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Tika Nofiyanti Iskandar; Tut Rayani Aksohini Wijayanti

Jurnal Ilmu Kesehatan dan Gizi 2026 Pusat Riset dan Inovasi Nasional

Background: Compliance with routine infant immunization is essential for the success of vaccination programs and the prevention of vaccine-preventable diseases. However, adherence to immunization schedules remains suboptimal due to limited parental knowledge, concerns about vaccine safety, and the limited effectiveness of conventional health education. Audio-visual media offer a promising solution by delivering information in a more engaging, clear, and consistent manner. Objective: This study aimed to evaluate the effectiveness of audio-visual educational media in improving adherence to basic immunization among infants in the service area of the Rum Balibunga Community Health Center. Methods: A quasi-experimental design with a one-group pretest-posttest approach was used. The sample included 40 mothers with infants aged 0-12 months selected through purposive sampling. Participants received an educational video on basic immunization. Adherence was assessed before and after the intervention based on completeness and timeliness according to the national schedule. Data were analyzed using univariate and bivariate methods, with the McNemar test for paired categorical data. Results: There was a significant improvement in immunization adherence after the intervention. Statistical analysis confirmed a meaningful difference before and after exposure, indicating the effectiveness of audio-visual media. Conclusion: Audio-visual education is an effective strategy to improve infant immunization adherence and can be widely applied in primary healthcare settings.

Nurul Oktavia Ramadani; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Natural Science (IPA) learning in elementary schools requires the use of learning media that is able to increase students' interest in learning, learning outcomes, and critical thinking skills. However, science learning is still often done conventionally, causing students to be less active and easily bored. Therefore, it is necessary to innovate learning media that is interactive and in accordance with technological developments. One of the digital learning media that can be used is the Quizlet application. This study aims to examine the application of digital flashcards and interactive quizzes using Quizlet learning media in learning the properties and changes of the form of objects in elementary schools. The research method used is a literature study by examining various relevant sources in the form of scientific journals, research articles, and supporting references related to the use of Quizlet in learning. The results of the study show that the use of Quizlet has a positive impact on the learning process, especially in increasing students' interest, activeness, and feelings of happiness during learning. Quizlet's flashcard and test features help students understand the material through engaging visual and audio-visual displays and varied practice questions. In addition, the use of Quizlet has also been proven to be able to improve students' critical thinking skills through question-answering activities, analyzing material, and providing opinions. Student learning outcomes showed an increase with an average score above the Minimum Completeness Criteria (KKM). Thus, Quizlet can be concluded as an effective, engaging, and relevant digital learning medium to support science learning in elementary schools.  

Juniarta Sihombing

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

Considering the importance of applying the principle of politeness in learning, this study aims to describe the forms of compliance and violation of the maxims of politeness in Samanta Elsener's speech on Grace Tahir's YouTube channel podcast and utilize the results of the analysis as teaching materials for audio-visual-based negotiation texts for class X. This study uses a qualitative descriptive method with listening and note-taking techniques. Data analysis was carried out based on Geoffrey Leech's politeness principles which include the maxims of tact, generosity, praise, humility, agreement, and sympathy. The results of the study indicate compliance and violation of the maxims of politeness which are then used as a basis for developing teaching materials for digital audio-visual-based serial stories on negotiation texts for class X. The novelty of this study lies in the development of teaching materials that not only contain the results of the analysis of politeness, but also include a trigger or brain games section at the beginning of learning to stimulate students' interest, attention, and readiness to learn before entering the core material and at the end after the material. The resulting product is expected to help students understand the principles of politeness and improve their listening skills through contextual and engaging learning media.

Sri Wahyuni; Martin Kustati; Gusmirawati, Gusmirawati

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The learning process that engages students greatly influences their interest in learning. The integration of technology in education can enhance students’ interest and motivation to learn, and technological advancements provide significant support in delivering education on Islamic religious knowledge. Various social media platforms can serve as learning resources. With technological assistance, it becomes easier to spread religious knowledge in innovative and creative ways. This technology can also capture students’ attention, as it enables the creation of animated videos to enhance students’ comprehension of religious knowledge. An example of such a platform that can serve as an educational resource is YouTube Kabi. YouTube Kabi is an interactive medium that offers engaging audio-visual content with animations that capture students’ interest. The delivery of Sirah Nabawiyah material can be accomplished easily because this application can be accessed on laptops or smartphones. The purpose of this study is to examine the utilization of YouTube Kabi in teaching Sirah Nabawiyah material. The method employed in this study is qualitative with a descriptive approach. This research is field-based, and the data collection process involves observation, interviews, and documentation. The findings of this study demonstrate that YouTube Kabi serves as an example of an Islamic educational resource that can enhance students’ motivation to learn, especially in learning Sirah Nabawiyah material, because during the learning process, students demonstrate enthusiasm and engagement.

