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Periyadi Periyadi; Abdul Kadir. MS; Junaidi Junaidi; Noorlaily Maulida; Dewi Ariefahnoor +2 more

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Science continues to advance over time. This development has led to the birth of various new technologies that mark the progress of the times. Currently, technology has entered the digital era, where almost all areas of life are beginning to utilize these advances to increase work efficiency and effectiveness. In Indonesia, digital transformation has also penetrated various sectors, including education. This change presents a significant opportunity for the world of education to expand access, improve the quality of learning, and encourage innovation in teaching methods. As an entity closely linked to human culture and civilization, education has undergone significant changes in the era of globalization. The use of digital technologies, such as online learning, learning management systems (LMS), and interactive media, has become an integral part of the educational process. This not only facilitates the delivery of material but also opens up more flexible and inclusive learning opportunities for various levels of society. However, behind these opportunities, challenges also arise, such as disparities in technology access, low digital literacy in some communities, and the need to adapt curricula and teaching methods to be relevant to current developments. Therefore, the success of educational transformation in the digital era depends not only on the availability of technology but also on the readiness of human resources, including educators and students, to optimize its use. Therefore, the development of digital science and technology has become a driving force for global educational change. Education is required to adapt quickly and accurately to produce a generation that is not only academically intelligent.

Hasyim Asy’ari; Dewi Rosita

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

This study aims to develop and validate the feasibility of android-based learning media using smart apps creator on computer hardware material for high school students in grade X. Conventional learning processes are often less interesting and not optimal in conveying hardware concepts that tend to be abstract. Therefore, the development of this interactive media is expected to be an alternative in learning media in class and outside the classroom. This study uses the Research and Development (R&D) method with the PPE model consisting of three stages, namely Planning, Production and Evaluation. The research stages include defining student needs and curriculum, media design, developing smart apps creator learning media products, and distributing and evaluating feasibility. The validation results were tested and assessed by 3 media validation experts, 1 material validation expert. The assessment results from media experts obtained an average value of 64.3 so that it is included in the "Very Eligible" category. The assessment results from material experts obtained an average value of 56 so that it is included in "Very Eligible". The overall assessment results by media experts, material experts obtained an average value of 60.15 with the "Very Eligible" category., Android-based interactive learning media using this smart apps creator is declared very feasible to use in the learning process.

I’anatul Ashriyah; Umi Mahmudah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop learning media based on the Wordwall application in mathematics learning for grade 3 at MI Salafiyah 1 Kauman. The background of this study is the low interest and motivation of students in participating in mathematics learning, which is caused by less interesting learning methods and the lack of use of interactive media. By utilizing the Wordwall application, it is expected to increase student involvement through fun educational games. The method used in this study is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development process begins with needs analysis, learning media design, media development using the Wordwall application, media implementation in learning, and evaluation of the effectiveness of the media developed. The results of the study showed that the Wordwall-based learning media developed had high validity with an average score of 90% from material and media experts. The practicality of the media was also obtained with an average score of 85% from teachers and students. The trial of media implementation in mathematics learning showed an increase in student motivation and learning outcomes. So, students will be more active in participating in learning and show a better understanding of the material being taught. Thus, Wordwall-based learning media has proven effective in increasing the motivation and learning outcomes of grade 3 students at MI Salafiyah 1 Kauman.

Muhammad Noor Habil; Hilda Dwi Junianti; Ratna Eva Wati; Zaitun Qamariah; Setria Utama Rizal

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service activity was motivated by the need to create Physical Education, Sports, and Health (PJOK) learning that is more engaging, interactive, and suited to the characteristics of elementary school students in the digital era. The service team identified a significant potential to integrate print-based learning media with interactive websites as an innovative solution to address monotonous and less visual learning processes. This activity was carried out at SD Tahfidz Al-Jamiel, involving second-grade students as the primary subjects, while teachers acted as facilitators and observers of the learning process. The service method adopted the ABCD (Asset-Based Community Development) approach by utilizing local assets such as students' enthusiasm as digital natives, adequate school facilities, and the school's openness to educational innovation. The activity was implemented through several stages: initial observation, program planning, implementation of learning using interactive media, and a simple evaluation of the activity’s impact.The results of this activity indicated that integrating printed books and interactive websites could enhance students' interest and participation in PJOK learning. Students appeared more active, enthusiastic, and found it easier to understand locomotor movement material being taught. Teachers also responded positively to the media used. This activity demonstrates that digital-based learning transformation can be conducted in a simple and practical manner within the elementary school context and holds great potential for replication in other schools.

