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Rida Oktarina; Nova Alia; Tesha Caroline; Cindy Hedi Wardana; Palupi Indah Sari

Jurnal Nusantara Berbakti 2025 Universitas Kristen Indonesia Toraja

The creative workshop on designing school bulletin boards is a community service activity aimed at enhancing the collaboration and creativity skills of students at SD 168 in Sinar Bhakti Village. The main issue identified is the lack of effective learning media to stimulate teamwork and creativity among students. This program was designed to train students in designing school bulletin boards as a medium for expression and interactive learning. The activity was carried out in several stages: initial observation to identify students' needs, theoretical training on the basic concepts of bulletin board creation, hands-on group practice to produce projects, and evaluation of the final results and students’ teamwork processes. The results showed that students not only improved their collaboration skills but also successfully created bulletin boards that were attractive and relevant to the given themes. Furthermore, the program increased students' confidence in presenting their work in public. The positive impact of this activity is reflected in the heightened enthusiasm of students for project-based learning activities. Thus, this program makes a significant contribution to the sustainable development of collaboration and creativity potential among students at SD 168 in Sinar Bhakti Village.

E. Nita Prianti; Wiwin Winda Kusumawati

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study examines the utilization of interactive PowerPoint as a learning media to enhance students' active participation in Pancasila subjects, specifically the material of Bhineka Tunggal Ika, using a descriptive qualitative research method. The primary objective of this study is to understand how interactive PowerPoint can be implemented in the learning process and how its use affects students' involvement in the classroom. The research was conducted at SMK PGRI 3 Kota Serang involving 43 tenth-grade multimedia students and one Pancasila teacher as participants. Data was collected through in-depth interviews with teachers and students, observations during the learning process, and analysis of documentation related to the implementation of interactive PowerPoint. Observations were conducted to assess classroom dynamics, student participation levels, and interactions that occurred during learning sessions. The results of the analysis indicate that the use of interactive PowerPoint significantly increased student involvement in learning. Students showed greater interest and actively participated in discussions and activities presented through PowerPoint. Teachers also reported that the material delivered with the help of interactive PowerPoint was easier to understand and more interesting for students. Several PowerPoint features, such as interactive quizzes and animations, proved effective in facilitating the understanding of the concept of Bhineka Tunggal Ika. This study concludes that interactive PowerPoint is an effective tool for enhancing students' active participation in Pancasila learning. The use of this media not only increases student involvement but also assists teachers in delivering material in a more engaging and interactive manner. These findings provide valuable insights into the integration of technology in education and offer recommendations for the development of more innovative learning methods.  

Nisrina Jinan Tuada; Najwa Putri Raihani

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2025 Pusat Riset dan Inovasi Nasional

Education has a very important role in shaping individuals, especially for Generation Z. There are various challenges and opportunities faced by Generation Z in the realm of education. Although digital tools offer great opportunities in education, such as flexible access to information and interactive learning methods, technology also brings challenges, including mental health problems and disorders due to excessive use of social media. The method used is a qualitative approach with literature studies from various relevant sources. The research results show that although there is a gap between traditional learning methods and Generation Z's digital preferences, the use of technology and social media in education can be an opportunity to create learning that is more flexible, interactive and suited to their needs.  

Diva Amilia Ramadhani; Nurul Oktavia Ramadani; Nabila Fitri Angelika Ika; Putra Viratama

Populer: Jurnal Penelitian Mahasiswa 2025 Universitas Maritim AMNI Semarang

The purpose of this research is to evaluate the effectiveness of using the Quiz application as an interactive learning medium to enhance cooperation, creativity, and critical thinking skills among fourth-grade elementary school students (SD/MI). The Classroom Action Research (CAR) method was employed to analyze the impact of digital quiz-based learning on students. The study was conducted over two cycles, which included planning, action, observation, and reflection. The results indicated that the use of the Quiz application could improve student cooperation through interaction and group collaboration, foster creativity through innovative problem-solving, and enhance critical thinking skills through analysis and evaluation of issues. Improvement was reflected in the average achievement scores for indicators of cooperation, creativity, and critical thinking, which reached 85%, 82%, and 80% respectively in the second cycle. This research concludes that the Quiz application, as an interactive learning medium, can create a dynamic, enjoyable, and meaningful learning atmosphere, and is relevant to the needs of today's digital generation.

Atikah Asna; Nur Amaliah; Puja Lestari; Zahwa Annadzira

Reflection : Islamic Education Journal 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Technology plays an important role in the education sector, especially in influencing students' learning motivation. This study aims to evaluate the influence of technology on students' learning motivation at various levels of education. The methods applied include literature review and observation of students who utilize technological devices in the learning process. The research findings show that the use of technology, such as learning applications, digital platforms, and interactive media, can increase students' interest and participation in learning activities. However, there are also challenges, such as the possibility of disruption due to the use of technology that is not managed properly. Therefore, careful management is needed in technology integration to ensure a positive impact on students' learning motivation.

