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Nabila Fitri Angelika

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

The interactive learning video innovation "Human Blood Circulation" through Edpuzzle, with embedded questions, is designed to address the difficulties faced by fifth-grade elementary school students in understanding abstract biological concepts. Science education in elementary schools often encounters challenges in explaining invisible processes, such as the heart's working mechanism and blood circulation, leading students to struggle with comprehension or merely memorize the material. Conventional learning videos tend to make students passive, necessitating media that can transform the learning process into an active one. Edpuzzle, as an educational platform, allows teachers to insert questions at critical points in the video, requiring students to answer before continuing to watch. This innovation aligns with the cognitive development stage of fifth-grade students, who are in the concrete operational stage.The research objectives include product development, validity and feasibility testing, analysis of conceptual understanding improvement, influence on focus and learning independence, and student responses. Media development refers to Mayer's cognitive theory of multimedia and the characteristics of interactive videos according to Heinich et al. Additionally, media development models such as ADDIE and Dick and Carey are discussed. The main benefits of using Edpuzzle include increasing engagement, facilitating real-time formative assessment, and enhancing learning motivation. However, challenges exist such as technology access, teacher readiness, the risk of technology dependency, and long-term evaluation. The practical implications can support digital learning and the transformation of elementary science education.

Nayla Syahputri; Dealita Khairani Daulay; Fatwa Abdinan Lubis; Adelia Manurung; Rinaldo Simangunsong +3 more

Sevaka : Hasil Kegiatan Layanan Masyarakat 2026 STIKES Columbia Asia Medan

Understanding private body parts is a fundamental aspect of early childhood education to prevent sexual violence, cases of which are increasingly rising. The lack of children's knowledge regarding body privacy and self-protection serves as a primary risk factor. This community service aims to enhance the knowledge of students at SDN 060831 regarding the identification of private body parts and self-protection mechanisms. The implementation method included a preparation phase, participatory education using visual media and dance, and evaluation through pre-tests and post-tests. The results showed a significant increase in students' understanding, as evidenced by the rise in the average knowledge score from 64% during the pre-test to 95% during the post-test. This indicates that interactive educational methods through dance and visuals are effective in instilling an understanding of self-protection in elementary school students.

Melda Agnes; Sherly Gaspersz; Lulu Jola Uktolseja; Adika Adika; Gio Gio +3 more

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

Perkembangan teknologi digital membawa inovasi signifikan dalam dunia pendidikan, salah satunya melalui pemanfaatan Augmented Reality (AR) dan Virtual Reality (VR) untuk menciptakan pengalaman belajar yang interaktif dan imersif. Program Kemitraan Masyarakat (PKM) ini dilaksanakan di SMA Negeri 2 Kota Sorong dengan tujuan memperkenalkan serta melatih siswa dalam penggunaan aplikasi Assembler Studio untuk membuat media pembelajaran berbasis AR. Metode kegiatan mengadopsi pendekatan partisipatif melalui tahapan persiapan, sosialisasi, pelatihan, pendampingan intensif, dan evaluasi, sehingga siswa terlibat secara aktif dan mampu mengembangkan keterampilan digital secara mandiri. Hasil kegiatan menunjukkan bahwa siswa mampu membuat konten AR sederhana yang relevan dengan materi pelajaran, meningkatkan motivasi, keterlibatan, dan kreativitas belajar. Penerapan media AR terbukti efektif dalam memvisualisasikan konsep-konsep yang kompleks, memberikan pengalaman belajar yang menyenangkan, dan mendukung kompetensi abad ke-21. Kegiatan ini membuktikan bahwa teknologi digital dapat menjadi strategi inovatif untuk meningkatkan kualitas pembelajaran di sekolah menengah.

Arrifa Maulidina Panjaitan; Dessy Wulandari; Rahmayani Rahmayani; Eka Khairani Hasibuan; Halimah Sari Lubis

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Mathematics learning is often perceived as difficult and monotonous by elementary school students, especially when dealing with abstract concepts such as integers. This community service activity aims to provide a more enjoyable and meaningful learning experience through an educational game themed Seblak Prasmanan Matematika for fifth-grade students of SD Negeri 170924. The method employed is participatory, in which students are directly involved in the learning process through interactive activities such as the “Pak Polisi” game, the introduction of integer concepts, and the main game that connects arithmetic operations with the activity of selecting seblak ingredients representing positive and negative values. The results of the activity indicate an increase in students’ enthusiasm and participation during the learning process, as well as an improvement in their understanding of addition and subtraction of integers. Through this game-based approach, mathematics is no longer viewed as a rigid subject, but as a learning activity closely related to everyday life. This activity also shows that game-based learning can increase students' motivation and creativity in understanding mathematical concepts.