Oktaviyanti Oktaviyanti; Supriyadi Supriyadi; Nuramila Nuramila

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of Powtoon media in increasing student learning motivation in narrative text learning. The location of this research took place on grade X students of SMK Negeri 1 Bokat in the 2024/2025 Academic Year. Data were obtained through observation, questionnaires, and documentation, then analyzed descriptively qualitatively. The results of the study indicate that the use of Powtoon media can be applied as a means to significantly increase student learning motivation. Attractive visual displays, dynamic animations, and audio support make the learning process more interactive, fun, and easy to understand. Students appear more focused, active, and enthusiastic in participating in learning activities. Before the use of Powtoon, learning narrative text tended to be monotonous and less interesting. However, after the application of this media, students showed increased interest, involvement, and understanding of the material. Thus, the use of Powtoon can be an alternative learning media that is effective in increasing student learning motivation in learning narrative text.

M Bambang Purwanto; Satriah Satriah

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Teaching fiction in Indonesian language classrooms is often constrained by text-centered instruction and limited use of engaging digital media. In the era of Generation Z learners who are visually and digitally oriented, innovative learning materials are needed to enhance motivation, interpretation, and comprehension of literary texts. This study aims to develop and evaluate a Scribus-based digital magazine for fiction learning by integrating the ADDIE model within a qualitative descriptive framework. The research adopted a qualitative descriptive design comprising five stages of the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. The study was conducted at SMP Negeri 10 Semarang, involving one Indonesian language teacher and fifteen Grade VIII students, who were selected through purposive sampling. Data were collected through observation, interviews, and documentation, and analyzed using the Miles and Huberman model (data reduction, data display, conclusion drawing). Media and content experts conducted validation to assess the feasibility, usability, and pedagogical quality of the content. Findings revealed that the Scribus-based learning media effectively increased students’ engagement and comprehension in analyzing fictional elements such as plot, character, and setting. Expert validation results indicated a high feasibility level, with mean scores above 85% in design and content quality. Teachers reported improved classroom interaction and creativity, while students expressed enthusiasm for the visual and interactive format. The study concludes that open-source tools, such as Scribus, can provide cost-effective and pedagogically sound alternatives for developing literary learning media. The integration of ADDIE and multimodal design promotes contextual, engaging, and sustainable learning experiences. Future research should explore multimedia enhancements, such as audio storytelling and cross-curricular applications, to broaden the pedagogical impact.

Alya Puspita; Dea Mustika; Deazie Afriani; Widia Sapitri; Gia Arnita

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The use of technology in elementary school learning plays a crucial role in improving the quality of the educational process. One frequently used tool is the infocus (LCD projector), which serves to present learning materials in visual and audiovisual forms. The purpose of this study was to assess the effectiveness of using infocus-based learning media in elementary schools and its impact on student learning. The method used was a qualitative approach, collecting data through observation, interviews, and documentation. The results showed that the use of infocus can improve students' concentration, motivation, and understanding of the subject matter, as the presentation becomes more engaging and easier to understand. However, the use of infocus in elementary schools still faces various challenges, such as limited facilities and infrastructure, teacher readiness to operate the equipment, and technical problems such as power problems and additional devices. Therefore, supporting facilities and improving teacher skills are needed to ensure the effective and sustainable use of infocus as a learning medium.