Imas Susilawati; Neng Lies Susilawaty; Elis Hasanah; Siti Ade Amiati; Rosyidatul Munawaroh +1 more

This research aims to develop a fun learning model based on interactive wordwall games on informative text reading material in class V of Bangbayang 2 Elementary School, Cianjur Regency. This type of research is development research (R&D) with the ADDIE model which consists of five steps: analysis, design, development, implementation and evaluation. The designed media is then validated by the validator using a validation sheet in the form of a questionnaire. Product validation consists of material and media experts. To practice product quality, this is done by filling out teacher and student response questionnaires. Then, the effectiveness test is carried out by giving evaluation questions to students. The results of media research obtained a validity level of 86% from the material aspect in the very valid category, 80% from the media aspect in the valid category. Thus, it can be concluded that the learning media in the form of interactive wordwall media using a fun learning model in Indonesian language learning in class V elementary school is declared practical, effective, and suitable for use in learning.

John John; Ria Eka Sari; Joko Rahmat

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The introduction of hijaiyah letters in early childhood is an important stage in building the basis for learning the Qur'an. This research aims to develop an interactive game called Al-Dhaki which is designed to help parents and early childhood education teachers in introducing hijaiyah letters to children in an interesting and effective way. This game is designed using quantitative research methods to analyze user needs, with a 5W+1H approach (What, Why, Who, When, Where, and How) in data collection and analysis. The results of the study show that game-based interactive learning media can increase children's interest in learning and simplify the process of recognizing hijaiyah letters. Al-Dhaki is developed in the form of an application file (APK) that can be installed on Android devices, making it easily accessible to users. The game is equipped with interactive features, such as sounds, animations, and simple quizzes, to increase children's engagement in learning. With the presence of Al-Dhaki, it is hoped that the process of recognizing hijaiyah letters will be more fun and effective, as well as providing practical solutions for parents and PAUD teachers in supporting the development of religious literacy in early childhood.

Nurfitri Ramadana; Ani Widayati

International Journal of Educational Development 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to develop e-comic-based learning media to enhance the motivation of Grade XII students at SMA Kolombo in learning adjusting journal entries for service companies. The research employed the ADDIE development model with a control group experimental design. Media evaluations indicated that the e-comic is highly feasible, scoring 4.77 from media experts, 3.88 from material experts, and 5.27 from Accounting teachers. Data collected through observations, interviews, and questionnaires showed a significant motivation improvement in the experimental class, with average scores increasing from 90.62 to 105.69, compared to a less significant increase in the control group. An independent t-test confirmed significant differences between the groups (p < 0.05), demonstrating the e-d effectiveness. This study recommends e-comic media as an engaging, interactive, and efficient innovation to improve students' motivation in learning accounting concept..

Qarmia Amanda; Sudarti Sudarti; Iin Maulina

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to analyze the barriers in early childhood reading skills at Al-Mukaddimah Kindergarten. The main focus of this research includes identifying barriers experienced by children, factors that influence these barriers, and teacher efforts in overcoming reading difficulties. The method used is descriptive qualitative with a case study approach, which involves observation, interviews and documentation. The results show that there are several barriers in early reading skills, such as difficulty recognizing letters, distinguishing letters, and understanding symbols and numbers. Factors that influence these obstacles include the child's psychological condition, family environment, and learning methods applied by the teacher. Teachers' efforts in overcoming these obstacles are carried out through a fun and interactive approach, including the use of interesting learning media and varied teaching strategies. This research is expected to contribute to the development of reading learning methods in early childhood and provide recommendations for teachers and parents in supporting children's reading skills.

Diyah Andini Kusumastuti; Umi Mahmudah

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The era of digitalization has a significant impact on various aspects of life, including education. However, the existence of traditional games is increasingly eliminated due to technological developments. This study examines the implementation of the traditional game of ball ball as an interactive learning medium of the earth's gravitational force for elementary / middle school students. Using  the Systematic Literature Review (SLR) method, this study identifies the benefits of the game of ball ball in improving students' understanding, motivation, and learning outcomes through a fun and interactive approach. The results of the study show that the ball game is able to integrate the concept of the earth's gravitational force in a simple but effective way. The game also facilitates the development of students' cognitive, psychomotor, affective, social, and spiritual aspects. The use of the game of ball in learning not only increases students' interest but also creates an inclusive and collaborative learning environment. The conclusion of this study confirms that the traditional game of bekel ball is an innovative and relevant learning medium in teaching physics concepts, especially the earth's gravitational force. The practical implications can be used as a guideline for educators to develop learning strategies based on local wisdom that support in-depth conceptual understanding. Further research is recommended to explore the potential of other traditional games in the learning of complex science concepts.

