Publication Search

72,816 articles from 681 journals · 2,111 citations tracked

Showing 41-60 of 476

Analytics

Latif, Tya Maulia; Sudiyanto; Cumdari

Jurnal Komunikasi Pendidikan 2026 Universitas Veteran Bangun Nusantara

Oral communication is a core competency in 21st-century education; however, instructional materials in elementary schools tend to emphasize reading and writing rather than structured speaking practice. This gap highlights the need for innovative learning resources that explicitly foster students’ oral communication skills. This study aimed to develop and evaluate a Project-Based Learning (PjBL) module designed to enhance the oral communication skills of fourth-grade elementary school students. The research employed a Research and Development (R&D) approach using the ADDIE model, encompassing analysis, design, development, implementation, and evaluation stages. The participants were 30 fourth-grade students, and the developed module was validated by three experts in material, media, and language. Data were collected through validation sheets, teacher and student response questionnaires, and pretest–posttest performance assessments.The expert validation results indicated high feasibility, with scores of 95% (material), 94% (media), and 96% (language), yielding an overall average of 95%. Teacher and student responses demonstrated strong practicality (92% and 88%, respectively; average 90%). The effectiveness test revealed a significant improvement in students’ oral communication performance, with mean scores increasing from 67 (pretest) to 86 (posttest), resulting in an N-Gain of 0.65, categorized as moderately high effectiveness. These findings suggest that the developed PjBL module is feasible, practical, and effective in improving elementary students’ oral communication skills. The study contributes to the field of communication-oriented instructional design by demonstrating how structured project-based modules, supported by simple digital enhancements such as QR-linked instructional videos, can systematically integrate speaking practice into Indonesian language learning at the primary level.

Ayu Novirianti; Ika Putra Viratama

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

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

Nurul Oktavia Ramadani; Ika Putra Viratama

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

Natural Science (IPA) learning in elementary schools requires the use of learning media that is able to increase students' interest in learning, learning outcomes, and critical thinking skills. However, science learning is still often done conventionally, causing students to be less active and easily bored. Therefore, it is necessary to innovate learning media that is interactive and in accordance with technological developments. One of the digital learning media that can be used is the Quizlet application. This study aims to examine the application of digital flashcards and interactive quizzes using Quizlet learning media in learning the properties and changes of the form of objects in elementary schools. The research method used is a literature study by examining various relevant sources in the form of scientific journals, research articles, and supporting references related to the use of Quizlet in learning. The results of the study show that the use of Quizlet has a positive impact on the learning process, especially in increasing students' interest, activeness, and feelings of happiness during learning. Quizlet's flashcard and test features help students understand the material through engaging visual and audio-visual displays and varied practice questions. In addition, the use of Quizlet has also been proven to be able to improve students' critical thinking skills through question-answering activities, analyzing material, and providing opinions. Student learning outcomes showed an increase with an average score above the Minimum Completeness Criteria (KKM). Thus, Quizlet can be concluded as an effective, engaging, and relevant digital learning medium to support science learning in elementary schools.  

Riska Auliya; Titi Sunarti; Rizka Mutiara; Azzahra Dwi Damayani; Risti Fauziah

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Guidance and counseling constitute a crucial element in the educational structure of elementary schools, functioning to support students’ holistic development, including academic, social, emotional, and personal aspects. As students at this level are in the early stages of development, they require systematic guidance to actively adapt to the school educational context while optimizing the development of their potential to an optimal level. This study aims to examine the variety of guidance and counseling services in elementary schools and their role in addressing students’ problems through a literature review of relevant scientific sources, including national and international journals as well as reference books published after 2020. The results indicate that the implementation of guidance and counseling at the elementary school level encompasses various forms of services, such as orientation to the school environment, information services, placement and referral guidance, group guidance activities, individual and group counseling services, consultation, and mediation efforts. These services contribute to helping students overcome learning difficulties, behavioral problems, social adjustment issues, and personality development. However, their implementation still faces several challenges, including a shortage of professional personnel and teachers’ limited understanding of guidance and counseling. Therefore, it is essential to strengthen guidance and counseling programs in elementary schools in a well-planned and sustainable manner.

