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Agustinus Abraham

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The development of digital technology and social media, particularly TikTok, has significantly influenced the learning behavior of elementary school students. This study aims to analyze the impact of TikTok use on the learning behavior of sixth-grade elementary school students through a Systematic Literature Review (SLR) approach. Data were collected from Google Scholar following the PRISMA guidelines, resulting in 200 initial articles, which were then selected to obtain 12 articles relevant to the Indonesian context. The synthesis results show that TikTok has a dual impact. On the positive side, TikTok increases creativity, digital skills, self-confidence, interest in learning, and provides access to interesting and interactive educational content. However, excessive use without supervision has negative effects, such as decreased discipline, concentration, and motivation to learn, the emergence of academic procrastination, and changes in behavior and language that are inappropriate. These findings confirm that the influence of TikTok is greatly affected by parental supervision, the role of teachers, digital literacy, and student self-regulation. Therefore, it is necessary to use TikTok wisely, purposefully, and in an integrated manner in educational policies so that its benefits are optimized and its risks can be minimized.

Tifani Hadi Tri Wahyuni

VitaMedica : Jurnal Rumpun Kesehatan Umum 2026 STIKES Columbia Asia Medan

Adolescent reproductive health is a crucial issue requiring special attention in the digital era. Lack of proper knowledge about reproductive health can negatively impact adolescent lives. The utilization of digital technology as an educational medium is predicted to enhance the accessibility and effectiveness of delivering reproductive health information to adolescents. This study aims to determine the effect of digital-based reproductive health education on the knowledge level of students at SMA Negeri 1 Selesai. This study employed a quasi-experimental design with a pre-test and post-test one-group approach. The research sample consisted of 20 grade XI students selected using purposive sampling technique. The intervention involved digital-based reproductive health education delivered through Google Classroom platform and interactive learning videos over 4 weeks. The research instrument used a reproductive health knowledge questionnaire that had been tested for validity and reliability. Data were analyzed using paired t-test with a 95% confidence level. The results showed a significant increase in students' knowledge level after receiving digital-based education. The pre-test mean score was 61.50 (SD=9.15) categorized as moderate knowledge, while the post-test mean score increased to 79.25 (SD=7.68) categorized as good knowledge. Paired t-test results showed p-value=0.000 (p<0.05), indicating a significant difference between knowledge levels before and after the intervention. Digital-based reproductive health education proved effective in improving high school students' knowledge level. Digital media can be an effective alternative in providing reproductive health education to adolescents.

Nabila Fitri Angelika

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

The interactive learning video innovation "Human Blood Circulation" through Edpuzzle, with embedded questions, is designed to address the difficulties faced by fifth-grade elementary school students in understanding abstract biological concepts. Science education in elementary schools often encounters challenges in explaining invisible processes, such as the heart's working mechanism and blood circulation, leading students to struggle with comprehension or merely memorize the material. Conventional learning videos tend to make students passive, necessitating media that can transform the learning process into an active one. Edpuzzle, as an educational platform, allows teachers to insert questions at critical points in the video, requiring students to answer before continuing to watch. This innovation aligns with the cognitive development stage of fifth-grade students, who are in the concrete operational stage.The research objectives include product development, validity and feasibility testing, analysis of conceptual understanding improvement, influence on focus and learning independence, and student responses. Media development refers to Mayer's cognitive theory of multimedia and the characteristics of interactive videos according to Heinich et al. Additionally, media development models such as ADDIE and Dick and Carey are discussed. The main benefits of using Edpuzzle include increasing engagement, facilitating real-time formative assessment, and enhancing learning motivation. However, challenges exist such as technology access, teacher readiness, the risk of technology dependency, and long-term evaluation. The practical implications can support digital learning and the transformation of elementary science education.