Sartika Alpianti Manurung; Raudhatul Jannah; Mutia Syahdina; Sahkholid Nasution

This study aims to analyze the trends of digitalization in Arabic language learning, focusing on the TikTok account of the Al-Azhar Arabic Course. In the modern era, the rapid development of digital technology has transformed educational practices, making learning processes more interactive, flexible, and accessible. TikTok, as one of the most popular social media platforms, offers a new approach to delivering educational content through engaging short videos. This research employs a descriptive qualitative method to understand the use of TikTok as a learning medium, including content patterns, user responses, and its effectiveness. Data were collected through content observation, interviews with account managers and users, and documentation of interactions on the platform. The findings indicate that the Al-Azhar Arabic Course TikTok account successfully captures the interest of young audiences with its varied and interactive content. Active interaction between account managers and users also enhances student engagement in the learning process. Despite challenges related to content quality and technological disparities, this study demonstrates that TikTok holds significant potential as an educational tool for introducing Arabic language to a broader audience. The research recommends that account managers continually update their content and evaluate its relevance and quality.  

Avika Septiana Hapsari; Yeni Nuraeni; Syahnia Maulida Fitria; Virna Dhia Ulhaq; Rizkia Putri Awalina

Education is an essential component in an individual’s life which plays a role in providing self-development, determining the future, and forming national identity. In the educational process, reading skills are an important aspect because reading is the key to gaining knowledge. A high interest in reading will encourage students to learn independently and broaden their horizons. However, interest in reading is often influenced by internal factors such as understanding the benefits of reading, and external factors such as the social environment and the availability of learning media.  Games Book-based learning media is one solution to increase students’ reading interest. This media combines game elements with learning, creating an interactive and fun learning atmosphere. Games Books are also able to stimulate creativity, increase learning motivation, and support collaborative learning. In its implementation, this media is designed to attract students’ attention with educational games such as mazes, puzzles, puzzles and other games. As a result, the use of this media has proven to be effective in increasing students’ reading interest. This research aims to explore the potential of using Games Books in increasing students’ reading interest, especially at the elementary school level. With a creative educational approach, it is hoped that this media can make a positive contribution to the learning process, support the achievement of educational goals, and create meaningful learning experiences.  

Yuniar Mughayyirah; Nadziratul Ulya; Imam Anas Mubarok

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

Physics is a subject that students are less interested in because it has a high level of difficulty in understanding, so to increase students interest and sympathy for physics, learning media that is interesting and not monotonous is needed. However, the reality in the field is that there are still very few teachers who have the skills and abilities to develop interesting learning media such as interactive learning media such as "Interactive Learning". Learning with Interactive Learning is believed to be able to stimulate good and efficient student development. The objectives of this activity include producing interactive macromedia flash learning media that is easy to learn and to find out the advantages of macromedia flash interactive learning media when compared to power point. So with this activity it is hoped that it can increase students abilities and interest in teaching and learning activities in Physics subjects at MA Nurul Huda Talang, Saronggi, Sumenep, Madura. The results of this service prove that the existence of interactive learning for teaching Physics subjects at MA Nurul Huda Talang, Saronggi, Sumenep has a positive impact and is able to increase students interest and abilities in the process of teaching and learning Physics subjects. Apart from that, the interactive learning activity has provided motivation to Physics teachers at MA Nurul Huda Talang, Saronggi, Sumenep, Madura to further improve their abilities in creating more interesting and innovative teaching materials.

Nabila Bilqis; Sunanih Sunanih; Dea Jayanti; Obi Robiyalloh; Fachmi Muzzammil +8 more

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to explore the importance of learning media in increasing students' interest and motivation to learn at SDN Pasirbatang. The method used is descriptive qualitative with semi-structured interviews as the main instrument. The results show that varied, creative, and innovative learning media, such as videos, interactive apps, and other aids, can significantly increase students' interest and motivation to learn. Teachers at SDN Pasirbatang implement technology-based learning strategies and methods such as Problem-Based Learning (PBL) and Cooperative Learning to create an interesting and relevant learning atmosphere. However, limited facilities, technology constraints and senior teachers' lack of skills in using technology are the main challenges. Solutions implemented include individualized approaches, learning media innovation, and student empowerment in media making. Based on the questionnaire results, 82% of students supported the use of learning media, showing the effectiveness of visual and interactive media in improving students' understanding and participation. This research confirms the importance of the role of teachers in utilizing learning media to create more meaningful, effective, and efficient learning, so as to improve the quality of education in primary schools, especially in areas with limited facilities.

