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Hafizah Nuraini Ghani; Jasiah Jasiah

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the impact of using the educational game Blooket, developed through the Borg and Gall model, on students' learning interest in the subject of Fiqh Muamalah at MTs Hidayatul Muhajirin. In the digital era, interactive learning methods such as educational games have become a popular choice to enhance student engagement. Blooket, as a game-based quiz platform, provides a fun and competitive learning environment. The research employs a case study approach with qualitative methods, involving interviews, observations, and documentation. The results indicate that the use of Blooket significantly enhances students' interest and understanding. Students became more enthusiastic about learning, as evidenced by increased participation, improved evaluation results, and active classroom discussions. Additionally, the Borg and Gall model facilitated the development of relevant and effective media tailored to students' needs. Despite challenges such as limited access to technology, the strengths of this medium in creating engaging learning experiences make it a modern solution for teaching challenging subjects like Fiqh Muamalah. The study concludes that technology-based innovations can increase learning interest if implemented effectively and supported by adequate facilities

Daniel Fernando Tua Simanjuntak; Jennita Mairany; Rahma Ayuni; Muhammad Ahyar Fadli Siregar; Elvy Mailani +1 more

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to analyze the types of errors made by fifth grade elementary school students in solving mathematical problems. This research uses a qualitative descriptive method with a case study approach. The research subjects were 25 students who were selected based on the criteria of various academic abilities and difficulties in problem solving. Data was collected through mathematical problem solving tests, semi-structured interviews, and observations. The research results showed that students' errors in solving mathematical problems were divided into three types, namely: conceptual errors (44%), procedural errors (36%), and calculation errors (20%). Conceptual errors occur due to students' lack of understanding of basic mathematical principles, such as fractional number operations. Procedural errors are caused by students' ignorance in determining systematic steps to solve problems. Meanwhile, calculation errors arise due to students' low accuracy and concentration. This research recommends using a problem-based learning approach and interactive media to increase students' understanding of concepts. Apart from that, providing varied practice questions and feedback can help students correct their mistakes. Thus, students' mathematical problem solving abilities are expected to increase significantly.

Maulida Sari; Jasiah Jasiah

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop and design the Blooket Game, Blooket is a website-based interactive learning platform in the form of a quiz game that functions as a learning media in class and can increase student learning interest in Fiqh Muamalah material as a learning media at Mts Hidayatul Muhajirin Palangka Raya. The method used is development research (R&D) with the Borg and Gall model, which includes ten stages but the researchers here only take four stages, namely: 1) Identification of Potential and Problems, 2) Data Collection, 3) Product Design, 4) Design Validation and researchers added one more stage, namely 5) Main Trial. So in this study there are five stages developed. The research subjects consisted of 30 students of class IX MTs Hidayatul Muhajirin. Data was collected through Google Forms given to students after the use of the media, as well as feedback on students' learning experiences in the classroom. The results showed that the use of Blooket educational game significantly increased students' interest in learning. With the average score of students' interest in learning before the use of the media was 50%, and increased to 90% after implementation in the classroom. In addition, students also showed higher enthusiasm in following the learning and actively participating in learning activities. This study concludes that Blooket educational game-based learning media can be an alt.

Alisia Zahroatul Baroroh; Diyah Andini Kusumastuti; Rahmat Kamal

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The use of technology in learning has become an increasingly important phenomenon in the world of education, especially in today's digital era. Technology not only improves accessibility and flexibility in learning, but also enriches the learning experience by presenting more interactive and engaging materials. This research aims to analyze the application of technology in learning and explore the benefits, challenges, and opportunities that exist. Based on the results of research conducted in several educational institutions, it was found that the use of online learning platforms, educational applications, and multimedia-based media is able to increase student engagement, provide wider access to learning resources, and create a more personalized learning experience. However, challenges such as the digital divide, limited infrastructure, and low digital literacy among educators are still obstacles that need to be overcome. In conclusion, while technology offers a variety of advantages, its use must be done wisely taking into account the local context and efforts to improve digital access and skills for all parties involved.