Elisa Bomba; Yanto Sandy Tjang; Felisitas Yuswanto

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to evaluate the effectiveness of the Structural Analytic Synthetic (SAS) method in enhancing the early reading skills of first-grade students in Catholic Religious Education at SD YPPK Yohanes Paulus II Obaa, Mappi Regency, South Papua Province. The study employed a Classroom Action Research approach using a cyclical model comprising the stages of planning, implementation, observation, and reflection, conducted over two cycles. The research subjects consisted of 25 students, and data were collected through reading tests, classroom observations, and documentation. The results indicated a significant improvement in students’ early reading skills, with learning mastery increasing from 61% in the first cycle to 100% in the second cycle. This success was associated with the implementation of the SAS method through structured learning stages, progressing from sentences to words, syllables, and letters, accompanied by the use of varied media and intensive teacher guidance. In addition to improving reading skills, the SAS method was also found to enhance students’ interest, participation, and learning motivation. Therefore, the SAS method is recommended as an effective strategy for teaching early reading to young elementary school students, particularly within the context of Catholic Religious Education.

Sri Wahyuni; Rahmawati Rahmawati; Nurdin Nurdin

International Journal of Educational Development 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to determine the effect of using the Fun Thinkers Book learning media on critical thinking skills and learning creativity in IPAS among fourth-grade students of SDI Bontobu’ne, Bajeng District, Gowa Regency. This study employed a quantitative approach with a quasi-experimental design using the One Group Pretest–Posttest Design. The research subjects consisted of 21 fourth-grade students selected through purposive sampling. Data were collected using critical thinking tests, learning creativity questionnaires, and student activity observation sheets. Data analysis was conducted using descriptive and inferential statistics with SPSS version 27, including normality tests, homogeneity tests, t-tests, simple linear regression, and MANOVA tests.The results indicate an improvement in students’ critical thinking skills and learning creativity after the implementation of the Fun Thinkers Book learning media. The t-test results show a significance value less than 0.05, indicating a significant effect of the Fun Thinkers Book on students’ critical thinking skills and learning creativity. Furthermore, the MANOVA results reveal that the use of the Fun Thinkers Book has a simultaneous effect on both critical thinking skills and learning creativity in IPAS. Therefore, the Fun Thinkers Book learning media is effective for enhancing critical thinking skills and learning creativity among elementary school students..

Alvi Setya Kurnia Dewi; Anita Qoiriah

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

Mathematics is a core subject that develops critical thinking skills; however, many third to fifth-grade elementary school students face difficulties with conventional teaching methods that tend to be uniform and less adaptive. This study aims to develop and implement a mobile-based educational game, "Ethno Run," which integrates the Bayesian Knowledge Tracing (BKT) algorithm to provide an adaptive learning experience. The method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) framework. The system uses BKT to track students' mastery in real-time by analyzing their responses to pre-tests and exercises within the game, which then adjusts the difficulty level and focuses the post-test on areas identified as weak, such as arithmetic operations and geometry. The findings show that this adaptive approach significantly improves learning outcomes, with the average score increasing from 44.33 on the pre-test to 85.33 on the post-test among 30 students. This study concludes that the integration of Artificial Intelligence through BKT effectively personalizes learning, enhances student motivation, and provides data-driven insights for teachers regarding students' progress. The implication of this research is that adaptive game-based learning serves as a feasible interactive solution to bridge the gap in conventional basic mathematics education.

Ika Isna Umiyati; Fina Fakhriyah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Misconceptions are understandings that do not conform to scientifically accepted concepts, but are believed to be true by students. Misconceptions in elementary school students tend to be resistant and difficult to change if not identified early. This study aims to analyze the misconceptions of sixth grade elementary school students on the material of the human movement system. This material is often considered complex because it involves the relationship between bones, joints, muscles, and the health of the movement system. The type of research used is quantitative with a survey design. The research subjects consisted of 19 sixth grade students of SD Negeri Growong Kidul 02 who were selected through a total sampling technique. The research instrument was 10 diagnostic test items in a four-tier format (four levels) which included the level of answer, answer confidence, reasons, and reason confidence. The results showed that students' conceptual understanding was divided into three main categories: Concept Understanding (PK) of 48.42%, Misconception (M) of 50.53%, and Lack of Understanding (KP) of 1.05%. These findings indicate that misconceptions outweigh students' conceptual understanding, particularly regarding the mechanisms of antagonistic and synergistic muscles, the function and types of joints, and the relationship between nutrition and bone health. The use of a four-tier diagnostic test proved effective in accurately distinguishing students with a true understanding from those with misconceptions. This study concludes the need for innovative learning strategies and the use of concrete media to minimize misconceptions so that students have a strong foundation of scientific knowledge for the next level of education.

