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Nabila Septiana; Suhendro Suhendro; Pahmi Kurniawan; Syarifuddin Syarifuddin; Rani Oktapiani

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

This study is based on the fact that history learning in secondary schools is still dominated by a memorization-based approach, which does not fully encourage deep understanding or interest in learning among students, while the characteristics of the digital generation demand more interactive, visual, and participatory strategies. This study aims to examine the urgency of utilizing interactive media in history learning, identify relevant forms of media, and explain their implications for the quality of the learning process and outcomes. The method used is a literature study examining various recent studies on the use of interactive multimedia, digital e-books, historical videos and simulations, and educational games in history learning. The results of the study show that the use of interactive media contributes to increasing interest and motivation in learning, strengthening understanding of concepts and the chronology of events, and developing students' critical and historical thinking skills, while encouraging a shift in the role of teachers to become facilitators and innovators of learning. Therefore, its integration needs to be designed in a targeted and contextual manner to be in line with the characteristics of students and the demands of 21st-century learning.

Nur Laily; Aliefia Meutia Luna; Fitriyani Fitriyani; Noor Hana Maulida; Nur Aisya Dinda Ayutami

Jurnal Ilmu Kesehatan 2026 Lembaga Pengembangan Kinerja Dosen

Hypertension is a non-communicable disease with a high prevalence and is a major risk factor for serious complications such as stroke and heart disease. Low public awareness and limited capacity of health workers to provide education and early detection pose challenges in hypertension prevention efforts at the community level. The program “Capacity Building for Health Workers as an Effort to Prevent and Control Hypertension in Mandiangin Timur Village” was implemented by Field Learning Experience (PBL) Group 20 students in August 2025 in Mandiangin Timur Village, Karang Intan District, Banjar Regency. The intervention was carried out through interactive lectures, discussions, and the use of educational media in the form of posters, leaflets, and videos. The targets of the activity consisted of 17 cadres and 30 villagers. Knowledge evaluation using pre-tests and post-tests showed an increase in the average score of cadres from 95.28 to 96.46, while the community increased from 76 to 92.33. Blood pressure checks also showed that most participants were in stage 1–2 hypertension, emphasizing the need for ongoing education. This program proved effective in increasing the capacity of cadres and community knowledge about risk factors, prevention, and management of hypertension. In addition, this activity strengthened the role of cadres as agents of change in ongoing efforts to control hypertension at the village level.

Johari Afrizal; Yulianto Yulianto; Ibnu Hajar; Eldis Febriati

FUNDAMENTUM : Jurnal Pengabdian Multidisiplin 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This community service activity was conducted to optimize English language learning through the implementation of the Flipped Classroom model for students of SMP IT Imam Syafi’i 2 Pekanbaru, Riau, Indonesia. The activity aimed to enhance students’ learning engagement, autonomy, and comprehension in English through a student-centered instructional approach. The program was implemented in three stages: preparation, implementation, and evaluation. Learning materials in the form of instructional videos and digital resources were provided prior to classroom meetings to enable students to study independently. Face-to-face sessions were then devoted to interactive discussions, collaborative tasks, and communicative practice to reinforce students’ understanding and language skills. The outcomes of the program indicated increased student participation, improved motivation, and better mastery of English materials. The Flipped Classroom model contributed to creating a more active and meaningful learning environment. Therefore, this community service initiative demonstrates that the Flipped Classroom approach can serve as an effective instructional strategy to support English language learning at the junior high school level

Arsyapradana Fadlanabil Bahri; Oddy Virgantara Putra; Dihin Muriyatmoko

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

The increasing sedentary lifestyle in the digital era has the potential to cause various health problems due to lack of physical activity. One approach that can be taken to encourage physical activity is through the use of digital games with body movement-based control mechanisms. This study aims to develop a body gesture-based game character control system using a hybrid Convolutional Neural Network (CNN) and Long Short-Term Memory (LSTM) model. CNN is used to extract spatial features from each video frame, while LSTM serves to model the temporal relationship between frames so that movement patterns can be recognized sequentially. The research method used refers to the Machine Learning Lifecycle stages, starting from data collection, preprocessing, model development, to implementation in the endless runner game genre. Testing results show that the CNN–LSTM model is capable of classifying body gestures and generating outputs that can be used as commands to control game characters. The implementation of this system enables more natural and interactive game interactions without conventional input devices, and has the potential to encourage players to lead a more active lifestyle.