Silvi Laila Rista Fauziah; Putra Ika Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The Integration of technology in the education sector is a crucial strategy for addressing the challenges of the Industrial Revolution 4.0. This study aims to develop and examine the effectiveness of "Physical Changes of the Earth’s Environment" learning media by utilizing the interactive features of the ClassPoint platform and Edpuzzle videos in 5th-grade elementary school. The method employed is library research with a qualitative-descriptive approach, conducted through content analysis of various relevant scientific literatures from the last five years. The research findings indicate that the synergy between ClassPoint and Edpuzzle is capable of transforming abstract science materials into more concrete and engaging content for students. ClassPoint plays a role in creating a participatory digital classroom through various real-time interaction formats, while Edpuzzle reorients video-viewing activities into an active learning process through embedded question features that stimulate critical thinking. Overall, the use of these interactive media has positive implications for the escalation of active participation, concentration, and the depth of students' conceptual understanding. This study concludes that the development of ClassPoint and Edpuzzle-based learning innovations is an effective and relevant strategic step in improving the quality standards of science education in elementary schools.

Dahniar Dahniar; Andi Agus; Susiana Muchtar; Gunawan Pokpadang; A. Pattiware

Jurnal Pengabdian Sosial 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of Artificial Intelligence (AI) technology presents significant opportunities to improve the quality of learning; however, its utilization in school settings is still constrained by teachers’ limited competencies. This community service program aims to enhance teachers’ competencies in utilizing AI-based learning technologies in a pedagogical, ethical, and practical manner. The implementation method consisted of preparation, implementation, and evaluation stages. The activities were carried out through interactive workshops, demonstrations of AI-based educational tools, hands-on practice with mentoring, and evaluation using pre-tests and post-tests. The results indicate a significant improvement in teachers’ understanding and skills in using AI for lesson planning, instructional media development, and learning assessment. Teachers also demonstrated more positive attitudes and greater confidence in integrating AI into classroom practices. Nevertheless, challenges such as varying levels of digital literacy and limited technological infrastructure were still identified. Overall, this community service activity proved effective in improving teachers’ competencies and has the potential to support more innovative and adaptive learning transformation in the digital era.

Ayu Novirianti; Ika Putra Viratama

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

The development of information technology requires innovative learning media to improve the quality of instruction in elementary schools. One technology-based learning medium that can be utilized is Kahoot as an interactive quiz. This study aims to describe the implementation of Kahoot in science learning on the topic of plant structure and functions and its effects on students’ conceptual understanding, learning activeness, and motivation in fourth-grade elementary school students. This research employed a descriptive approach with data collection techniques including observation, learning outcome tests, and documentation. The results indicate that the use of Kahoot creates a more interactive and engaging learning environment, increases students’ active participation, and enhances their understanding of plant structure and function concepts. In addition, Kahoot is effective as an evaluation tool because it provides immediate feedback and presents learning outcomes quickly and systematically. However, the use of Kahoot also has limitations, particularly its dependence on the availability of digital devices and stable internet access. Therefore, Kahoot can be used as an innovative alternative learning medium, provided that school conditions are considered and it is combined with other learning methods to optimize science learning.

Dzikra Tsabita Azalea; Aisyatun Munawaroh; Didik Tri Setiyoko

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze the obstacles in Social Studies (IPS) learning related to global issues influenced by technological advancement through a literature review method. Social Studies plays an essential role in shaping students’ understanding of social, economic, cultural, and political life while fostering global awareness in the digital era. However, in practice, IPS learning often faces various challenges that reduce its effectiveness and attractiveness. One of the main problems is students ’low interestin IPS, as it is often perceived as boring and overly theoretical, combined with the influence of technology that diverts students’ attention toward digital entertainment. Other contributing factors include non-interactive teaching methods, limited learning facilities, unconducive classroom environments, and a lack of parental support. Through a comprehensive literature review, this study found that relevant strategies to overcome these issues include Project-Based Learning, Technology Integration, and Contextual Approaches. These strategies enable students to learn actively, critically, and collaboratively by linking IPS material to global issues and real-world phenomena. The recommended solutions include implementing project-based education, utilizing interactive digital media, and fostering intercultural dialogue within the learning process. The results of this study are expected to provide theoretical contributions to the development of adaptive IPS learning models in response to technological progress, as well as practical benefits for teachers, schools, and policymakers in creating Social Studies learning that is engaging, meaningful, and relevant to the global challenges of the 21st century.

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.

