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Ninda Yenisa; Naira Anzila Putri

International Journal of Educational Evaluation and Policy Analysis 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Modern education has undergone significant transformation with the integration of technology into learning. Technology plays a crucial role in enhancing motivation, creativity, and learning effectiveness through interactive media, digital applications, and online platforms. This review employs a literature study method to analyze the impact of technology on learning processes. The analysis reveals that technology facilitates access to information, increases student engagement, and enriches teaching strategies. However, challenges such as technological access gaps in remote areas, limited teacher competencies, and potential negative impacts like internet addiction and reduced communication skills persist. Hence, strategic approaches, including teacher training and infrastructure development, are needed. This study highlights the importance of wise implementation of technology to support inclusive and sustainable education.

Mifta Huljanah; Erwin Krisman Zai

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study aims to evaluate the effectiveness of digital learning media in enhancing elementary school students’ learning interest within the context of technological advancement in education. Digital media such as interactive videos, educational animations, and learning applications are increasingly integrated into teaching processes as a response to the demand for more innovative and adaptive education. This research discusses how digital learning media can stimulate students’ intrinsic motivation, strengthen engagement, and create a more enjoyable and contextual learning experience. The findings indicate that digital media holds significant potential to improve the quality of primary education by presenting content in an engaging and easily comprehensible manner. Despite technical challenges such as limited device availability and internet access, conceptually, digital learning media can serve as a strategic solution in reforming teaching methods in the digital age.  

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.

Sindhu Rakasiwi; Candra Irawan; Cahaya Jatmoko; Lalang Erawan; Suprayogi Suprayogi

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The COVID-19 pandemic has triggered a transformation in online learning, requiring teachers and lecturers to adapt to educational technology, including Virtual Reality (VR) Tour. However, limited understanding and motivation are the main challenges in implementing this technology. This community service aims to provide practical training in developing VR Tour as an interactive learning media for teachers and lecturers at Rumah Diklat Indonesia. The implementation method involves an online workshop using the Zoom application, which includes a tutorial on creating 360° panoramic photos via Google Street View and processing VR Tour via the Theasys.io platform. Participants also receive technical guidance and hands-on practice sessions. The results show that participants are able to produce VR Tour content for learning, as well as improve their understanding of technology integration in education. This training equips participants with basic skills to develop virtual learning media, expand students' learning access creatively and innovatively. In conclusion, the use of VR Tour has the potential to improve the quality of distance learning, while encouraging educators to continue to adapt to technological developments in the digital era.

Hermawan Prayoga; Aulia Rahman; Yulfa Maulana

Proceeding of the International Conference on Art, Design, and Visual Communication 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The development of digital technology, especially augmented reality (AR) technology, offers great potential in enhancing interactive and engaging learning experiences. This study aims to explore the use of AR technology in designing adaptive learning media for high school students in Indonesia. Using an experimental design approach, this study assesses the impact of AR media on students' understanding and motivation in learning abstract concepts. The results show that the application of AR can improve visual understanding and student engagement in the learning process.

Abdul Fattah Nasution; Ira Damayanti Hasibuan; Sallima Nur Alaina Rambe; Rafli Pasha

Jurnal Mahasiswa Kreatif 2025 International Forum of Researchers and Lecturers

The Merdeka Curriculum is an educational innovation implemented gradually at SMA AL-HIDAYAH Medan to create more active, collaborative learning focused on strengthening students’ character through Project Based Learning. This study aims to examine the implementation process of the Merdeka Curriculum, identify supporting and inhibiting factors in its implementation, and describe the strategies the school employs to overcome these challenges. The curriculum implementation began in grade X by eliminating the specialization system and applying interdisciplinary learning. The results show that teachers act as facilitators, while students actively participate in projects relevant to their daily lives and utilize digital media. Supporting factors include the enthusiasm of teachers and students, the relevance of learning projects, and flexible and interactive learning methods. Challenges faced include limited facilities, teachers’ administrative burdens, lack of training, and uneven curriculum application across grade levels. The school addresses these obstacles through internal training, administrative assistance, technology utilization, and regular evaluation and reflection. These strategies demonstrate the school’s commitment to managing educational change in an adaptive and transformative manner.

Gofi Haryobel Hutasoit; Siti Mutia; Uswatun Hasannah; Riwana Simarmata

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Educational transformation through the use of interactive technology is an integral part of the implementation of the Merdeka Curriculum, especially in Mathematics learning in Elementary Schools (SD). This curriculum emphasizes a contextual, student-centered, and adaptive learning approach to the challenges of the digital era. This study aims to analyze the role of interactive technology in improving the effectiveness of Mathematics learning and developing 21st-century skills in elementary school students. Various digital media such as GeoGebra, gamification applications, and visual simulations are used to help students understand abstract concepts in a concrete and enjoyable way. The results show that technology integration supports the achievement of the Pancasila Student Profile by increasing creativity, independence, and critical thinking skills. Challenges such as limited infrastructure and teacher competency can be overcome through continuous training and development of relevant local content.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