Serli Sapitri; Ari Suriani

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2025 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this study is to evaluate how well interactive learning materials can raise elementary school pupils' motivation and interest in learning. Animation films, instructional games, and simulations are examples of interactive learning materials that offer students a familiar, dynamic, and developmentally appropriate learning experience. Using a qualitative approach and a literature review strategy, the study examined material from a range of pertinent sources, including books, journals, and research reports. According to the study's findings, students who actively interact with interactive media can become more involved in the learning process. Additionally, it offers instant feedback, which increases self-confidence, helps pupils understand their progress, and fortifies their enthusiasm to learn.

Salsha Julia; Keisya Damia Garbita; Syah Akbar; Beny Rahim; Muhammad Ilham +1 more

Jurnal Ilmu Kesehatan 2025 Lembaga Pengembangan Kinerja Dosen

The research aims to explore how Quizziz can be effective in improving the understanding of currency recognition in learners with disabilities. The research used a quantitative approach and an experimental method of one group pre-test post-test design to collect data on student learning outcomes. Data collection was done through written tests in the form of multiple choice, with analysis using parametric statistical techniques and Paired Sample T-Test test. The data findings showed that the average student pretest score was 66.0 and which then increased to 89.3 on the posttest, with an average difference of 23.3 points. The statistical test resulted in a significance value of p = 0.004, which is a value that shows the significance of the difference and increase in scores. The increase in the results obtained is an indication that when learning is carried out with gamification and visual-based media such as Quizizz is able to provide assistance in helping students understand the basic concepts of currency and increase learning motivation through an attractive and interactive display. Thus, it can be concluded that the Quizizz application can be a feasible alternative for use in learning, especially to increase the independence of students with disabilities in daily life through mastery of currency recognition material.

Agustina Zahrotin Nisak; Yudi Krisno Wicaksono

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study explores the role of Social Studies (IPS) teachers in optimizing students’ learning activeness through the implementation of the Active Learning model at SMPN 3 Srengat Blitar. The background of this study includes issues such as students’ lack of discipline when entering the classroom, classroom attitudes and habits that hinder the learning process, and the use of monotonous and less engaging teaching methods. The purpose of this research is to examine the role of IPS teachers, the impact of implementing Active Learning, the challenges teachers face, and institutional support provided by the school in enhancing student engagement. A descriptive qualitative approach was used with a case study design. Data were collected through observation, in-depth interviews, and documentation involving teachers, students, and school authorities. Data analysis was conducted using the Miles and Huberman interactive model, which includes data reduction, data display, and conclusion drawing. The validity of the data was ensured through triangulation of sources, techniques, and theories. The results indicate that IPS teachers actively serve as facilitators and motivators in implementing Active Learning strategies, such as group discussions, student presentations, and the use of interactive media. The application of this model increased student participation, encouraged self-expression, and enhanced classroom engagement. Despite challenges such as time constraints and varying student readiness, school support significantly contributed to the successful implementation of this approach. Thus, Active Learning is proven to be effective in creating an engaging and student-centered learning environment, aligning with the theory proposed by Bonwell and Eison.

