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Ispandiyah, Woro; Sularsih Endartiwi, Sri; Wijayanti, Nor

jurnal ABDIMAS Indonesia 2026 STIKes Ibnu Sina Ajibarang

Penyakit tidak menular (PTM) merupakan penyebab utama kematian secara global dan menunjukkan peningkatan pada kelompok remaja. Rendahnya pengetahuan terkait faktor risiko PTM menjadi salah satu penyebab munculnya perilaku tidak sehat. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan pengetahuan remaja tentang pencegahan faktor risiko PTM melalui edukasi kesehatan. Metode yang digunakan adalah pre-experimental dengan desain one group pretest-posttest pada santri di pondok pesantren Harun Assyafi’i Bantul. Intervensi dilakukan melalui ceramah interaktif dan media visual. Data dikumpulkan menggunakan kuesioner sebelum dan sesudah edukasi. Hasil menunjukkan peningkatan rata-rata skor pengetahuan dari 51,36 menjadi 79,73. Hal ini menunjukkan bahwa edukasi kesehatan efektif dalam meningkatkan pengetahuan remaja terkait pencegahan PTM. Program edukasi kesehatan perlu dilakukan secara berkelanjutan di lingkungan sekolah untuk mendorong perubahan perilaku jangka panjang. Studi ini juga mendukung penerapan teori perilaku seperti Model Keyakinan Kesehatan dan PRECEDE-PROCEED dalam merancang intervensi yang efektif.

Klaudius Jevanda BS; Latius Hermawan; Wawan Nurmansyah; Hendrik Fery Herdiatmoko; Fransiska Ninda Permata Nugraha

Jurnal Pengabdian Masyarakat Terapan 2026 Lembaga Pengembangan Kinerja Dosen

In today’s world, social media has become an everyday necessity for interacting and socializing with others, but it has both positive and negative effects, particularly on the younger generation. The roles of parents and educators are crucial in building the digital resilience of the younger generation. The solution is to provide early education to the younger generation, particularly new students for the 2025/2026 school year, during the School Orientation Program conducted by the UKMC Community Service Team. The purpose of this activity is to educate new students at SMK Xaverius Palembang to improve their understanding of digital literacy and online etiquette and to use social media more responsibly. The PkM Team served as guest speakers, presenting material on digital literacy and social media ethics, as well as real-life case studies, on Thursday, July 17, 2025, in the auditorium of SMK Xaverius Palembang. This activity is a community service initiative that uses interactive educational methods, in which the team presents five questions related to online gambling, fake news, cyberbullying, explicit content, and ending human trafficking in the form of digital posters, and the students explain them. The team also provided real-life examples and explained their causes and effects. Based on the results of the program, students demonstrated increased awareness of the risks associated with online gambling, fake news, cyberbullying, and explicit content, as well as the importance of combating human trafficking, and were more likely to adopt positive social media etiquette.

Diva Amilia Ramadhani; Ika Putra Viratama

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

Strengthening scientific literacy in elementary science learning requires interactive and contextual instructional strategies. Game-based learning has been shown to enhance student motivation and engagement (Clark et al., 2016). This study aims to develop and examine the effectiveness of an interactive quiz-based educational game on the topic of food chains and ecosystems for fifth-grade students. The research employed a Research and Development approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages (Yusuf & Rahman, 2023). The participants were 25 students. Data were collected through pretest and posttest instruments and analyzed using the N-Gain formula to measure learning improvement. The findings indicate a moderate to high increase in students’ learning outcomes after the implementation of the developed media. In addition, students demonstrated greater participation during the learning process. These results suggest that interactive quiz-based educational games can serve as an effective alternative strategy to enhance conceptual understanding in elementary science education.

Elvia Siska; Diva Anggraini; Saskia Maharani

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

The digestive system is one of the most abstract and complex topics in high school biology because it involves physiological processes that occur inside the body and cannot be observed directly. This situation calls for the use of instructional media that can help students understand concepts in a more concrete, systematic, and engaging way. This study aims to analyze the effect of interactive multimedia on student learning outcomes regarding the digestive system and to identify the most effective type of multimedia. This study employs a meta-analysis method using secondary data from 20 relevant scientific articles published between 2021 and 2026. Data were collected through a literature review and systematic review, then analyzed using effect size calculations with Cohen’s and Hedges’ g formulas to determine the effectiveness level of each medium. The results indicate that the use of interactive multimedia generally has a positive effect on student learning outcomes, with most media falling into the high to very high effect size category. Interactive multimedia based on Articulate Storyline was the most effective medium with the highest effect size value of 2.730, followed by Augmented Reality-based E-Magazine at 2.634. These findings indicate that interactive multimedia is effective in facilitating the visualization of concepts and increasing student engagement.  

