah satu terapi non farmakologis yang dapat dilakukan untuk pasien lansia dengan hipertensi.Terapi akupresur dapat membuat tubuh rileks sehingga terjadi penurunan tekanan darah. Metode penyuluhan ini dilakukan secara langsung dengan ceramah dan diskusi secara interaktif serta simulasi akupresur.  Diskusi dilakukan dengan metode tanya jawab terkait materi. Materi selain disajikan secara presentasi juga diberikan  melalui leaflet. Akupresur dilakukan dengan melakukan penekanan pada titik LR 3, SP 6,ST 40, ST 36, GB 20, L14,PC 6. Pada setiap titik refleksi minimal 2 menit setiap titiknya. Hasil kegiatan menunjukan bahwa setelah kegiatan ini sebagian besar ibu mempunyai pengetahaun yang baik tentang hipertensi dan akupresur. Kegiatan penyuluhan ini telah dicapai dengan menambah wawasan dan turunnya tekanan darah setelah intervensi akupresur.

Ismanto Ismanto

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

Penelitian ini bertujuan untuk mendeskripsikan aspek niali moral pada tokoh-tokoh dan nilai pendidikan karakter dalam cerita rakyat. Penelitian ini merupakan penelitian deskriptif kualitatif dengan metode content analysis (analisis isi). Pendekatan yang digunakan dalam penelitian ini pendekatan psikologi sastra melalui teori psikologi David Krech. Sumber data penelitian adalah: (1) teks cerita rakyat Malin Kundang dan Danau Toba Karya Nuairi dan Rosmilan Pulungan; (2) panduan wawancara; (3) buku literatur yang relevan. Teknik pengumpulan data dengan analisis dokumen dan wawancara. Teknik validasi data dengan triangulasi data dan sumber. Teknik analisis data dengan model analisis interaktif. Berdasarkan hasil analisis dapat disimpulkan bahwa : (1) terdapat empat tingkatan emosi yang mempengaruhi tokoh-tokoh dalam cerita rakyat Malin Kundang dan Danau Toba yaitu: emosi dasar,Emosi yang berhubungan dengan stimulasi sensor, Emosi yang berhubungan dengan penilaian diri sendiri, Emosi yang berhubungan dengan orang lain; (2) terdapat nilai moral yang menonjol berdasarkan karakter pelajar pancasila dalam cerita rakyat Malin Kundang dan Danau Toba yaitu; mandiri, gotong royong,beriman dan bernalar kritis.

Sari, Indah Purnama; Susanti Sundari

Jurnal Suara Pengabdian 45 2024 LPPM Universitas 17 Agustus 1945 Semarang

Digitalisasi siswa Sekolah Dasar penting untuk memberikan pelatihan membuat poster dengan menggunakan aplikasi dalam pemanfaatan teknologi di pembelajaran. Kegiatan pengabdian pada siswa SD Negeri 5 Talang, Kelas 6 di Bandar Lampung bertujuan mengajarkan siswa melalui menggunakan PixelLab dalam bereksperimen di pelajaran Matematika pada praktik Market Day yang diadakan sekolah. Hal ini bertujuan untuk mendekatkan dunia pembelajaran kepada anak-anak melalui pemanfaatan aplikasi PixelLab dengan cara yang menarik dan interaktif, dapat mengakses bantuan teknologi dan mengembangkan kreativitas siswa. Metode yang digunakan melalui pendekatan partisipatif dan komunikasi   individual, dengan tahapan sosialisasi berupa ceramah, demonstrasi, pelatihan, dan evaluasi. Hasil dari kegiatan sosialisasi dan pelatihan secara umum menghasilkan keberhasilan berupa ouput bagi peserta pelatihan; keberhasilan    dalam    partisipasi    peserta dengan   keaktifan    siswa    dalam   diskusi, sangat responsif dan bersemangat, tersampaikannya materi  sesuai dengan rencana  dan    target, dan terjadi peningkatan  pengetahuan  jumlah siswa yang sebelumnya mengetahui aplikasi PixelLab hanya 5%, dan setelah sosialisasi meningkat menjadi 95%. Dan hasil pelatihan penggunaan disimpulkan bahwa tujuan pelatihan tercapai dengan baik dimana jumlah siswa yang awalnya bisa menggunakan aplikasi hanya sebesar 2%,  dan setelah pelatihan meningkat menjadi 98% mampu menggunakan aplikasi untuk menghasilkan poster. Hasil akhir adalah siswa mampu membuat poster-poster yang menarik dengan menggunakan aplikasi PixelLab.

Elisabeth Margareta; Monalisa Hutagaol; Lian Yesika Hutasoit; Cindi Sitinjak; Betesda Lumban Gaol

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Implementation of Community Activities (PkM) is a program carried out by FKIP students at HKBP Nommensen University, Medan. Program for implementing Wordwall-based interactive learning media to improve literacy skills at SMKS Bersama Berastagi. In the learning process, supporting media is needed to help implement the interactive teaching and learning process in the classroom. The media chosen is adapted to the situation and conditions existing in the school, therefore it is deemed appropriate to use Wordwall media to help facilitate the teaching and learning process in the classroom. Interactive learning is inviting students to involve thinking, seeing, hearing and skills at the same time, one of which is while writing. Wordwall is an alternative choice from various types of interactive learning media that can make the learning process fun and not boring for students and teachers. This application aims to be a fun learning resource, media and assessment tool for students. So the results of using wordwall-based interactive learning media increase literacy skills. In this way, students' literacy skills at Berastagi Private Vocational School can increase and by using wordwall learning media it can be made more interesting and varied. Then students' enthusiasm for learning will increase and it won't be boring.