Dede Nurhayati; Supardi Supardi

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Canva learning media is an online learning platform for graphic design in various creative designs to facilitate its users such as designing posters, infographics and presentations. Not only for designing but can be used as a learning medium for teachers, students and schools in classroom learning. The purpose of this study was to determine the influence of perceptions on the use of Canva interactive media and students' learning interests on students' Mathematics learning outcomes at SMPN 2 Cianjur. This study uses a Quantitative Approach with the Survey method. The research design used is multiple linear regression analysis. The research sample was 35 students at SMPN 2 Cianjur. Based on the results of the research data analysis, 76% of responses were obtained based on the questionnaire distributed, respondents agreed that there was an influence of perceptions on the use of Canva interactive media and students' learning interests on mathematics learning outcomes.

Taufik Afandi; Umi Mahmudah

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research is motivated by the need for innovation in mathematics learning in elementary schools, especially regarding material measuring the weight of objects which is often considered abstract by students. The aim of this research is to develop a learning design based on blended learning combined with interactive media to increase understanding of concepts and student involvement in the learning process. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The findings show that the learning design developed is classified as very feasible and effective based on the assessment of material experts, media, as well as the results of limited trials in the field. The use of interactive media in a blended learning approach has been proven to significantly increase students' learning motivation and understanding of concepts. The implications of this research indicate that the integration of digital technology in mathematics learning in elementary schools can be an eee3werfgfdzxczalternative solution to create a more interesting, interactive and meaningful learning experience.

Muh. Alwi; Juhardi Juhardi; Risnashari Risnashari; Arifin Tahir; Kusmaladewi Kusmaladewi +2 more

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

This community service programme aims to improve teachers' understanding and skills in managing interactive learning media to increase student engagement in the learning process at SMAN 17 Lamuru, Bone Regency. Based on the results of the need assessment and situation analysis, it was found that the partners experienced several problems, including the lack of teacher understanding of information technology, the low ability of teachers to implement online learning, and the lack of knowledge about interactive learning media. This activity was attended by 25 participants and was carried out using various methods, such as lectures, questions and answers, discussions, brainstorming, demonstrations, and direct practice of online-based interactive learning media management. The materials provided were arranged in accordance with the objectives of the mentoring, and supported by instruments such as mentoring modules, observation sheets, participant satisfaction questionnaires, activity documentation, and other technical equipment. The main target of this programme is intangible, namely the realisation of mentoring participants who are able to understand the concept and create electronic modules for interactive learning.

Nushrotin Niswah; Nanang Nabhar Fakhri Auliya

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

In mathematics, especially in the material of linear equations of one variable, learning media has a very vital role to maximize the success of the learning process. Through realistic mathematics learning methods, it can help students use interactive media to more easily understand complex concepts. The purpose of this research is to explain the steps for creating Adobe Animate-based learning media on PLSV material and to assess how useful it is as a tool in learning activities. Research and development (R&D) applies the 4-D development model (Define, Design, Develop, and Disseminate). The results of the assessment stated that Adobe Animate-based learning media for the PLSV topic is very suitable for use as a supporting tool in learning the subject. Small-scale trials showed a practicality of 93%, while large-scale trials showed a practicality of 95%.

Ilham Rahmadhani; Adam Wahida; Surono Surono

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to improve students' understanding and skills in the makeup and costume of the Gambyong Pareanom dance through the application of the modelling method assisted by audio-visual media. The research subjects were 35 students of class X SP 5 at SMK Negeri 8 Surakarta for the 2024/2025 academic year. The research was conducted in three cycles, each consisting of planning, action, observation, and reflection stages. The learning method involved the use of videos, live demonstrations, group discussions, and independent practice. The results showed significant improvement in each cycle. In the pre-action stage, only 40% of students felt helped by the method and 68% lacked self-confidence. In Cycle I, 55% felt helped and 60% began to show better understanding. In Cycle II, with more interactive media, 72% of students felt helped and 68% reached the minimum passing grade (KKM). In Cycle III, 88% of students found the method very effective, 85% achieved the KKM, and 83% showed improved confidence. These findings prove that the modelling method using audio-visual media is effective in enhancing conceptual understanding, technical skills, and student confidence. The study recommends broader application of this method in vocational school skill-based learning to create a more engaging, contextual, and relevant learning experience aligned with workforce demands and cultural preservation.