Zhaima saputri; Ika Putra Viratama

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

The development of digital technology requires elementary school teachers to design learning activities that are active, collaborative, and meaningful in accordance with the Merdeka Curriculum. This study aims to describe the design of collaborative learning media on the topic Benefits of Plants for Humans and Animals for third-grade elementary students by utilizing Seesaw as a project collection platform and Qreatif Educative as an interactive learning material media. This study employed a qualitative approach using a literature study method. Data were collected through the review of textbooks, national and international scientific journals, and curriculum documents relevant to the research topic. The results indicate that the integration of Qreatif Educative and Seesaw aligns with constructivist and contextual learning theories. Qreatif Educative supports students’ conceptual understanding through visual and interactive content, while Seesaw facilitates collaborative learning through project submission, reflection, and feedback. This collaborative learning media design has the potential to enhance students’ engagement, collaboration skills, and conceptual understanding in IPAS learning for third-grade elementary school students. Therefore, the use of Seesaw and Qreatif Educative can serve as an alternative digital learning media to support active and meaningful learning in elementary education.

Indra Syah Putra; Feri Ranja; Fatimah Qadarsih

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of digital technology highlights the importance of introducing computational thinking skills from an early age, including at the elementary school level. One effective approach to introducing basic programming concepts is through block-based coding learning media that are visual, interactive, and engaging. This community service activity aimed to improve elementary school students’ understanding and interest in basic coding through hands-on training using block-based coding media. The program was implemented with sixth-grade students at Yayasan Kemala Bhayangkari 1 Medan. The activity employed a hands-on training approach consisting of several stages, including an introduction to basic coding concepts, familiarization with the Blockly Games interface, and practical exercises involving puzzle and maze challenges designed to develop logical thinking, sequencing, and problem-solving skills. The evaluation was conducted through direct observation of student participation and assessment of students’ ability to complete the given challenges. The results demonstrated that the use of Blockly Games effectively increased students’ enthusiasm, active engagement, and understanding of basic programming logic. Students who initially perceived programming as difficult showed greater interest and confidence due to the colorful, visual block-based instructions that were easy to understand and enjoyable. This community service activity is expected to serve as an effective introductory model for coding education and to support the development of digital literacy among elementary school students.

Saskia Melia; Kireina Zaira Nur Alpiah; Zahraina Melati Resmaya; Sri Mulyeni

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to examine and compare various findings from previous research on the effectiveness of online learning among university students in higher education settings in order to obtain a comprehensive general conclusion. The research method employed is a literature review using a content analysis approach of scholarly publications published between 2019 and 2025. The data sources include relevant national and international journal articles focusing on online learning in higher education. The results of the review indicate that the effectiveness of online learning is influenced by three interrelated main factors. Psychological factors include learning motivation, students’ perceptions of online learning, and the emotional conditions experienced during the learning process. Pedagogical factors encompass lecturers’ creativity in designing learning activities, the selection of appropriate teaching methods, and the use of interactive and varied learning media. Meanwhile, technical or environmental factors include the availability and ease of access to learning platforms, the quality of internet connectivity, and supportive learning environments. Online learning offers several positive impacts, such as flexibility in learning time, cost efficiency, and enhanced student experience in utilizing digital technology. However, it also has the potential to generate negative effects, including boredom, stress, and difficulties in understanding course material when technical barriers are not resolved and learning activities are monotonous. Therefore, optimal management of psychological, pedagogical, and technical factors is essential to improve the effectiveness of online learning for university students.

Anak Agung Gde Ekayana; Ni Kadek Puspita Dewi

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Electronics learning in higher education continues to face various challenges, particularly in the provision of interactive learning media capable of concretely and engagingly visualizing the form, characteristics, and working principles of electronic components. The limitations of conventional learning media often result in abstract learning processes, which in turn lead to a low level of student understanding of basic electronics concepts. This study aims to develop the AMPERE as an innovative and technologically relevant interactive learning medium. The research employed R&D approach using the Borg & Gall model, which includes the stages of needs analysis, design, product development, validity testing, and limited implementation. The AMPERE application was developed using marker based AR technology, in which a smartphone camera detects markers to display and interact with 3D electronic component objects in real time. The results indicate that the AMPERE application achieved a high level of validity, with a score of 0.88 from subject-matter experts and 0.84 from media experts, and was therefore deemed suitable for use as a learning medium. The small-group trial results showed a practicality level of 82.07%, while the practicality test during the implementation stage reached 85.67%. These findings demonstrate that AMPERE is effective in enhancing learning interactivity and assisting students in understanding the form, function, and working principles of electronic components through smartphone-based digital visualization. Theoretically, these results are consistent with constructivist learning theory, which emphasizes active knowledge construction through direct experience and interaction with learning objects.