Dian Nova Dinda; Supriadi Supriadi; Afrinaldi Afrinaldi; Ulva Rahmi

Reflection : Islamic Education Journal 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Advances in information and communication technology have had a significant impact on the world of education, especially in improving the effectiveness and efficiency of the learning process. One technology that is often used is Microsoft PowerPoint as learning media. This study aims to analyze the effect of using PowerPoint media on student learning interest in Islamic Religious Education and Ethics subjects at SMKN 3 Solok City. This research uses a quantitative approach with a quasi-experimental method using a nonequivalent control group design. Data were collected through tests, questionnaires, and observations, and analyzed using normality, homogeneity, and t-test. The results showed that the use of PowerPoint media had a positive and significant effect on students' interest in learning. The experimental group that used PowerPoint had a higher level of interest in learning than the control group. This is due to the presentation of material that is more interactive, interesting, and systematic, so as to motivate students to be actively involved in the learning process. The t-test value shows that there is a significant difference between the experimental and control groups, with a t-count value of 5.384 (p < 0.05). This study concludes that PowerPoint learning media is effective in increasing students' interest in learning Islamic Religious Education and Ethics subjects. Hopefully, this finding can be a reference for educators in developing technology-based learning models that are more innovative and relevant to modern learning needs.

Taufik Afandi; Umi Mahmudah

Jurnal Pendidikan dan Kewarganegara Indonesia 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The aim of this research is to explore the effectiveness of using Augmented Reality (AR) technology as an innovative medium in learning Natural and Social Sciences (IPAS) to increase elementary school students' awareness and understanding of preserving natural resources. This research uses a quasi-experimental research method with a pretest-posttest control group design. The research subjects were fifth grade students at an elementary school in Indonesia, who were divided into an experimental group that used AR media and a control group that used conventional learning media. The research results show that the use of AR media significantly increases students' understanding of the concept of preserving natural resources compared to traditional learning methods. In addition, students in the experimental group showed higher levels of learning motivation as well as active participation in class discussions. The implication of this research is that AR technology can be an effective and interesting learning tool in teaching complex environmental topics. The use of AR not only helps students understand concepts visually and interactively, but also motivates them to be more actively involved in efforts to conserve natural resources. The results of this research provide a basis for the development of technology-based learning media that can be applied in various educational contexts, especially to support sustainable education at the elementary school level.

Mia Hasanah Amanah Illahi; Devita Hendriyanti; Arlino Pratama; Repaldy Ananditasyah Pratama; Moh Wahyudi Putra

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to develop learning media in the form of interactive PowerPoint and evaluate the feasibility of its use in improving students' understanding of Islamic communication ethics, especially for grade 9 students at SMPN 07 Jakarta. The method in this study uses R&D (research and development) with the utilization of the ADDIE model, the data is tested using the Aiken-V index. The underlying theory in this study highlights the importance of learning media as a tool that can enrich the teaching and learning process. PowerPoint was chosen because of its ease of use and its ability to present information in an attractive visual and verbal manner. This research ultimately developed learning media in the form of Interactive PowerPoint designed to improve students' understanding of Islamic communication ethics. Based on the results of the study, the interactive PowerPoint media was determined to be feasible to implement by achieving an average validity of 0.88888889 which means it meets high criteria, this research contributes to enriching the development of PowerPoint learning media and communication ethics materials at various levels.

Muspiroh Muspiroh; Faikoh Faikoh; Wardah Roihah

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

The purpose of this study is to determine the impact of using FPB and KPK trees, two forms of interactive learning media, on primary school mathematics instruction with the goal of boosting students' intrinsic drive to learn. This study employed classroom action research (PTK), a methodology that contains two cycles, cycle I and cycle II, each of which includes the following steps: planning, carrying out the activity, observing the results, and reflecting on the experience. Approximately thirty fifth graders from SDN Tembong 2 participated in the study. Methods such as observation, interviews, testing, and documentation were employed to gather the data. Learning media in the shape of FPB and KPK trees were the tools utilized in this study. This study's findings demonstrate that fifth graders at SDN Tembong 2 may greatly benefit from learning about fruit trees and vegetables through the usage of KPK and FPB learning media. According to the results of this study, this kind of educational media does a good job of boosting students' comprehension and enthusiasm for studying.    

Supardi Ritonga; Nurasikin Pratiwi; Ayu Ayu

World Journal of Islamic Learning and Teaching 2024 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

The implementation of collaborative learning strategies in Islamic religious education (PAI) subjects aims to create a learning environment that is innovative, interactive, and relevant to the needs of students in the digital era. The purpose of this research is to determine the implementation of collaborative learning strategies in creating an innovative learning environment in PAI subjects, the challenges in implementing collaborative learning strategies in PAI lessons, and to determine the use of technology in collaborative learning strategies to create innovative learning environments in PAI subjects. . The results of this research show that collaborative learning strategies in Islamic Religious Education (PAI) create an innovative and interactive learning environment. Methods such as discussions, case studies, and collaborative projects help students apply Islamic values ​​in real life. The implementation of collaborative learning strategies in Islamic Religious Education (PAI) faces challenges such as classroom management, curriculum adjustments, evaluation, and individual differences between students. And the use of technology in PAI collaborative learning creates an innovative and interactive learning environment. Bold platforms and visual media increase student engagement, understanding and digital skills, while teachers create dynamic learning. Technology supports more effective and relevant PAI learning.