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

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

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

Isrowiyah Isrowiyah; Ika Putra Viratama

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

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

Nining Tunggal Sri Sunarti; Reni Tri Lestari

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

Status gizi ibu dan anak merupakan indikator penting kesehatan masyarakat dan berperan besar dalam pencegahan anemia, kekurangan energi kronis (KEK), dan stunting. Rendahnya literasi gizi serta keterbatasan kemandirian ibu dalam melakukan deteksi dini status gizi masih menjadi tantangan di tingkat komunitas. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan dan kesadaran ibu mengenai gizi seimbang serta kemampuan deteksi dini status gizi ibu dan anak melalui edukasi berbasis teknologi informasi. Metode pelaksanaan meliputi tahap persiapan, pelaksanaan, dan evaluasi. Persiapan dilakukan melalui observasi awal dan pengembangan media edukasi digital. Pelaksanaan dilakukan dengan penyuluhan langsung, diskusi interaktif, serta pengenalan aplikasi edukasi gizi dan deteksi dini pertumbuhan anak. Evaluasi dilakukan menggunakan pre-test dan post-test untuk menilai perubahan tingkat pengetahuan peserta. Kegiatan ini melibatkan 22 ibu sebagai peserta. Hasil menunjukkan peningkatan pengetahuan yang signifikan, ditandai dengan meningkatnya jumlah peserta pada kategori pengetahuan baik dan tidak ditemukannya lagi peserta dengan kategori pengetahuan kurang setelah intervensi. Peserta menunjukkan antusiasme dan komitmen untuk menerapkan prinsip gizi seimbang dalam kehidupan sehari-hari. Edukasi gizi seimbang berbasis teknologi informasi terbukti efektif dalam meningkatkan literasi gizi ibu dan berpotensi mendukung deteksi dini masalah gizi secara mandiri. Kegiatan ini direkomendasikan untuk diintegrasikan secara berkelanjutan dalam program kesehatan ibu dan anak di tingkat komunitas.

Putri Dwi Manggali; Ahmad Tabrani

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2026 Asosiasi Riset Ilmu Teknik Indonesia

This research aims to design and build a web-based interactive photo booth application with layout, filter, and frame features using object-oriented programming concepts. The application was developed as an alternative solution to digital photo booths that can be accessed directly through a web browser without the need for additional installation. The system development method used is the Waterfall method which includes the stages of needs analysis, system design, implementation, and testing. The technology used in application development includes HTML, CSS, JavaScript, and the use of Web APIs to access the device's camera and process images in real-time. The results of the study show that this web-based photo booth application is able to run well on modern browsers, providing photo capture features, layout settings, filter application, and interactive frame addition. The implementation of object-oriented programming results in a more modular code structure, is easy to understand, and facilitates the development and maintenance of future systems. Thus, the developed application can become a practical, flexible, and easy-to-use digital photography medium.

Faris Afif Nababan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study focuses on the development of an interactive learning media for introducing OpenGL in the Computer Graphics course. The research approach used is Research and Development (R&D) with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The final product of this study is an interactive learning application that covers basic OpenGL material, simple programming exercises, evaluation quizzes, and other supporting information. The trial results show positive feedback from students. Based on the questionnaire analysis, the aspects of appearance, content, interactivity, and benefits received an average score of 85% in the "very good" category. Additionally, the effectiveness of this media is evident in the improvement of student learning outcomes, with the average score increasing from 64 to 82 after using the media, and the passing rate rising from 56% to 88%. Overall, this OpenGL-based interactive learning media proves to be effective in enhancing students' understanding and can serve as an alternative or complement in the Computer Graphics course learning process.

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.  