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.

Ilham Achmad Fakhrezi; Sherly Putri Revika; Ega Trianingsih Aksana; Siti Maysarah

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Health education at the elementary school level represents a long-term investment in developing a stronger and more capable generation. By fostering a proper understanding from an early age, children are expected to build a resilient defense against various health threats. This community service program aims to broaden the knowledge and awareness of students at SDN 054945 Dogang Village, Gebang District, Langkat Regency, North Sumatra, regarding Clean and Healthy Living Behavior (known as PHBS). As a promotive and preventive strategy, PHBS is essential to instill from childhood to cultivate healthy habits and prevent various health disorders. This study utilizes a qualitative approach, applying the Miles and Huberman interactive analysis model. The activity, conducted on July 20, 2024, involved 77 fourth and fifth-grade students and followed three main stages: preparation, implementation, and evaluation. Socialization was carried out interactively through handwashing tutorial videos, physical exercises, PHBS-themed songs and rhythmic clapping, and Q&A sessions. The results indicated an improvement in students' understanding of various PHBS indicators, including handwashing habits, waste management, healthy food consumption, physical activity, growth monitoring, avoiding tobacco smoke, maintaining toilet cleanliness, and eradicating mosquito larvae. The active participation shown by the students reflects a heightened awareness of practicing PHBS within the school environment. In conclusion, this educational initiative has delivered a positive impact on student knowledge and holds the potential to foster a sustainable culture of clean and healthy living, both at school and in their daily lives.

Husna, Firda Asma'ul; Mutria Maharani; Miftahul Fauzan; Khaerunissa All Husna; Alika Nadina Nurazizah +15 more

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

Hand washing is a major pillar in clean and healthy living behaviors (PHBS). However, there are still children who do not understand the correct handwashing technique so that germ cleaning is not optimal. This community service activity aims to improve students' knowledge and motor skills in practicing the six steps of hand washing according to World Health Organization (WHO) standards. The method used in this activity is interactive counseling combined with live demonstrations. The stages of the activity include providing material through audiovisual media (video/poster), direct demonstrations by instructors, and independent practice by all participants. In addition, a question and answer session was held to ensure student understanding and corrective feedback on inappropriate movements. Evaluation instruments in the form of observation sheets were used to assess the accuracy of the sequence, duration, and coverage of the hand area when washing. The result of this activity was the success of all participants in practicing the six-step sequence of handwashing correctly independently. The involvement of teachers and school health workers also strengthens the sustainability of this practice through regular monitoring. Through this education, it is hoped that early awareness will arise which has become a routine habit to reduce the risk of disease transmission in the school and home environment and support the creation of a culture of clean living from an early age.

Isrowiyah Isrowiyah; Ika Putra Viratama

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

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.

M. Arbain; Fitra Ramadani; Iwan Perdana; Raudatul Haura

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Listening skills are frequently regarded as the most challenging aspect of English language acquisition due to the complexity of the cognitive processes involved. In an orphanage environment, limited access to learning resources remains a primary obstacle to the development of this competence. This community outreach initiative aims to sharpen the listening skills of children at the Bonang Orphanage in Banjarmasin through the integration of subtitled YouTube videos and interactive repetition drill techniques. The implementation method involved 20 children selected via purposive sampling, utilizing a one-group pretest-posttest design. The intervention procedure encompassed the presentation of listening strategies, interactive discussions, and structured repetition exercises designed to build phonological automaticity. Quantitative evaluation results indicated a significant improvement, with the participants' mean score rising from 82.9 on the pretest to 86.7 on the posttest, with a maximum achievement score of 94. The discussion reveals that the use of subtitles serves as a visual scaffolding mechanism that facilitates sound-to-form mapping, while repetition drills strengthen the participants' working memory. Overall, the utilization of digital media and repetitive exercises proved effective in lowering cognitive barriers and increasing the participants' active engagement in English language learning.

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.