Dede Ardian Tarigan; Aser Heber Ginting; Juwita Etika Laia

Jurnal Pengabdian dan Solidaritas Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The era of digitalization demands that the world of education adapt quickly to technological developments. One of the basic skills that elementary school students need to have is the ability to operate a computer, particularly in typing and using word processing applications. Community service research was conducted at the Kemala Bhayangkari Foundation 1 Medan with the aim of improving students' digital literacy thru typing training using Microsoft Word and the interactive media 10fastfingers.com. The training method is conducted using a workshop model, which consists of two main topics. The first material is a basic introduction to typing using the ASDF;LKJ pattern and the use of important keyboard keys. The second material is an introduction to basic Microsoft Word features, such as changing font type and size, using Bold, Italic, Underline, changing text color, and highlighting. Additionally, students are trained to use 10fastfingers.com to interactively improve their typing speed and accuracy. The research instruments are pretest-posttest, observation, and student response questionnaires. The research results show a significant improvement in typing skills. Average speed increased from 8–10 words per minute to 20–25 words per minute, with over 85% accuracy. Student responses were also very positive; they felt more confident, more motivated, and able to use Microsoft Word more effectively. This training program has proven effective in improving digital literacy among elementary school students while also fostering an interest in technology-based learning.

Rimba Rahmawati; Ika Putra Viratama

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

Technology-based learning media have now become a primary choice in supporting the learning process in elementary schools, in line with the development of the digital era and the growing demand for more innovative learning approaches. The utilization of technology in education is expected to enhance the quality of teaching and learning processes and encourage active student engagement. One technology-based learning medium considered effective and engaging is BrainPOP, a digital learning platform that presents educational content through interactive animated videos, quizzes, simulations, and various supporting activities designed to suit the characteristics of elementary school students. The selection of BrainPOP is based on its advantages in increasing students’ learning interest, facilitating the understanding of abstract concepts by making them more concrete, and enhancing students’ motivation and retention of learning materials. The visual, communicative, and interactive presentation of content enables students to learn in a more enjoyable and less monotonous manner. This medium is capable of creating an engaging, effective, and student-centered learning atmosphere, thereby fostering an active, creative, and enjoyable learning environment. Therefore, the use of BrainPOP in the learning process is expected not only to improve students’ learning outcomes but also to optimally and sustainably develop their interest, motivation, and engagement in learning.

Susanti Maysura; Suryani Pulungan; Sabarita Br Tarigan; Anita Adinda

International Journal of Educational Development 2026 Asosiasi Periset Bahasa Sastra Indonesia

The development of digital technology and the demands of 21st-century learning require teachers to implement meaningful and student-centered learning through an immersive learning approach. However, many elementary school teachers still face limitations in understanding the concept of immersive learning and utilizing technology-based learning media, especially three-dimensional (3D) and Artificial Intelligence (AI)-based media. Therefore, this Field Study activity aims to improve the knowledge and skills of teachers and students in implementing immersive learning through the use of 3D-based learning media and AI technology at the UPTD of SD Negeri 155684 Lubuk Tukko 1, Pandan District. The activity was implemented through a four-day workshop involving teachers and students, using an approach of socialization, demonstrations, hands-on practice, discussion, and reflection. The workshop materials covered the concept of immersive learning, the use of 3D-based learning media, gamification of learning through 3D Media applications, and the use of Artificial Intelligence in developing teaching materials and learning media. Evaluation of the activity was conducted through pre- and post-tests, participant observation, and analysis of the resulting learning products. .The results of the activity showed an increase in teachers' understanding and skills in designing and implementing technology-based immersive learning. Teachers were able to produce interactive learning media, teaching modules, and evaluation questions using 3D media, 3D media, and AI. Furthermore, this activity also increased teachers' motivation, creativity, and awareness of the importance of digital literacy in learning. This Field Study activity made a positive contribution to improving teacher competency and supporting the creation of more innovative, interactive, and relevant learning that reflects the characteristics of 21st-century learners.

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.