Khansa Labiibah Hasna; Afifah Nur Zakiah; Elisa Qotrunada; Zhahira Zahratunnisa4

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Bullying at school is a social problem that has a serious impact, both physically and mentally on students. At MTsN 1 Bekasi City, efforts have been made to prevent bullying through various anti-bullying educational programs, such as introducing the types of bullying, managing emotions, and career preparation. However, innovation is still needed to make anti-bullying educational programs more attractive to students. One potential innovation is the development of interactive educational video-based learning media to increase students' understanding of bullying and encourage student’s active participation in creating a safe and comfortable school environment. This research uses the Research and Development (R&D) method with the ADDIE development model, which includes five stages, namely Analysis, Design, Development, Implementation, and Evaluation. In the analysis stage, information is collected through field studies and literature studies to identify student’s needs. Next, at the design stage, media design is carried out to facilitate the production of learning media.  The development stage is carried out by realizing the designs that have been designed into interactive video products. The final stage is evaluation, where the media is validated by three material experts and three media experts to assess the suitability of the product. The results of the study indicate that the developed interactive video is highly feasible for use based on validation from experts. The assessment by the media expert resulted in an Aiken index value of 0.8, which falls into the high validity category, while the assessment by the content expert resulted in an Aiken index value of 0.9, which falls into the high validity category.

Ahmad Reza Maulana; Muhammad Fajriansyah Solichin; Muthmainah Muthmainah; Rendy Pratama

Jurnal Ilmu Hukum Sosial dan Humaniora 2024 Lembaga Pengembangan Kinerja Dosen

Communication ethics is a set of principles that regulate how to communicate politely, courteously, and effectively, which is very important in everyday life, especially in the educational environment. However, communication ethics skills are often not optimally mastered by students due to the lack of interactive and relevant learning media. This research aims to develop innovative role-playing-based learning media designed to improve the communication ethics skills of grade 8 students at MTs Al Azhaar Ummu Suwanah. This research is motivated by the importance of communication ethics skills as one of the basic competencies in learning, which is often poorly facilitated through conventional learning methods. This role-playing media is designed to provide an interactive learning experience through simulating everyday communication situations that are relevant to students' lives. Effectiveness testing was carried out through limited trials and field trials involving 8th grade students as research subjects. Data were collected through observation, and expert validation. The results showed that this role-playing learning media was effective in improving students' communication ethics skills. In addition, this media is also considered attractive, easy to use, and able to create a fun learning atmosphere. Thus, the role-playing board can be an innovative alternative to support the interaction-based learning process and direct practice in the classroom.

Lifsi Nurainiyah

Jurnal ilmu Kesehatan Umum 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Dengue Hemorrhagic Fever (DHF) in Jepara Regency is still an unresolved health problem. The incidence rate reached 960 cases, dominated by the 5-14 year age group and 13 cases of case fatality rate due to dengue fever. The trend in the incidence of dengue fever tends to fluctuate from 2019 to 2023. 3M Plus Mosquito Nest Eradication (PSN) is a program in the effort and control of dengue fever by involving the active role of the entire community. Involves three main steps, namely draining, covering and recycling items that have the potential to become breeding grounds for the Aedes aegypti mosquito as well as additional measures such as using mosquito nets when sleeping and repellent medication. The aim of this research is to determine the correlation between the 3M Plus PSN Program and 3M Plus PSN behavior with the PRECEDE-PROCEED approach in handling dengue hemorrhagic fever cases in Jepara Regency. This type of research is observational analytics using quantitative methods with a cross-sectional design. The population in this study were housewives with an age range of 20-64 years with a research sample of 158. Data were analyzed univariately, bivariately and multivariately using frequency distribution tables and chi square tests. The results of the analysis show that there is no relationship between acceptance of the PSN 3M Plus program with knowledge (p=0.209), practice (p=0.584), support from community leaders (p=0.546), facilities (p=0.742), support from health workers (p=0.849 ), cadre support (p=0.079), and there is a relationship between the PSN 3M Plus program and attitudes (p=0.048).  