Danial Y. Husuna; Syarwani Canon; Ardiansyah, Ardiansyah; Meyko Panigoro; Rierind Koniyo

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to analyze the effect of using interactive PowerPoint media on the learning outcomes of eighth-grade students at SMP Negeri 3 Kabila. The study was motivated by the relatively low student learning outcomes in Social Studies, as indicated by the number of students who had not yet achieved the minimum mastery criteria, as well as the limited use of technology-based instructional media in classroom learning. This research employed a quantitative approach with a correlational design. The population and sample consisted of 50 eighth-grade students. Data were collected through questionnaires, observation, interviews, and documentation. The data were analyzed using simple linear regression after the instruments had met validity and reliability requirements and the data were normally distributed. The findings revealed that the use of interactive PowerPoint media had a positive and significant effect on student learning outcomes. This was indicated by a t-value of 6.184, which was higher than the t-table value of 2.008 at a 5 percent significance level. The correlation coefficient of 0.666 indicated a strong relationship, while the coefficient of determination of 0.443 showed that 44.3 percent of the variance in students’ learning outcomes was explained by the use of interactive PowerPoint media. Therefore, interactive PowerPoint media can be considered an effective instructional alternative to support the improvement of student learning outcomes.

M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus

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

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.

Dedi Irwansah; Heny Sulistyowati

JURNAL ILMIAH PENDIDIKAN KEBUDAYAAN DAN AGAMA 2026 CV. ALIM'SPUBLISHING

Penelitian ini dilatarbelakangi oleh rendahnya minat dan keterampilan membaca interaktif peserta didik pada materi teks hikayat yang disebabkan oleh penggunaan metode pembelajaran yang masih konvensional dan kurangnya media pembelajaran yang menarik. Kondisi tersebut menuntut adanya inovasi media berbasis digital yang mampu meningkatkan keterlibatan dan motivasi belajar siswa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran scrapbook digital berbasis FLIPHTML5 serta mengetahui keefektifannya dalam meningkatkan kemampuan membaca interaktif siswa kelas X SMK NJ 01 Jogororto. Metode yang digunakan adalah penelitian dan pengembangan dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Produk yang dihasilkan berupa media scrapbook digital interaktif yang memadukan teks, gambar, dan elemen visual menarik serta dilengkapi fitur latihan dan refleksi. Hasil penelitian menunjukkan bahwa media yang dikembangkan memenuhi kriteria valid, praktis, dan efektif berdasarkan hasil validasi ahli, respon guru dan siswa, serta peningkatan aktivitas dan pemahaman belajar siswa. Penggunaan media ini terbukti mampu meningkatkan minat baca, keterlibatan aktif, serta pemahaman siswa terhadap teks hikayat secara lebih optimal. Implikasi penelitian ini menunjukkan bahwa media scrapbook digital berbasis FLIPHTML5 dapat dijadikan alternatif inovatif dalam pembelajaran bahasa Indonesia, khususnya untuk meningkatkan keterampilan membaca interaktif serta menciptakan pembelajaran yang lebih menarik, kreatif, dan sesuai dengan perkembangan teknologi pendidikan.

Kustiawardani , Elen; Qoiatul Mafaza, Chelindra; Surayanah

NALAR: Jurnal Pendidikan dan Kebudayaan 2026 Universitas 17 Agustus 1945 Semarang

PPKn di sekolah dasar berperan penting dalam membentuk karakter dan kesadaran kewarganegaraan peserta didik sejak dini. Namun, dalam praktiknya guru menghadapi berbagai hambatan yang memengaruhi optimalisasi pembelajaran. Penelitian ini bertujuan menganalisis hambatan dan tantangan implementasi pembelajaran PPKn di kelas IV SD Negeri Gaprang 01. Penelitian menggunakan pendekatan deskriptif kualitatif dengan teknik observasi, wawancara, dan angket. Data kemudian dianalisis menggunakan model analisis interaktif Miles dan Huberman yang meliputi pengumpulan data, reduksi data, penyajian data, dan penarikan kesimpulan. Subjek penelitian terdiri atas guru kelas IV dan 18 siswa. Hasil penelitian menunjukkan bahwa pembelajaran berjalan cukup baik dan memperoleh respons positif siswa, khususnya pada aspek sikap dan pemahaman nilai kewarganegaraan. Tantangan utama meliputi penyampaian materi abstrak, perbedaan kemampuan akademik, serta keberagaman latar belakang sosial-ekonomi. Oleh karena itu, diperlukan penggunaan media konkret, strategi diferensiasi, serta pendekatan pembelajaran yang adaptif dan inklusif.