Wiwin Tampubolon; Yohanes Michael Sijabat

jurnal Riset Rumpun Agama dan Filsafat 2026 Pusat Riset dan Inovasi Nasional

Technological innovation in Christian Religious Education learning strategies aims to improve students' learning literacy comprehensively. In an era of globalization and rapid technological advancement, Christian Religious Education is required to adapt to digital learning media to ensure relevance and effectiveness. The use of various technologies, such as interactive learning videos, educational applications, and e-learning platforms, increases student motivation and active engagement in understanding Christian values ​​and integrating faith with knowledge. Learning strategies using attractive digital technology, a hybrid learning model that combines face-to-face and bold learning, and improving teacher competency are key to the successful implementation of this innovation. The research method used is descriptive qualitative based on a literature review that examines relevant scientific literature, books, and documents on technological innovation in religious education and improving learning literacy. Content analysis was conducted by grouping data based on themes such as technology type, learning strategy, and its impact on student literacy. The research results show that the integration of technology in Christian Religious Education learning provides a significant opportunity to create a technologically savvy young generation that is both mature in faith and character, and able to face the challenges of the times with steadfastness.

Adang Ridwan; Ria Karmila; Sri Hidayati; Harlina Harja; Rian Septiawan

Nusantara: Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

The rapid development of digital technology requires teachers to possess competencies that are relevant to modern learning needs. This necessity underlies the focus of this community service program, namely transforming teacher competencies through character-based learning innovation supported by Artificial Intelligence (AI). The program was conducted at Madrasah Tsanawiyah Nurul Huda Muaro Jambi with the aim of strengthening teachers’ skills in utilizing AI as a tool to support interactive learning while instilling character values in students. The method included socialization, training, and direct mentoring in the practical application of AI-based learning media in the classroom. The results showed significant improvements in teachers’ ability to design technology-based learning materials, a better understanding of integrating character education, and increased motivation to innovate. Furthermore, the program fostered a more engaging learning atmosphere aligned with the needs of the digital generation. Therefore, the transformation of teacher competencies through AI not only enhances teacher professionalism but also plays a crucial role in shaping students with strong character amid technological advancement.

Yulistiana Yulistiana; Marisha Ayu Ardini; Dita Kameswari; Endah Diah Parwati; Icha Nurannisa

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Innovation in biology learning is increasingly necessary, as conventional instructional practices are often dominated by memorization-based methods that limit students’ active engagement and critical thinking development. Along with rapid advances in science and technology, digital applications offer new opportunities to enhance teaching and learning processes. One such application is Canva, a digital design platform that can be utilized as an effective learning media to support teachers and students in biology education. This study aims to describe the implementation of Canva-based learning media through a training program conducted at SMA Islam Terpadu Daarul Rahman and to examine its perceived usefulness for both teachers and students. The training involved teachers in developing biology learning materials using Canva by integrating visual elements, images, and videos to present complex biological concepts more clearly. The results of the training indicate that Canva is considered practical, user-friendly, and efficient by teachers in designing learning materials. Teachers reported that the application helped them present content in a more attractive and structured manner. Furthermore, students benefited from the use of Canva-based materials, as they demonstrated better understanding of the subject matter and increased interest in learning biology. The integration of visual and multimedia elements also supported the development of students’ critical thinking skills by encouraging analysis and interpretation of biological phenomena. Overall, the use of Canva as a learning medium shows potential to enhance the quality of biology learning and foster more meaningful learning experiences.

Indika Siri

Jurnal Budi Pekerti Agama Buddha 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to examine the use of artificial intelligence (AI) in transforming Buddhist Sunday School education at the Shimakalingga Temple in Jepara in the digital era. Using a qualitative descriptive approach, data were collected through observation, interviews, and documentation studies. The results show that AI technology is beginning to be utilized in the learning process, such as the use of interactive visual media, Dharma quiz applications, and digital platforms for distance learning. The use of AI has been proven to increase student interest and understanding of Buddhist teachings, as well as support more inclusive and adaptive learning. However, challenges remain, including limited resources, lack of teacher training, and the need for ethical guidelines for the use of AI in the context of religious education. This study concludes that AI plays a significant role in supporting the transformation of Buddhist education, but its use must remain balanced with spiritual values and the role of teachers as moral guides. Therefore, collaboration between the temple, educators, and technology is needed to create a sustainable learning system based on Dharma values.