Armayanti Armayanti; Najwa Syahada Gusna; Seni Ayu Ana Tasya; Wildan Sajali Harahap; Juliati Juliati

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this study was to illuminate how students understand various types of sentences, especially single sentences, compound sentences, and compound sentences, and to develop and implement flipbooks as a learning aid in grade V of SD Negeri 12 Kota Langsa. This study was conducted through a qualitative approach using observation, interviews, and documentation to collect data. The results showed that conventional learning methods and the lack of interactive media caused most students to still have difficulty in distinguishing the structure and use of sentence types. There is evidence that the use of visual and interactive flipbook media can improve students' understanding and encourage them to actively participate in the learning process. Flipbooks are able to create a more interesting and meaningful learning environment, despite technical constraints such as limited digital devices. This study found that flipbooks are an effective alternative for teaching Indonesian to elementary school students by improving their language skills.

Armayanti Armayanti; Najwa Syahada Gusna; Seni Ayu Ana Tasya; Wildan Sajali Harahap; Juliati Juliati

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this study was to illuminate how students understand various types of sentences, especially single sentences, compound sentences, and compound sentences, and to develop and implement flipbooks as a learning aid in grade V of SD Negeri 12 Kota Langsa. This study was conducted through a qualitative approach using observation, interviews, and documentation to collect data. The results showed that conventional learning methods and the lack of interactive media caused most students to still have difficulty in distinguishing the structure and use of sentence types. There is evidence that the use of visual and interactive flipbook media can improve students' understanding and encourage them to actively participate in the learning process. Flipbooks are able to create a more interesting and meaningful learning environment, despite technical constraints such as limited digital devices. This study found that flipbooks are an effective alternative for teaching Indonesian to elementary school students by improving their language skills.

Fiska Noviandana; Sukian Wilujeng; Maureen Evita

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve student learning outcomes in Grade XI ATPH 3 of SMK Negeri 1 Purwosari in the subject of Vocational Expertise Concentration on fertilization elements by implementing the cooperative learning model type Teams Games Tournament (TGT) using the interactive media Bamboozle. This research is a Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. Data were collected through learning outcome tests, observation, and documentation. The results showed that the implementation of the TGT model supported by Bamboozle media improved students’ average scores from 54.55 in the pre-cycle to 72.73 in cycle I and 81.82 in cycle II. The percentage of mastery learning increased from 6% to 39% and then to 82%. The use of TGT combined with Bamboozle was proven effective in enhancing students’ learning outcomes, engagement, and motivation. Thus, this strategy is recommended as an alternative interactive and engaging learning method in vocational subjects at vocational schools.

Ghina Naradatul Jannah; Muhaiminah Jalal

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study is motivated by the observation that during the teaching and learning process of Natural and Social Sciences (IPAS), many students still demonstrate low learning motivation. The use of conventional teaching methods, such as lectures and written assignments, tends to be less effective in attracting students' interest. The purpose of this research is to describe the implementation of interactive media in the Natural and Social Sciences (IPAS) subject for fourth-grade students at SD Negeri 02/IX Sekernan and to determine whether the use of interactive media can improve students' learning motivation in this subject. This study employs a classroom action research design, consisting of two cycles. Each cycle includes four stages: planning, implementation, observation, and reflection. Data collection techniques used in this study include observation, interviews, and documentation. The research subjects are fourth-grade students at SD Negeri 02/IX Sekernan. The results of data analysis indicate that the use of interactive media can enhance students' learning motivation in the Natural and Social Sciences (IPAS) subject. Observation results show an increase in student engagement from the first cycle to the second, with the average score rising from 71.27% (categorized as fair) to 81% (categorized as good). It can be concluded that the use of interactive media can improve the learning motivation of fourth-grade students in the Natural and Social Sciences (IPAS) subject at SD Negeri 02/IX Sekernan.