Sarah Triana; Fiky Anggara; Agata Febrianti Nadia Sa'o; Lolintiani Evarista Lobatuka; Sarmila Sarmila

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Steganography is a method to hide confidential messages in digital media so that they are not detected by unauthorized parties. Unlike cryptography which protects the content of messages through encryption, steganography hides the message itself. One popular technique is the Least Significant Bit (LSB), which replaces the least important bit on the pixel with a secret message bit. However, conventional LSB methods such as 1-bit or 3-bit have limitations due to the compromise between insertion capacity and visual quality of the media. This study proposes an LSB-based video steganography method with an adaptive multi-bit embedding approach. This technique determines the number and position of bits that are dynamically inserted based on the local brightness and texture levels of each video frame, with Laplacian operators used to analyze both high and low textured areas. The process includes frame and audio extraction, frame-by-frame embedding, inserted video reconstruction, and decoding using video cover references. The evaluation was carried out quantitatively using the Peak Signal-to-Noise Ratio (PSNR) and Structural Similarity Index (SSIM) metrics, as well as qualitatively through visual comparison. The results showed that the adaptive multi-bit method was able to maintain visual quality with a PSNR of 45.23 dB and SSIM of 0.9424, and increased the insertion capacity by up to 2–3 times compared to the 1-bit adaptive method. Thus, this approach effectively balances imperceptibility and insertion capacity on dynamic video steganography systems.  

Magfirotul Izza Intan Dwiyanti; Anggara, Fiky; Maulida Putri, Nur; Adelia Putri, Nadiva; Putri Supiandari, Aprielliana

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Steganography is a technique for hiding secret data within digital media such as images, audio, and video without causing noticeable visual changes. In video media, this technique offers advantages because each frame can be utilized dynamically, resulting in a larger data embedding capacity. However, conventional methods such as fixed-number Least Significant Bit (LSB) embedding still face limitations in balancing visual quality, embedding capacity, and resistance to compression or noise. To address these challenges, this study proposes an Adaptive Video Steganography Method based on Multi-Bit LSB that employs brightness, texture, and motion analysis for each frame to determine the number of embedding bits adaptively. The system adjusts the embedding capacity according to the local characteristics of the video: areas with high texture or rapid motion are assigned more bits, while static or low-texture areas use fewer bits to preserve visual quality. After the embedding process, the video quality is evaluated using PSNR (Peak Signal-to-Noise Ratio) and SSIM (Structural Similarity Index Measurement) to assess its similarity to the original video. Experimental results show a PSNR value of 45.86 dB and an SSIM value of 0.9441, Thus, the proposed adaptive method proves to be efficient, robust against disturbances, and capable of maintaining data security without compromising visual quality, making it highly suitable for implementation in multimedia-based information security systems.

Riswanda Arneta Pratiwi; Alfi Manzilatir Rohmah

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to determine the appropriate choice of Fiqh learning media for eighth-grade students at MTs Manbail Futuh Jenu. The background of this study is the low ability of students to remember Fiqh material due to the dominant use of lectures and textbooks. The method used in this study was descriptive qualitative, with data collected through observation, in-depth interviews, and documentation. The research findings indicate that the majority of students prefer audio-visual, visual, and interactive learning media such as videos, animations, illustrative images, flashcards, and educational games. The use of these media facilitates students' understanding and retention of practical Fiqh material, such as ablution, tayammum, and prayer. Conversely, the use of lectures without engaging media quickly causes students to become bored and struggle to retain the material. This study concludes that selecting learning media that aligns with students' preferences can improve their memory and comprehension of Fiqh material.

Adrian Syaputra; Fhina Ardini; Neni Neni

Ikhlas : Jurnal Ilmiah Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study discusses the development of narratives on Islamic morality and history through interactive audiovisual media as an effort to address the learning needs of the digital generation that demands high engagement, engaging visualizations, and immersive learning experiences. Based on library research methods, this study examines literature on narrative pedagogy, Islamic historiography, and digital learning technology to formulate a narrative model that integrates cognitive, affective, and interactive aspects. The review shows that although audiovisual media and technologies such as AR/VR have been proven to increase student motivation and understanding, studies specifically combining narratives on morality, Islamic history, and interactivity design are still limited. This study proposes a participatory narrative model based on interactive audiovisual through choice-based storytelling, reflective quizzes, and micro-scenarios that can strengthen historical understanding while internalizing moral values. The analysis shows that interactive media serves not only as a means of conveying information but also as a space for moral experience that allows students to build empathy, reflection, and value awareness. This study provides theoretical contributions to the development of narrative pedagogy in Islamic education and provides practical recommendations regarding media design, teacher readiness, and infrastructure support for the implementation of more effective and meaningful digital learning.