Wening Nur Habibah Alif; Arif Fitra Setyawan; Chandra Yogatama; Dyah Ratna Kusuma Mayang Sari; Muhammad Bhayu Bramantyo +2 more

Jurnal Pengabdian Bersama Masyarakat Indonesia 2026 CV. Aksara Global Akademia

Transformasi digital menuntut tenaga pendidik menjadi fasilitator yang adaptif terhadap teknologi. Menghadapi tuntutan tersebut, guru di SMPIP Nihadul Qulub mengalami hambatan kompetensi dalam menciptakan media pembelajaran berbasis digital. Selain itu, kurangnya sumber referensi praktis yang dapat diakses secara mandiri membuat guru kesulitan untuk meningkatkan kompetensi digitalnya di tengah padatnya aktivitas mengajar. Pengabdian ini bertujuan untuk meningkatkan kompetensi digital melalui pelatihan Canva guna merancang media interaktif berbasis web. Diikuti sebanyak 20 guru, kegiatan pengabdian berupa pelatihan ini dilaksanakan secara langsung dan luar jaringan (luring) di SMPIP Nihadul Qulub, Ungaran. Metode pelaksanaan pengabdian meliputi perencanaan, analisis kebutuhan mitra, implementasi workshop praktik langsung, serta evaluasi. Hasil pengabdian menunjukkan peningkatan signifikan, di mana 90% guru berhasil mempublikasikan modul ajar interaktif dalam format situs web tanpa keahlian pemrograman. Pelatihan ini terbukti efektif meningkatkan peran guru menjadi desainer pengalaman belajar yang kreatif, sejalan dengan tuntutan pendidikan abad ke-21.

Rahmalia Ayu Isnaini; Ika Putra Viratama

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

Science learning in elementary schools requires evaluation strategies that are able to measure conceptual understanding while enhancing students’ motivation and engagement. One of the contextual science topics in Grade VI that requires visualization is the adaptation of living organisms. However, science learning evaluation is still dominated by conventional assessment instruments that are less varied and have not optimally utilized digital technology. This study aims to examine the development of an interactive question bank based on Quizlet as an alternative assessment tool for science learning on the topic of adaptation of living organisms in Grade VI elementary schools. This study employs a qualitative approach using a literature review method by analyzing relevant scientific articles, books, and educational policy documents. The results of the review indicate that a Quizlet-based interactive question bank has the potential to improve the quality of learning evaluation through the use of varied and interactive questions accompanied by immediate feedback. The use of Quizlet also supports student-centered learning and aligns with the principles of meaningful assessment promoted in the Merdeka Curriculum.

Alia Maharani; Istikomah Difinubun; Melinda Cahyani

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to examine the effectiveness of interactive board game learning media in improving Arabic writing skills among fifth-grade students at MI Islamiyah 02 Madiun. The research employs a quantitative approach using a quasi-experimental design involving an experimental group and a control group with a total sample of 47 students. Data were collected through pretest and posttest instruments and analyzed using the Mann–Whitney U test with the assistance of SPSS software. The findings reveal a statistically significant difference between the experimental and control groups, with a significance value of 0.000 (<0.05). Students in the experimental group demonstrated higher improvement in writing skills compared to those in the control group. The use of interactive board game media enhances student motivation, engagement, and participation in learning activities. This study implies that game-based learning media can serve as an effective alternative for improving Arabic writing skills at the elementary school level.