Desryana Sihotang; Ega Mutia; Jasa Ringan Hati Gulo; Ririsma Nainggolan

Jurnal Bisnis Inovatif dan Digital 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study employs a qualitative method through a literature review approach and aims to examine the utilization of interactive learning in enhancing educational innovation in the digital era. The study is driven by the urgency to adapt learning processes to the rapid advancement of technology, requiring strategies that optimize the use of interactive media in teaching and learning activities. Based on a review of various academic sources such as books, journals, and scientific articles, it is found that interactive learning holds great potential in creating engaging learning environments, increasing student participation, and stimulating creativity and innovation. The integration of digital technology in interactive learning is also considered effective in expanding access to information, facilitating better understanding of learning materials, and enriching learning resources. Therefore, the literature reviewed indicates that developing technology-based interactive learning is highly relevant to improving the quality of education in facing the challenges of the digital age.

Hardian Muhammad; Intan Putri Lusita; Intan Yumeriza; Kartila Pri Malti; Meiliana Fitria Ningrum +2 more

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Mathematics is often viewed by many elementary school students as a difficult subject. This is because if it is only taught in the lecture method, the material is abstract and not very interesting. To overcome this, the use of interactive learning media is a promising solution. The purpose of this study was to determine the extent to which interactive media affects mathematics learning outcomes in elementary school and what factors support its success. The method used is literature study research by collecting and analyzing various related research findings. The findings of this study indicate that interactive media such as animation, educational applications, digital games and other visual media can help to better understand the material, increase enthusiasm for learning, and promote active participation in the learning process. In addition, most of the studies analyzed showed an increase in students' academic reviews after using interactive media compared to traditional learning methods. The success of using this media is also greatly influenced by teacher motivation, institutions available at school, and the suitability of the media to student needs. Therefore, it is important for teachers to choose the right media and remain innovative. This will make the mathematics learning process more interesting and easier for students.

Tasha Wulandari Liandri; Adrias Adrias; Salmaini Safitri Syam

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Understanding geometric concepts is an essential part of the mathematics learning process in elementary school. However, many fifth-grade students face challenges in grasping these concepts due to monotonous and less interactive learning media. These difficulties contribute to students' low comprehension of geometric concepts. The purpose of this study is to analyze the contribution of interactive media in strengthening students' understanding of geometric concepts in elementary school. The research employs a qualitative approach, with data collected through observations, interviews with teachers and students, and documentation. The findings reveal that less interactive teaching methods, the lack of concrete learning media, and an unconducive learning environment are the main factors hindering students' understanding. Increasing student participation and facilitating their comprehension of geometric concepts can be achieved by implementing interactive media such as digital simulations, animated videos, and educational games. Thus, interactive media can enhance students' learning motivation and create a more enjoyable learning atmosphere. By integrating interactive media into the mathematics learning process, students are expected to become more actively engaged, focused, and able to understand geometric concepts more effectively.

Fajri, Fajri Farhan; Fitra Ramadhan; Adrias Adrias; Salmaini Safitri Syam

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2025 International Forum of Researchers and Lecturers

The rapid transformation of technology affects various aspects of life, including education. In elementary school learning, the use of interactive learning media is an innovative solution to improve student understanding. Conventional learning methods such as lectures often get bored quickly, especially if they rely only on textbooks. Therefore, teachers need to utilize technology to create more interesting and interactive media.One effective medium is interactive PowerPoint (PPT), which combines elements of sound, images, video, text, and animation to improve students' comprehension of the subject matter. It also allows for direct feedback, increases student participation, and accelerates concept understanding. In Pancasila and citizenship as a topic Education (PPKn) in elementary school, the use of interactive media has been proven to be able to increase interest in learning and encourage students' critical thinking. This study examines several studies on media efficacy using the Systematic Literature Review (SLR) technique. Interactive PPT in learning. The The results of the study indicate that the use ofthis media significantly improves students' understanding of PPKn learning. With a more interesting and interactive approach, students are more motivated to learn and able to understand concepts more deeply. Therefore, the integration of digital media in PPKn learning is an innovative solution in enhancing the caliber of education at the elementary school level