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

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

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

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Santi Dwi Kartika; Sari Rahmi; Niko Ari Wibowo

Jurnal Pendidikan Bahasa dan Anak Usia Dini 2025 Asosiasi Periset Bahasa Sastra Indonesia

Phonological skills are a crucial foundation in early childhood language and literacy development. This study aims to explore the use of digital educational games as an interactive learning medium to improve young children's phonological abilities. A quasi-experimental method with a one-group pre-test and post-test design was applied. The participants were 4–5-year-old children enrolled in an early childhood education center in City X. Data were collected through observation sheets and phonological tests. The findings revealed a significant improvement in children's phonological skills after engaging with digital educational games regularly over a four-week period. The games were designed to train skills in sound discrimination, rhyme recognition, and syllable identification. These results imply that digital technology can serve as an innovative and effective tool to support phonological learning in an enjoyable manner during early childhood. The findings provide valuable insights for educators and application developers to design learning media appropriate to children's developmental stages.  

Dewilna Helmi

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The use of artificial intelligence (AI) in education holds significant potential to enhance the quality of learning and the effectiveness of teaching. This study aims to evaluate a teacher competency development program through the integration of AI, particularly in the development of AI-based teaching materials utilizing the Kelas Ajaib feature in the Canva application. The training involved 40 teachers from SMP Negeri 1 Kota Ambon and was conducted through workshops and interactive simulations. Evaluation results indicated an 85% level of participant enthusiasm and 86% satisfaction, reflecting a highly positive response to the program. However, teacher competence in creating AI-based instructional media reached only 75%, suggesting a need for further mentoring and improved supporting infrastructure. The main challenges identified included limited hardware availability and difficulties in adapting to new technologies. Therefore, follow-up training, enhanced technical support, and improved school facilities are recommended. Collaboration among educational stakeholders is essential to ensure the sustainability of AI integration in the learning process. Further research is recommended to examine the long-term impact of AI implementation on teaching quality and student engagement.

Galih Maulana Hendrawan; Dien Nurmarina Malik Fadjar

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This paper aims to evaluate the effectiveness of using the Wordwall application in learning Indonesian for elementary school students. Wordwall is a digital platform based on educational games that allows teachers to create interactive learning activities online and offline. The research method used is classroom action with two cycles, where each cycle includes the planning, implementation, and evaluation stages. The results of the study indicate that the use of Wordwall can increase student interest, motivation, and engagement during learning. This application helps teachers in delivering material in a fun way, and is able to encourage active student participation in the learning process. Thus, Wordwall is proven to be an effective and relevant learning media to be applied in teaching Indonesian at the elementary school level.

Fika Amelia; Wandi Syahfutra; Deprizon; Neng Sholihat; Radhiyatul Fithri

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2025 LPPM Universitas 17 Agustus 1945 Semarang

This study aims to improve students' Malay language learning outcomes at An Nikmah Al Islamiyah PhnomPenh Institute, Cambodia, through the application of interactive learning media. The method used is Classroom Action Research (PTK), which consists of four cycles: planning, implementation, observation, and reflection. The study was participated by 30 students who had difficulties in learning Malay Language. In each cycle, interactive media such as educational apps, learning videos, and language games were applied to increase student engagement and understanding of the material. Data collection was conducted through observation, interviews with students and teachers, and document analysis of learning outcomes. The results showed a significant increase in student engagement, where students' active participation increased from 31% in the first cycle to 51% in the second cycle and increased again to 83% in the third cycle. In addition, students' average test scores increased by 20% and 32% after the implementation of interactive media. The application of interesting and diverse learning media is proven to increase students' learning motivation and facilitate understanding of the material. The conclusion of this study confirms that the use of interactive learning media can effectively improve the quality of Malay language learning.

Aditya Putra Ramdani; Nova Christina Sari; Diaz Aditya; Karima Elsami; Naimatul Husna +4 more

Jurnal Pengabdian Masyarakat Waradin 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

The issue of waste management remains one of the significant environmental challenges in Indonesia, mainly due to the lack of awareness and understanding from an early age. This article discusses the implementation of a community service program through innovative interactive learning using educational games "Reresik" and "Bersihkan Sampah di Laut" designed to enhance elementary school students' interest and understanding of waste management. The implementation method includes teacher training, the introduction of waste material, the application of educational games, and the evaluation of program effectiveness through satisfaction surveys. The results indicate that game-based learning methods significantly increase student enthusiasm, simplify understanding, and foster positive habits in maintaining environmental cleanliness. Moreover, the training provided to teachers improved their ability to integrate educational technology into the learning process. This program is expected to serve as a sustainable innovative learning model to raise environmental awareness among younger generations.