Nursalehah Nursalehah; Juliwis Kardi; Sri Intan Wahyuni

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

The problem behind this research is that the language skills of children aged 5-6 years in Class B of the tulip group at RA Rahmah El-Yunusiyyah Padang Panjang have not developed, such as children who have not been able to compose simple sentences in a complete structure, children have not been able to understand the rules in a game. Based on this, researchers try to apply spin board media in the hope that it can improve children's language skills well. This study aims to improve the language skills of children aged 5-6 years through spin board media. Spin board as an interactive learning media, designed to facilitate the development of children's language skills through fun and educational games. The study used a classroom action research method with a sample of 12 children in class B of the Tulip group of RA Rahmah El-yunusiyyah Padang Panjang. Data was collected through observation, documentation and research. The results of this study indicate that the improvement of children's language skills through spin board media has increased. This can be seen from before taking action, where from pre-research the number of scores achieved by children is only 26%. Then the researchers took action for 2 cycles, where in each cycle there were 3 meetings. The first meeting in cycle I the score obtained by the child through the spin board media was 27%, then at the second meeting of cycle I increased to 30% and at the third meeting in cycle I the score achieved by the child through the spin board media was 48%. This shows that every meeting the scores achieved by children always increase, but have not met the ideal score standard of 72%. Therefore, researchers continued to cycle II. The score at the first meeting in cycle II was 50% then experienced an increase in the second meeting of 55% and continued the third meeting of cycle II experienced an increase in children's learning process using spin board media of 80%. From each cycle carried out, it can be concluded that this research was successful.

Robiatul Adawiyah; Kholidah Nur; Annisa Nur; Ainun Atikah

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

Teachers' skills in opening and closing lessons have an important role in creating an effective and conducive learning atmosphere, especially in supporting the development of children's creativity. Opening the lesson in an interesting way can arouse students' curiosity, motivate them, and prepare their minds to receive the material being taught. Meanwhile, closing lessons creatively provides opportunities for students to reflect on learning, strengthen understanding, and develop innovative new ideas. Teachers can use various strategies in both stages, such as the use of interactive media, exploration-based activities, and reflective approaches. Opening lessons that are relevant and contextual helps create a closer connection between students and the learning material. In addition, creative closure encourages children to think critically, analyze information, and produce creative solutions to various problems. Thus, the skills of opening and closing a lesson serve not only as a technical element in teaching, but also as a way to develop students' overall creative potential. Teachers who are skilled in this aspect are able to create interesting, interactive and meaningful learning experiences, thus supporting the development of children's creativity to face future challenges.

Charisma Dianti; Titin Masfingatin

Motivation to learn is certainly one of the important things in determining the success of learning. However, students often feel a loss of motivation to learn so that students experience a decrease in learning motivation which will affect student learning outcomes. Therefore, it is important for teachers to create strategies to increase students' learning motivation. Strategies that can be implemented by teachers include using interactive learning media and can increase students' active participation during learning. The aim of this research is to determine students' learning motivation after implementing science learning using diorama learning media. This research uses descriptive qualitative methodology, examining the process and influence of implementing diorama media on student learning motivation. The data collected for this research took the form of direct observation, student interviews and analysis of several documents used to collect data, which was then analyzed using descriptive analysis methods, the form of this research is Classroom Action Research (PTK). The results obtained from this research are that the application of the Diorama of the Nature of Light learning media in science and science learning in class V at SDN Karangrejo 2 succeeded in increasing student motivation in learning. Students who were previously passive and did not play much of a role in the learning process after implementing learning using the Nature of Light Diorama showed significant changes in their activity in learning.

Enni Juliani; Rizqa Wahdini; Yurita Mailintina

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2024 Universitas Muhammadiyah Manado

HIV/AIDS is a growing global health issue, with an increasing prevalence of cases among adolescents. Adolescents, as a group vulnerable to risky behaviors, require appropriate education on HIV/AIDS prevention. Health education through technology-based learning media, such as social media, educational videos, and other interactive platforms, holds significant potential in improving adolescents' understanding of HIV/AIDS. This study aims to explore the role of learning media in enhancing adolescents' knowledge and awareness about HIV/AIDS. The community service project was conducted at SMAN 76 Jakarta Timur, involving 75 productive-age adolescents. The activity began with a pre-test to assess initial knowledge, followed by an educational session that included a 20-minute video presentation and material discussion, as well as an interactive discussion. After the session, a post-test was administered to measure changes in participants' understanding and awareness levels. The results showed a significant improvement in knowledge about HIV/AIDS and awareness of the importance of prevention. The use of social media as a primary information source also increased, while conventional media such as television and radio saw a decline. These findings suggest that technology-based learning media can be an effective tool in delivering health education. However, attention must be given to the quality of information to avoid the spread of misinformation, and it is crucial to involve medical professionals and reputable institutions in the creation of educational content.