Jasmine Nuraliva Hanata; Yanuar Rahman; Patra Aditia

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

Historical video games are one of the entertainment screen media genres that represent actual historical events influencing the players to learn interactively. Moreover, in an era where technology is increasingly advanced the presence of pop culture that is included in history-based games leads people to get interested more in things that were initially boring to follow. “Sengoku BASARA” (戦国BASARA) is a successful action game featuring a main character based on Japanese feudal warlords wrapped in fictional and dramatic form published by CAPCOM which is very popular in Japan. Yet, Indonesia hasn’t developed a game based on the history of their ancient kingdom with good qualities to bring their interest to learning. The research methodology in this study using a qualitative approach includes content analysis using the 5 W 1 H technique to explore how the historical events and characters in the game are visualized and how it brings or gives the player an understanding of the history. This study aims to delve into two main points: 1. Understanding how “Sengoku BASARA” adapts the elements of their history, 2. The potential of this game as an educational tool is to introduce the historical characters as well as their story events. In conclusion, “Sengoku BASARA” does not have perfect accuracy in visualizing the original history yet it can be the first step to learning more about history interestingly and entertainingly.

Tifani Hadi Tri Wahyuni

Sevaka : Hasil Kegiatan Layanan Masyarakat 2026 STIKES Columbia Asia Medan

Maternal reproductive health is a critical factor in reducing Maternal Mortality Rate (MMR) and Infant Mortality Rate (IMR). Data from Deli Tua Primary Health Center shows that K4 coverage reached only 78% with prenatal class participation at 40%, still below the national target. Low knowledge among pregnant women about reproductive health is one of the main causes. This Community Service Student Creativity Program (PKM-M) aims to improve reproductive health knowledge through innovative and interactive prenatal class improvement. The implementation method includes developing educational media (modules, posters, videos), conducting classes with participatory learning methods, and evaluation through pre-post tests. The program was conducted over 5 months targeting 30 pregnant women divided into 3 groups, each attending 6 sessions. Materials covered physiological changes during pregnancy, nutrition, reproductive hygiene, danger signs, childbirth preparation, and postpartum care. Results showed a knowledge score increase of 42.5% (from 58.3±12.4 to 83.1±8.7) with significance p<0.001. Participation reached 86.7% with satisfaction level of 4.3/5.0. The program proved effective in improving reproductive health knowledge and can be replicated in other primary health centers with local context adaptation.

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.

Shinta Aprillia Pramesti; Djudiyah Djudiyah

Jurnal Publikasi Ilmu Psikologi. 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

Adolescents are a vulnerable group to digital sexual violence, including sextortion, which involves sexual extortion through threats to distribute sexually explicit content. Low levels of self-control may increase adolescents’ vulnerability to such risks. This study aimed to examine the effectiveness of psychoeducation in enhancing self-control understanding as a preventive effort against sextortion among adolescents. A quantitative approach with a pre-experimental one-group pre-test–post-test design was employed. The participants consisted of 36 students aged 15–17 years from a public senior high school in Samarinda. The psychoeducational intervention was delivered through interactive lectures, Focus Group Discussions (FGD), and educational video screenings. Data were analyzed using the Wilcoxon Signed-Rank Test. The results of the analysis showed a statistically significant difference (Z = −2.201; p = 0.028 (p < 0.05)). This indicates that there was a difference in adolescents’ self-control before and after the psychoeducation intervention. The post-test mean score (M = 8.39) was higher than the pre-test mean score (M = 8.00). These findings suggest that psychoeducation was effective in improving adolescents’ understanding of self-control as a preventive effort against sextortion. Self-control psychoeducation can therefore be considered a relevant preventive approach to be implemented in school settings.

Pria Wahyu Romadhon Girianto

International Journal of Health and Medicine 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

Choking is a dangerous thing for children, especially children with special needs who require proper handling, and parents as the closest people to the child must have first aid skills for choking. The purpose of this study is to determine the effect of ANSIVI (Animation and Simulation Video) Choking Management on parents' ability in first aid for choking. The research design was a pre-experimental design with a one-group pretest-posttest approach without control. The purposive sampling technique obtained 36 respondents. The research instrument used an observation sheet for first aid for choking. The statistical test was the Wilcoxon Signed Rank Test with α 0.05. The results of the study before being given the ANSIVI (Animation and Simulation Video) Choking Management intervention showed that all (100%) respondents had insufficient ability, and after the intervention the majority (52.8%) of respondents had sufficient ability. The results of the statistical analysis obtained a p-value of 0.013 < α 0.05, so there is an effect of ANSIVI (Animation and Simulation Video) choking management on parents' ability in first aid for choking. The ANSIVI method (Video Animation and Simulation) combines two methods so that it is more interesting, interactive, and effective because the video is captured by the eyes and ears and then will be detected and converted into signals to the optic nerve and auditory nerve and forwarded to the brain, program area, and frontal area to be associated so that it will affect the respondent's ability. The ANSIVI method can be used in education for all parents and school residents as a first aid effort for choking, especially for children with special needs.