Zhaima saputri; Ika Putra Viratama

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

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

Muhamad Saifudin; Ika Putra Viratama

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

One effort to enhance students’ engagement, learning interest, and conceptual understanding in Natural Science learning at the elementary school level is through the use of interactive learning media that are aligned with learners’ characteristics. Interactive learning media are considered capable of creating a more active and meaningful learning environment. This study aims to evaluate the use of ClassPoint as an interactive learning medium based on live quizzes on the topic of Energy and Its Transformations for fifth-grade elementary school students. The research method employed is a Systematic Literature Review (SLR) by examining various relevant and credible scientific articles obtained from the Google Scholar, Garuda, and Directory of Open Access Journals (DOAJ) databases. The findings indicate that the use of ClassPoint in science learning can significantly increase students’ participation, activeness during the learning process, and learning motivation. In addition, students’ responses to the use of ClassPoint generally show positive attitudes, as learning is perceived to be more engaging, interactive, enjoyable, and easier to understand. However, the successful implementation of ClassPoint in elementary school science learning requires adequate facilities and infrastructure as well as teacher training. The challenges encountered include limitations in technological infrastructure, the readiness of supporting devices, and teachers’ ability to effectively optimize the features of learning media.

Khoiru Rizqi Fitri Hadiyanur; Karina Amelia; Fahra Afthina; Nandria Elsya Syarif Hidayah; Dina Amalia

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2026 Asosiasi Periset Bahasa Sastra Indonesia

The widespread use of TikTok across all age groups, including schoolchildren, has raised concerns regarding their social-emotional development. This study aims to analyze the impact of TikTok use on the social-emotional development of elementary school children aged 7-12. The study used a descriptive qualitative method. Data were collected through questionnaires with 17 students in the Jepara area, as well as questionnaires with 10 parents as supporting data. The results indicate that TikTok use has both positive and negative impacts. Positively, TikTok increases self-confidence, creativity, and facilitates conversation in social interactions. However, negatively, 64.7% of students use TikTok for more than two hours per day, 70.6% of children feel anxious if not accessing TikTok, and 47.1% experience sleep disturbances. Furthermore, the social-emotional aspect presents a serious challenge, with anger or irritation arising when usage time is limited. This study concludes that although children prioritize learning, the negative impact of TikTok on social-emotional learning requires active parental supervision.

Indra Syah Putra; Feri Ranja; Fatimah Qadarsih

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

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

Atri Yuni; Elpisah Elpisah; Rego Devila; Suarlin Suarlin

International Journal of Social Welfare and Family Law 2026 Asosiasi Penelitian dan Pengajar Ilmu Sosial Indonesia

This study aims to analyze teachers' teaching strategies in improving the quality of science learning for upper grade students (IV, V, and VI) at the SD Inpres Perumnas II Makassar. The results show that teachers implement various strategies including selecting approaches that suit students' needs, using a variety of learning methods, actively involving students in learning activities, utilizing media that support conceptual understanding, and implementing continuous evaluation to assess learning success. All of these strategies complement each other and help create more engaging, understandable, and relevant science learning for students. Research findings also revealed that the choice of teaching strategy is influenced by several important factors: student characteristics, the characteristics of the science material being taught, the availability of learning media and facilities, the learning environment, and the desired learning objectives. These five factors serve as the basis for teachers to determine the most appropriate strategy, ensuring a more effective, focused learning process that enhances students' understanding of the material. Furthermore, this study identified several challenges teachers face in implementing science teaching strategies, such as diverse student abilities, time constraints, a lack of supporting media and facilities, sub-conducive classroom conditions, and uneven student motivation. These challenges require teachers to be creative and adapt strategies to ensure learning objectives are achieved and the quality of science instruction continues to improve.