Zakiyatul Mardiya; Ainur Rofiq Sofa

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2024 Universitas Maritim AMNI Semarang

The importance of seeking knowledge in Islam is emphasized as one of the means to achieve both worldly and eternal happiness. However, in the digital era, seeking knowledge faces new challenges and opportunities. This study examines the Islamic perspective on seeking knowledge in modern life, focusing on the challenges, opportunities, and the influence of technology on character development in the digital age. The main challenges include the overwhelming amount of information that may not always be of high quality, as well as the distractions brought by technology that can divert attention from the core purpose of education. On the other hand, the opportunities presented by the digital era include easy access to various knowledge sources through online platforms and more interactive and engaging learning methods. This research also identifies the influence of technology, such as social media and educational apps, in shaping an individual’s character through the dissemination of Islamic values that promote good morals. The findings show that although the challenges in the digital era are considerable, technology can be leveraged to enhance the pursuit of knowledge and ethical education when used wisely. Character development, in line with Islamic teachings, can still be achieved through the wise use of technology in seeking knowledge. This study recommends the integration of technological education and ethical education to shape a generation that is knowledgeable, morally upright, and ready to face the challenges of the modern world.

Yunita Sari Nasution; Kholidah Nur; Nurmaliana Harahap; Nur Hikmah

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to analyze the skills of providing learning variations to increase the effectiveness of the learning process in early childhood. Early childhood is in a very dynamic development phase, where monotonous teaching methods can hinder their attention and motivation. Therefore, the use of variations in teaching methods, such as changes in activity types, duration, learning media, and interactive approaches, can have a positive impact on children's involvement in learning activities. This research uses a qualitative approach with a literature study method that examines various sources related to variations in learning and their impact on early childhood development. The results of the analysis show that a variety of learning activities can increase children's motivation, prolong concentration, support multisensory learning, and develop children's social and emotional skills. Learning that involves various methods and media allows children to learn through direct experience thereby strengthening their understanding of the concepts being taught. This research concludes that the skill of providing variety in learning not only increases learning effectiveness, but also contributes to children's holistic development. Therefore, it is important for educators to master these skills and apply them consistently in early childhood learning activities.

Putri Kesawan; Junita Ningsih; Ali Masran

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Applying storytelling techniques using puppet media is an interesting method for increasing interest in reading in young children. This technique uses dolls as a visual medium that can attract children's attention, thus making the storytelling process more interactive and fun. Dolls, which act as characters in the story, are able to make the story more alive and make it easier for children to understand the message they want to convey. Apart from that, this technique encourages children to participate more actively, both in listening to stories and in responding to the stories being told, which in turn increases their interest in books and reading activities.The use of puppet media in telling stories can enrich children's learning experiences, because it not only develops listening and speaking skills, but also stimulates children's imagination, introduces new vocabulary, and forms a more creative way of thinking. With a more enjoyable atmosphere, children become more interested in reading books that contain similar stories, which helps strengthen their relationship with the world of literacy. Therefore, storytelling techniques using puppet media are an effective approach to introduce literacy from an early age, increase children's interest in reading, and develop their language skills.

Rumaisha Soumena; Dwi Rezky Aulyah; Pariati Pariati; Faradillah Usman

Jurnal Mahasiswa Ilmu Kesehatan 2024 STIKes Ibnu Sina Ajibarang

The use of augmented reality (AR) technology in educational media is expected to attract children's attention and make lessons more interesting to follow. This is because it can convey dental health content interactively and virtually in three dimensions in real time. To evaluate the effectiveness of the application of Augmented Reality (AR) technology as an educational media model in increasing the knowledge and understanding of elementary school children about dental and oral health, as well as to assess the potential of this technology as an interactive and interesting learning method for children. This research was carried out in November 2023. The population in this study is the total number of students of SD Minasa Upa. The sample was 60 people. The type of research used is a quasi-experimental design with a One Group Pretest-Poster research design. The design of this study aims to find out whether there is an influence on the use of AR technology as a dental health education medium in children. Increasing the knowledge of respondents. The results showed that 13 respondents (92.86%) experienced an increase in knowledge from bad to good, 1 respondent (7.14%) experienced an increase in bad knowledge to adequate, 14 respondents (87.5%) experienced an increase in knowledge less to good, and 2 respondents (12.5%) experienced an increase in knowledge less to adequate. Concept design activities include the selection of themes, namely the system can be used as an object of presentation or delivery of material to children so that the objects made need to pay attention to the selection of colors, shapes, sizes, arrangement of images and interesting materials.