Mega Anastasya Diska Mokoginta; Elya Nusantari; Jusna Ahmad

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

Biodiversity represents the condition and level of ecosystem complexity in a particular area, reflecting the presence of various living organisms and their interactions with the environment. Based on its ecological conditions, Mooat Lake in East Bolaang Mongondow Regency serves as a habitat for various plant species, one of which is moss (Bryophyta), which plays an important role in maintaining ecosystem balance. The presence of Bryophyta in this area has the potential to be utilized as a contextual learning resource in biology education. This study aims to determine the validity level of an interactive e-book based on Bryophyta research conducted at Mooat Lake, East Bolaang Mongondow Regency, as a biology learning material for tenth-grade senior high school students. This research employed a Research and Development (R&D) method using the ADDIE development model, which consists of the stages of analysis, design, development, implementation, and evaluation. The product developed in this study was an interactive e-book containing biodiversity material based on field research findings. The results showed that the material expert validation obtained a percentage of 94.2%, categorized as very valid, while the media expert validation obtained a percentage of 83.7%, also categorized as very valid. Based on these findings, it can be concluded that the interactive e-book based on moss research meets the criteria of being very valid and is suitable for use as a learning resource in biology subjects, particularly on biodiversity topics.

Juwairiyah; Illu Huril Firdaus; Sutriyahningsih; Izzal Fauzi; Muhammad Adib

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

Penelitian ini bertujuan untuk mengkaji proses adaptasi santri baru terhadap budaya pesantren serta mengidentifikasi faktor-faktor multidisipliner yang memengaruhi terjadinya fenomena boyong pada masa awal mondok di Pondok Pesantren Mansyaul Ulum Malang Selatan. Penelitian ini menggunakan pendekatan kualitatif dengan tipe penelitian lapangan. Pengumpulan data dilakukan melalui wawancara mendalam, observasi partisipatif, dan dokumentasi dengan melibatkan santri baru, santri yang boyong, pengurus, dan ustaz pesantren. Analisis data dilakukan secara interaktif melalui tahap reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa adaptasi santri baru merupakan proses kompleks yang dipengaruhi oleh faktor psikologis, sosial, kultural, dan pendidikan keislaman yang saling berkelindan. Fenomena boyong terjadi sebagai akibat dari ketidakmampuan santri mengelola tekanan psikologis, lemahnya integrasi sosial, serta belum optimalnya pendampingan adaptasi berbasis nilai-nilai pesantren. Simpulan penelitian ini menegaskan bahwa pengasuhan santri baru perlu dirancang melalui pendekatan multidisiplin agar proses adaptasi berjalan lebih humanis dan berkelanjutan.  

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.

Anak Agung Gde Ekayana; Ni Kadek Puspita Dewi

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Electronics learning in higher education continues to face various challenges, particularly in the provision of interactive learning media capable of concretely and engagingly visualizing the form, characteristics, and working principles of electronic components. The limitations of conventional learning media often result in abstract learning processes, which in turn lead to a low level of student understanding of basic electronics concepts. This study aims to develop the AMPERE as an innovative and technologically relevant interactive learning medium. The research employed R&D approach using the Borg & Gall model, which includes the stages of needs analysis, design, product development, validity testing, and limited implementation. The AMPERE application was developed using marker based AR technology, in which a smartphone camera detects markers to display and interact with 3D electronic component objects in real time. The results indicate that the AMPERE application achieved a high level of validity, with a score of 0.88 from subject-matter experts and 0.84 from media experts, and was therefore deemed suitable for use as a learning medium. The small-group trial results showed a practicality level of 82.07%, while the practicality test during the implementation stage reached 85.67%. These findings demonstrate that AMPERE is effective in enhancing learning interactivity and assisting students in understanding the form, function, and working principles of electronic components through smartphone-based digital visualization. Theoretically, these results are consistent with constructivist learning theory, which emphasizes active knowledge construction through direct experience and interaction with learning objects.

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.