Amelia, Ivana; Fachruzzaman, Fachruzzaman; Fadli, Fadli; Hanif, Padlim

Jurnal Ilmiah Serat Acitya 2026 Universitas 17 Agustus 1945

Pengelolaan anggaran daerah memerlukan sistem pengendalian internal yang efektif serta penerapan manajemen risiko yang terintegrasi untuk mendukung tercapainya tujuan pembangunan secara optimal. Namun, pada praktiknya masih banyak pemerintah daerah menghadapi persoalan berupa rendahnya kualitas perencanaan, lemahnya pengawasan, ketidaktepatan prioritas belanja, serta belum optimalnya pemanfaatan sumber daya fiskal. Penelitian terdahulu umumnya membahas pengendalian internal dan manajemen risiko secara terpisah, sedangkan kajian mengenai sinergi keduanya dalam pengelolaan anggaran daerah, khususnya pada daerah dengan kapasitas fiskal terbatas, masih relatif terbatas. Penelitian ini bertujuan untuk menganalisis sinergi antara internal control dan manajemen risiko dalam pengelolaan anggaran pada Pemerintah Kabupaten Bengkulu Tengah. Penelitian dilakukan dengan metode kualitatif melalui wawancara mendalam, observasi, dan telaah dokumen, kemudian dianalisis menggunakan model interaktif Miles dan Huberman. Hasil penelitian menunjukkan bahwa internal control telah berjalan secara normatif melalui fungsi pengawasan APIP. Namun, penerapan manajemen risiko masih bersifat administratif dan belum menjadi dasar utama dalam pengambilan keputusan anggaran. Temuan ini menunjukkan kebaruan bahwa integrasi pengawasan internal berbasis risiko menjadi model penting dalam meningkatkan efektivitas, efisiensi, akuntabilitas, dan kualitas tata kelola keuangan daerah.

Pratama, Anugrah; Mutmainnah Mutmainnah

Jurnal Ilmu Komunikasi, Administrasi Publik dan Kebijakan Negara 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This community service program addresses the growing ethical challenges of design practices in social media, particularly among children and adolescents. Social media platforms are not merely communication tools but persuasive digital products that influence behavior, emotions, and information consumption. This program aimed to enhance ethical design literacy among members of the Children’s forum in Tangerang Regency through an interactive workshop combining theoretical education, case studies, and practical design exercises. The methodology involved participatory training sessions, including lectures on design ethics, identification of dark patterns, privacy-by-design practices, and hands-on content creation using social media platforms. The results indicate increased participant awareness of ethical principles such as transparency, visual honesty, respect for copyright, and privacy protection. Participants demonstrated improved ability to identify unethical design elements and to produce simple yet responsible visual content. The program contributes to strengthening digital ethics awareness among young social media users and highlights the importance of collaborative, community-based approaches in fostering responsible digital culture.

Siti Waaqiah Khofidhotur Rofiah; Anas Tasya Dwi Qobayesi; Widya Duta Aulia; M. Ilmil Zawawi

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

This research is motivated by the low interest of students in learning the Qur'an and Hadith due to the dominance of conventional teaching methods that are considered less engaging. The study aims to examine the role of interactive learning media in increasing students’ learning motivation at Madrasah Ibtidaiyah. The research employs a qualitative literature study approach by collecting credible sources, including journal articles, textbooks, and previous research findings. Content analysis techniques were used to identify patterns, relationships, and important insights from the collected data. The findings indicate that interactive media such as educational videos, interactive animations, dynamic PowerPoint presentations, and digital quizzes significantly enhance students’ interest and motivation in learning. This improvement is reflected in higher levels of attention, curiosity, participation, and engagement during the learning process. In addition, the use of interactive media helps present Qur'an and Hadith concepts in a more concrete, attractive, and enjoyable way, thereby improving students’ understanding of the material. The study implies that integrating technology-based learning media can become an innovative strategy to optimize the teaching and learning process in Islamic elementary education institutions.

Salsabila, Muna Maimunah; Putri, Sely Aprianda Syah; Rahmah, Aulia Siti Nur

Karya Nyata : Jurnal Pengabdian kepada Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The PPA Symphony recorded 7,842 cases of violence against children by mid-2024, indicating the need for preventive efforts through early sexual education. Sexual education for children aims to improve their understanding of body awareness, body privacy, and self-protection from inappropriate behaviors. This community service activity aimed to increase students’ understanding of sexual education through interactive PowerPoint media. The activity was conducted at SD Negeri Gebang Surakarta on April 25, 2025, involving 63 students from grades 3, 4, and 5. The method used was an interactive lecture supported by PowerPoint media, storytelling, and mini games. Evaluation was conducted using pre-test and post-test questionnaires to measure students’ knowledge. The results showed an increase in the average knowledge score from 9.827 in the pre-test to 10.210 in the post-test. These findings indicate that interactive PowerPoint media is effective in improving students’ understanding of basic sexual education, particularly regarding body parts, body privacy, safe and unsafe zones, and strategies for refusing uncomfortable behaviors. Therefore, interactive learning media can serve as an effective educational strategy to strengthen early sexual education among elementary school students.