Mohammad Muhsin; M. Syahrudin

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

This study explores the integration of adaptive streaming models with edge computing to optimize multimedia delivery, particularly in real-time applications such as video conferencing, live streaming, and virtual reality. The proposed model leverages adaptive compression techniques, including scalable video coding (SVC) and hybrid adaptive compression (HAC), which adjust video quality based on real-time network conditions. The use of edge computing further enhances the model by processing and delivering content closer to the user, reducing latency and optimizing bandwidth usage. The research demonstrates that the edge computing-based adaptive streaming model significantly improves latency by up to 30%, reduces bandwidth consumption, and ensures higher visual quality during video playback, even under fluctuating network conditions. This model addresses key challenges in multimedia streaming, such as maintaining video quality in bandwidth-constrained environments and minimizing buffering times. Furthermore, it enhances the overall Quality of Experience (QoE) for users by providing smoother interactions and real-time responsiveness. The study highlights the potential impact of this model on various fields, including remote education, entertainment, and interactive applications, where low-latency content delivery and high-quality streaming are critical. The findings suggest that integrating AI algorithms for even more efficient compression and expanding edge computing infrastructures will further optimize multimedia streaming in the future, ensuring reliable and high-quality user experiences in increasingly connected environments.

Arsito Ari Kuncoro; Siswanto Siswanto; Siti Kholifah; Ratma Dewi

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

This study explores the integration of deep learning based approaches in real time video content analysis for intelligent human computer interaction (HCI) in multimedia systems. Traditional video analysis techniques, such as rule-based methods and offline processing, struggle with real time performance and adaptability to complex video data. In contrast, the deep learning model used in this research, particularly Convolutional Neural Networks (CNNs), provides high accuracy in object detection, feature extraction, and real time processing. The integration of CNNs with interactive visualization modules enables dynamic adjustments to video content based on user interactions, ensuring a seamless and engaging user experience. The system was benchmarked in terms of its processing speed, accuracy, and responsiveness, showing significant improvements over traditional approaches in real time video analysis. Moreover, the study demonstrates that combining deep learning with real time visualization enhances the efficiency of interactive multimedia applications, making it suitable for dynamic environments such as surveillance, security monitoring, and interactive media. Despite the system's strong performance, challenges such as computational demands in high-resolution video processing were identified, highlighting the need for further optimization. Future work will focus on optimizing the system for different hardware platforms, incorporating multimodal inputs, and refining deep learning models to address computational bottlenecks. This research contributes to advancing HCI by providing insights into the integration of deep learning for real time video content analysis, which is pivotal for enhancing the interactivity and adaptability of intelligent multimedia systems.

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.

Jodi Iskandar; Ai Cahyani; Wita Adia Amelia; Yuni Ertinawati

Jurnal Ilmuan Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study analyzes efforts to develop and foster the Indonesian language through the use of standard and nonstandard words at MTS Bahlul Ulum. The increasing use of nonstandard words among students, influenced by social media and cross-regional interactions, has led to a decline in the awareness of using standard language in academic contexts. A descriptive qualitative approach was used with teachers and students of Class VII H at MTS Bahlul Ulum during the first semester of the 2025/2026 academic year. Data were collected through observation, interviews, and documentation of Student Worksheet (LKPD) results containing 50 questions on standard and nonstandard words. The findings showed that before the language development program, students had an average score of 62.4 in understanding standard and nonstandard words, with errors in commonly used informal words like vidio (standard: video) and antri (standard: antre). After the program, which included class discussions, conversation simulations, and interactive worksheets, the average score increased to 78.6, with 82% of students scoring above 78. The error rate decreased from 45% to 18%, indicating that interactive and contextual language development is effective. Continuous training and curriculum integration are essential to strengthening the use of standard language in the digital era.