Jihan Seprina Azzahara; Agus Lestari

Jurnal Hukum, Pendidikan dan Sosial Humaniora 2026 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

Perkembangan teknologi digital yang semakin pesat mendorong perubahan besar dalam dunia pendidikan, sehingga pembelajaran abad ke-21 tidak hanya menekankan pemahaman materi, tetapi juga menuntut penguatan empat kompetensi inti atau 4C, yaitu berpikir kritis, kreativitas, komunikasi, dan kolaborasi. Integrasi teknologi menjadi kebutuhan penting untuk menciptakan pengalaman belajar yang lebih interaktif, adaptif, dan berpusat pada peserta didik. Penelitian ini bertujuan mensintesis temuan dari sebelas artikel ilmiah yang membahas implementasi teknologi dalam mengembangkan keterampilan 4C pada pembelajaran modern. Metode yang digunakan adalah studi literatur dengan menelaah fokus, desain, serta hasil penelitian dari setiap artikel, kemudian mengintegrasikannya melalui analisis tematik untuk memperoleh gambaran yang lebih menyeluruh. Hasil kajian menunjukkan bahwa berbagai bentuk teknologi seperti platform pembelajaran digital, aplikasi mobile, media interaktif, kecerdasan buatan, serta perangkat kolaboratif mampu memberikan dampak signifikan terhadap peningkatan kemampuan peserta didik. Teknologi terbukti memperkuat kemampuan berpikir kritis melalui kegiatan analisis informasi dan pemecahan masalah berbasis digital; meningkatkan kreativitas melalui pembuatan konten multimedia dan eksplorasi ide; memperluas kemampuan komunikasi melalui diskusi virtual, presentasi digital, dan interaksi sinkron maupun asinkron; serta mendorong kolaborasi melalui proyek kelompok berbasis platform daring yang memudahkan koordinasi dan pembagian tugas. Secara keseluruhan, integrasi teknologi memberikan kontribusi besar terhadap pengembangan 4C, meskipun keberhasilannya tetap sangat dipengaruhi oleh kesiapan guru, dukungan sarana, serta desain pembelajaran yang tepat. Temuan ini menegaskan pentingnya peningkatan kompetensi digital pendidik dan penguatan lingkungan belajar berbasis teknologi agar keterampilan 4C dapat dioptimalkan dalam pembelajaran abad 21. Kata kunci: Pembelajaran Abad 21; Keterampilan 4C; Integrasi Teknologi; Pembelajaran Modern; Literasi Digital

Bangkit Ina Ferawati; Setiana, Mira

Jurnal Riset Rumpun Ilmu Kesehatan 2026 Pusat riset dan Inovasi Nasional

This study aims to develop an educational application based on a Graphical User Interface (GUI) using MATLAB App Designer that functions as an interactive simulation for evaluating blood pressure. The application allows users to input systolic and diastolic blood pressure values along with supporting information such as name and age. The input data are then analyzed and classified into several blood pressure categories according to the standards of the American Heart Association (AHA), including normal, hypotension, stage 1 hypertension, stage 2 hypertension, and hypertensive crisis. The classification results are presented visually through an interactive pie chart with dynamic percentages and legends to enhance user understanding. In addition, all data are automatically stored in a Microsoft Excel file containing a summary of blood pressure categories and session timestamps. The system is designed with a simple interface and intuitive interaction, making it suitable for early health education purposes. Although the application still relies on manual data input, it has the potential to serve as an effective learning tool for increasing public awareness of the importance of regular blood pressure monitoring. 

Adrian Syaputra; Fhina Ardini; Neni Neni

Ikhlas : Jurnal Ilmiah Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study discusses the development of narratives on Islamic morality and history through interactive audiovisual media as an effort to address the learning needs of the digital generation that demands high engagement, engaging visualizations, and immersive learning experiences. Based on library research methods, this study examines literature on narrative pedagogy, Islamic historiography, and digital learning technology to formulate a narrative model that integrates cognitive, affective, and interactive aspects. The review shows that although audiovisual media and technologies such as AR/VR have been proven to increase student motivation and understanding, studies specifically combining narratives on morality, Islamic history, and interactivity design are still limited. This study proposes a participatory narrative model based on interactive audiovisual through choice-based storytelling, reflective quizzes, and micro-scenarios that can strengthen historical understanding while internalizing moral values. The analysis shows that interactive media serves not only as a means of conveying information but also as a space for moral experience that allows students to build empathy, reflection, and value awareness. This study provides theoretical contributions to the development of narrative pedagogy in Islamic education and provides practical recommendations regarding media design, teacher readiness, and infrastructure support for the implementation of more effective and meaningful digital learning.