Kadir Jaelani, Abdul; Randy Ferdiansyah Hasibuan; Muhammad Tesar Trisetya; Fani Allyssa Dwita Putri; Risma Aulia Puteri +6 more

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2026 Universitas Muhammadiyah Manado

Indonesia is a country with a high level of vulnerability to various natural disasters, making it essential to improve disaster mitigation literacy from an early age, particularly among primary school pupils. However, disaster mitigation education in schools is often still theoretical and lacks engaging and contextually relevant learning materials. Therefore, this initiative aims to enhance pupils’ understanding of disaster mitigation and environmental awareness through the use of an interactive magazine module accompanied by educational stickers. This community service activity was carried out at Giriwungu Primary School, Girirejo Village, Imogiri Sub-district, Bantul Regency, targeting Year 3 primary school pupils. The implementation method employed an educational-participatory approach through several stages of activity, namely the screening of educational videos, the distribution of interactive magazine modules, independent reading activities, the presentation of picture stories, and interactive quizzes to assess pupils’ understanding. The results of the activity showed that the pupils demonstrated high levels of enthusiasm and participation throughout the session, and the majority were able to grasp the basic concepts of waste management and the importance of protecting the environment as part of disaster mitigation efforts. Consequently, the use of interactive magazine modules can serve as an effective literacy tool for enhancing pupils’ understanding and fostering awareness of environmental care and disaster mitigation from an early age.

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.

Maryona Septiara; Maie Istighosah; Yudha Islami Sulistya; Imam Adiyana; Alfilia Hilda Rahmatika

Jurnal Pengabdian Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Durian Bhineka Bawor is one of the leading local commodities of Alasmalang Village with high economic potential. However, product promotion and marketing activities are still dominated by conventional methods and limited local networks, resulting in restricted market access, low competitiveness, and the absence of structured product information documentation. This community service program aims to address these challenges through the implementation of an interactive website integrated with an AI Agent, serving as a centralized information platform as well as a digital product ordering service. The main objectives of this program are to strengthen local durian branding through the utilization of modern digital technology, expand market reach, and enhance community digital literacy. The implementation method was carried out in several stages, including program coordination and socialization, content needs assessment, website design and development, AI Agent and WhatsApp server integration, system testing, manager training, official deployment, and continuous assistance. The AI Agent provides interactive services in the form of product information delivery, personalized recommendations, and order facilitation directly connected to the admin dashboard and social media platforms, thereby accelerating transaction processes and improving consumer experience. The expected outcomes of this program include the establishment of a more professional, transparent, and efficient promotion and ordering system for Durian Bhineka Bawor products. The developed platform is expected to expand market access, increase product sales, and create new digital-based business opportunities. Furthermore, this program contributes to community empowerment by improving digital skills and technology management capabilities to support local economic independence and competitiveness.

Muhammad Alfadilal Rizky Rinda; Triana Harmini; Eko Prasetio Widhi

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Learning to read the Al-Qur'an at TPA Al-Amin Brahu Ponorogo still relies on conventional methods, which lead to low motivation and boredom among students. This study aims to design and develop interactive learning media based on Augmented Reality (AR) through the AR-Iqro' Jilid 5 application on the Android platform. The development method employed is the System Development Life Cycle (SDLC) using the Waterfall model, which encompasses the stages of planning, design, implementation, testing, and maintenance.The results of the study indicate that the application performs exceptionally well, with material validation reaching 96%, media design at 96%, and user testing at 97%. These findings prove that the AR-Iqro' Jilid 5 application is highly feasible for use due to its ease of navigation and intuitive visual interface. The implication of this research is the availability of an innovative alternative learning medium capable of increasing students' interest in learning the Al-Qur'an, with the potential for broader implementation in technology-based Islamic educational institutions.

Suryo Sudiro; Christian Damar Satria; Agung Nugroho; Muhammad Nurfauzi Sahono

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of multimedia-based interactive games requires a system capable of effectively managing game logic, character behavior, and the integration of visual and animation elements. This study aims to implement GDScript in the development of a 2D RPG game using the Godot Engine. The research method was carried out through the design of scene and node structures, the implementation of game logic using GDScript, and the application of Finite State Machine (FSM) to regulate enemy behavior. GDScript is used to control character movement, animation systems, and interactions between players and objects in the game. The implementation of FSM allows enemies to have dynamic behavior through state settings such as idle and wander. Functional testing results show that the game system can run according to the design and is capable of producing responsive interactions. In addition, the use of modular architecture in the Godot Engine facilitates system development and maintenance. Based on the research results, the Godot Engine and GDScript are considered effective for developing multimedia-based interactive games.