Dede Ardian Tarigan; Aser Heber Ginting; Juwita Etika Laia

Jurnal Pengabdian dan Solidaritas Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

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

Aulia Sava Kamila; Indriana Dwi Saputri; Sofyan Hadi Saputra; Rani Setiawaty

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2026 Asosiasi Periset Bahasa Sastra Indonesia

Indonesian language learning in elementary schools, especially on figurative language, still faces various problems, such as difficult to understand material, limited learning media, and low student interest and understanding. This is also experienced by fifth-grade students of SD 1 Mlati Lor who have difficulty recognizing types of figurative language and understanding their meaning well in context. This study aims to develop an interactive flipbook media about figurative language that highlights the local wisdom of North Sulawesi and test its feasibility and practicality for semantic learning. The method used in this study is research and development (R&D) with the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The research subjects were fifth-grade students of SD Negeri 1 Mlati Lor. Data collection was carried out through interviews, observations, validation by material and media experts, questionnaires for teachers and students, and learning outcome tests. Data were analyzed using qualitative and quantitative descriptive approaches. The results of the study indicate that the interactive flipbook media inspired by the local wisdom of North Sulawesi was considered very valid by experts. Furthermore, practicality testing demonstrated that teachers and students responded in the "very practical" category, indicating that the media was easy to use and well-received in learning. The application of local cultural elements has been shown to help students understand figurative language concepts more clearly and meaningfully. Therefore, the developed flipbook can be used as an alternative Indonesian language learning medium to improve students' semantic understanding and cultural knowledge in elementary schools.

Musaddad, Reyno Bustami Musaddad; Irawan Setyo; Anisatun Fajriah; Rani Setiawaty

Publikasi Para ahli Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study was based on the low ability of third-grade students at SD Negeri 2 Wonorejo to understand syntactic material, particularly the use of conjunctions, due to a lack of interactive and contextual learning media. This study aimed to develop EKUJARSI E-Flipbook learning media based on Kudus local wisdom that has been tested for feasibility and practicality to improve student understanding. The research method used was Research and Development (R&D) with the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model. The test subjects included subject matter experts, media experts, classroom teachers, and third-grade students. Data collection instruments used validation sheets and user response questionnaires. The results showed that the EKUJARSI media was highly valid for use, as evidenced by a validation percentage of 89.6% from media experts and 86.15% from subject matter experts. The practicality test also showed positive responses, with teachers giving a score of 80% and students giving a score of 85.9%, which is considered very feasible. Specific findings show that the ease of use aspect received a perfect score of 100% from students, indicating that this media is very user-friendly. It is concluded that the EKUJARSI E-Flipbook is feasible and practical to be implemented as an innovative learning media that effectively integrates local cuisine to facilitate understanding of language concepts.

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.

Muhammad Zaki Mubarok; Zidan Muhammad Fadhil; Nur Fajriansyah; Faruq At Taqi; Ahmad Nurrohim

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2026 STIKes Ibnu Sina Ajibarang

Learning the Qur'an in Islamic Elementary Schools requires an approach that emphasizes not only reading skills but also understanding the meaning and internalizing the Qur'anic values ​​contextually. However, learning practices that are still dominated by conventional methods have the potential to reduce student engagement and interest in learning, especially in narrative materials such as animal stories in the Qur'an. This study aims to examine the effectiveness of the Qur'anic Magic Cards media as a learning medium for animals in the Qur'an in increasing the understanding and interest in learning of students in Islamic Elementary Schools. This study uses a qualitative approach with data collection techniques through observation, interviews, and documentation. The results show that the use of the Qur'anic Magic Cards media can help students understand the meaning of verses more concretely, increase active involvement during learning, and foster interest in learning the Qur'anic material. This media also contributes to creating a fun, contextual, and meaningful learning atmosphere, so that the messages of the Qur'an are not only understood textually but also internalized in the learning process. Thus, the Magic Quran Cards can be used as an innovative and relevant alternative Quranic learning medium for implementation in Islamic Elementary Schools (Madrasah Ibtidaiyah).

Alya Puspita; Dea Mustika; Deazie Afriani; Widia Sapitri; Gia Arnita

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The use of technology in elementary school learning plays a crucial role in improving the quality of the educational process. One frequently used tool is the infocus (LCD projector), which serves to present learning materials in visual and audiovisual forms. The purpose of this study was to assess the effectiveness of using infocus-based learning media in elementary schools and its impact on student learning. The method used was a qualitative approach, collecting data through observation, interviews, and documentation. The results showed that the use of infocus can improve students' concentration, motivation, and understanding of the subject matter, as the presentation becomes more engaging and easier to understand. However, the use of infocus in elementary schools still faces various challenges, such as limited facilities and infrastructure, teacher readiness to operate the equipment, and technical problems such as power problems and additional devices. Therefore, supporting facilities and improving teacher skills are needed to ensure the effective and sustainable use of infocus as a learning medium.

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

International Journal of Educational Development 2026 Asosiasi Periset Bahasa Sastra Indonesia

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