Sufiyatun Sufiyatun

Karya Nyata : Jurnal Pengabdian kepada Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The workshop on the preparation of Higher Order Thinking Skills (HOTS) questions at MI Islamiyah Palangka Raya aims to improve the competence of educators in designing problems that challenge students' high-level thinking skills. This study uses a qualitative descriptive method with a participatory approach, which involves interactive lectures, group discussions, hands-on practice in the preparation of questions, and integration of learning technologies. The results of the activity showed that participants gained a better understanding of the concept of HOTS, active learning strategies, and problem preparation techniques that can develop students' critical, creative, and analytical thinking skills. Practice sessions involving the creation of questions and presentation of the results provide an opportunity for teachers to share experiences and constructive feedback. In addition, the introduction of educational applications and digital media opens up new insights into the importance of technology in supporting the learning process. Despite the challenges in mastering technology, the enthusiasm of the participants to implement technology in their learning was very high. In conclusion, this workshop makes a positive contribution to improving the professional competence of teachers, and to ensure the sustainability of the workshop results, follow-up is needed in the form of further training and support from the school.

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.

Afdal Kurniawan; Adrias Adrias; Salmaini Safitri Syam

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 International Forum of Researchers and Lecturers

This study aims to comprehensively examine the effectiveness of digital learning media in enhancing students' motivation in the subject of Natural and Social Sciences (IPAS) at the elementary school level. Utilizing a qualitative approach based on a literature review, this study analyzes various academic references regarding the use of digital technology in the learning process. The findings indicate that digital media, such as educational videos, interactive simulations, and technology-based applications, significantly contribute to increasing student engagement and learning enthusiasm. The success of digital media in education is supported by several key factors, including active student participation, real-time feedback, and the presentation of materials that are more dynamic, diverse, and responsive to individual student needs. Moreover, digital learning approaches allow for a more flexible, engaging learning process that adapts to students’ learning styles. Thus, based on the conducted analysis, it can be concluded that integrating digital technology into IPAS instruction holds great potential as an innovative pedagogical strategy.    

Refina Maylanda; Adrias Adrias; Salmaini Safitri Syam

History learning in elementary schools plays an important role in shaping students' understanding of past events and instilling national values. However, the conventional approach that is still widely applied often results in low student interest and participation in history learning. This article aims to analyze various interactive and creative methods in history learning in elementary schools through a literature review. Interactive methods, such as group discussions, role-playing, and the use of digital media, as well as creative methods, such as storytelling, concept maps, and exploration-based projects, have been shown to increase student engagement and deeper understanding of historical concepts. Various studies have shown that the application of these methods not only increases students' learning motivation but also develops critical, analytical, and collaborative thinking skills. In addition, the use of technology such as educational applications and historical simulations further enriches students' learning experiences, making them more contextual and relevant to everyday life. However, the application of this method still faces challenges, such as limited resources, teacher readiness, and support from the school environment. Therefore, an appropriate implementation strategy is needed, including teacher training and the provision of adequate learning facilities. This literature review is expected to provide insight for educators and researchers in developing more effective and interesting history learning methods for elementary school students.    

Muhammad Ainur Rofiq; Ainur Rofiq Sofa

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study examines the Arabic language learning strategies at MTs Nurul Istifadah Gebangan, focusing on the implementation of audio-visual methods, educational games, and digital learning applications. The research employs a qualitative approach through interviews with the Principal (Sulhan Wahyudi), Vice Principal for Curriculum (Misbahus Sudur), Arabic Language Teacher (Muslihatul Ilfah), and a 10th-grade student (Budianto). The findings reveal that the audio-visual method enhances students’ comprehension and pronunciation through interactive videos, songs, and recorded conversations. Educational games, such as Arabic Scrabble and role-playing, make learning more engaging and boost students' motivation. The use of digital applications like Duolingo Arabic and Nahwu Shorof enables flexible learning both inside and outside the classroom. This study concludes that a combination of technology-based strategies and active interaction can improve students' interest and understanding of the Arabic language. As a recommendation, the school should further develop the use of AI-based media and blended learning methods to enhance learning effectiveness.

Fitri Hasanah; Elsi Aulia; Esti Raihana

Jurnal Masyarakat Mengabdi Nusantara 2025 STIPAS Tahasak Danum Pambelum Keuskupan Palangkaraya

The use of technology-based learning media is believed to increase effectiveness and attractiveness in the learning process. One of the potential media to be implemented is Wordwall, an interactive platform that provides various types of educational games to support learning. This activity aims to increase student motivation and cooperation through the application of Wordwall media in mathematics learning, especially in arithmetic function material at SMPN 1 Pekanbaru. The method used in this activity consists of two stages, namely the preparation stage and the learning stage. In the preparation stage, the team designs activities and prepares teaching materials. Furthermore, in the learning stage, Wordwall media is applied in the learning process, including through interactive quizzes that actively involve students. The results of the activity show that the use of Wordwall can increase student involvement in learning, as well as create a more interactive and enjoyable learning atmosphere. Thus, Wordwall media can be an effective alternative in increasing student motivation and learning outcomes.