Despryanto Despryanto

The Professional Strengthening Program for Teachers (P2K) implemented at SD Muhammadiyah 2 Maros aims to improve students' teaching skills through a practical approach. This classroom action research (CAR) focuses on the application of the STAD (Student Teams Achievement Divisions) cooperative learning model to improve the early reading skills of grade I students. The learning process is carried out in two cycles that include planning, implementing actions, observation, and reflection. The results of the study indicate that the use of letter card media is effective in increasing active student participation, learning interest, and student learning outcomes, as indicated by an increase in the average score from the first cycle to the second cycle. This study emphasizes the importance of innovation in learning strategies, especially through the use of simple interactive media, to overcome the challenges of student heterogeneity at the elementary school level.

Junika Indar Sawitri; Tria Novita Br Karo Sekali; Cahaya Mutiara Br Barus; Rahma Adinda Sahara; Vierca Cantika Budi

POTENSI : Jurnal Pengabdian Kepada Masyarakat 2025 Fakultas Ekonomi dan Bisnis UNDARIS

The use of interactive learning media is an innovative solution to improve the quality of learning, especially in the digital era. This study uses a qualitative method with a case study approach that focuses on elementary school students. The results of the study show that interactive learning media can improve students' understanding of the material, learning motivation, and active involvement in the learning process. With the integration of technology, such as the use of infocus and educational videos, students can learn in a more dynamic and interesting way. In addition, interactive learning also helps develop students' social skills and critical thinking skills. However, the implementation of this method faces challenges in the form of limited technological infrastructure, so additional support is needed for optimization.

Yeni Nuraeni; Serawati Serawati; Siti Alya Solihats; Fathiya Rachma Kamilla; Lutfinurul Karomah +1 more

This study aims to analyze the role of technology-based learning media in increasing the reading interest of elementary school (SD) students in the digital era. Using a qualitative approach, data was collected through in-depth interviews, observations, and document analysis in several schools that have implemented technology in the learning process. So that data collection techniques are obtained from the results of observations, interviews, and literature studies. The results showed that the use of media such as e-books, educational apps, and interactive videos significantly increased students' interest in reading, with students showing higher enthusiasm for the reading material presented interactively. In addition, support from teachers and parents is very important in creating a conducive learning environment. These findings confirm that the integration of technology in learning not only makes the learning process more interesting, but also contributes to the improvement of literacy elementary school students. This research is expected to provide insight for educators and policymakers in designing more effective learning strategies.  

Barra P Praja; Nur Hikmah; Sinta Wati; Sigit Raharjo

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

The purpose of this research is to encourage student collaboration through technology-based learning media by utilizing Scratch software in fraction material for grade VII students. The research method used is Multimedia Development Life Cyle (MDLC) development. The trial of learning media was conducted on Parents’ Hope students. The results showed that the Fraction Explorer media designed as a math learning media was effective to encourage student collaboration in the classroom that presents the concept of fraction operations using Scratch application. Participants' responses to the developed media gave positive results, with an average score of 77% for each questionnaire indicator given in the “very good” category. Thus, there is a need for research to determine the effectiveness in learning and developing learning media and games to encourage group cooperation on different topics.

Yuyu Yuhaeni; Siti Qomariyah; Nurasiah Jamil

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

This research aims to explore the role of video learning media in creating enjoyable learning at YLA Cibadak Vocational School. In the digital era, the use of video media has become an effective tool for presenting learning material visually and interactively, which can increase student engagement and motivation. This study uses a qualitative approach with observation, interviews and document analysis methods to collect data from teachers and students. The research results show that video learning media contributes significantly in creating an interesting and dynamic learning atmosphere. Students find it easier to understand material presented via video, especially because the visualization supports the explanation of difficult concepts. Additionally, videos provide flexibility for students to learn according to their pace and learning style. However, challenges such as limited access to technology and the need for training for teachers to maximize the use of this media still need to be overcome. This research concludes that with the right support, video learning media can be an effective tool in creating fun and meaningful learning at YLA Cibadak Vocational School.

Anggun Siska Pratiwi; Nelly Ainun Muna; Muhammad Sadam Husein; Muhammad Nofan Zulfahmi

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

This study examines the application of mini-game-based pocket books as a learning medium to improve elementary school (SD) students' mathematics learning outcomes. The background of this study is based on the challenges faced by students in understanding mathematical concepts effectively, so an innovative and fun approach is needed. Mini-game pocket books offer an interactive and motivating learning method, combining educational games with academic concepts. This study uses the systematic literature review (SLR) method by analyzing scientific articles published in the last five years from national journals and books. The analysis process is carried out descriptively to identify research patterns, the effectiveness of learning media, and their impact on student learning outcomes. The results of the study are expected to show that mini-game pocket books are able to improve students' conceptual understanding, learning motivation, and critical thinking skills. These findings also provide insight for teachers and researchers in developing more effective and interesting learning strategies at the elementary school level.