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Siti Raudah; Asrul Bahar; Sri Handajani; Any Sutiadiningsih

Jurnal Motivasi Pendidikan dan Bahasa 2024 International Forum of Researchers and Lecturers

Learning media is one of the most important things in the learning process, so innovation is needed so that the media can overcome problems that exist in schools. This study focuses on the development of interactive learning multimedia assisted by lectora inspire on the sub-element of food safety for students of SMK Kuliner Phase E. The purpose of this study was to determine the feasibility of interactive learning multimedia assisted by lectora inspire software based on media expert tests, material expert tests and student responses. This research method uses R&D with the ADDIE development model, the process used through four stages, namely analysis, design, development and implementation. The data collection instruments used are material expert validation sheets, media expert validation sheets, and student response questionnaires. The data analysis technique used is quantitative descriptive analysis using a Likert scale. The results of this study show the percentage of material expert eligibility of 92%, media expert validation of 90% and student responses of 83% with very feasible criteria. Thus, interactive learning multimedia assisted by lectora inspire on the sub-element of food safety for students of SMK Kuliner Phase E that has been developed is feasible for use in learning

Windy Annastasia Maharani; Hesty Widiastuty

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

The community service program carried out by MBKM (Merdeka Belajar Kampus Merdeka) Teaching Assistance in English Education Students IAIN Palangka Raya is titled “English Club.” It aims to improve the English skills of participants at the Secondary Level. This program introduces interactive learning methods and enjoyable media through a game-based approach and technology. Thus, this activity helps participants understand English material more easily and effectively. The program is conducted over three sessions, covering topics such as self-introduction, telling time, and hobbies. Each session is designed to develop the participants' English language abilities by optimally combining theory and practice. To create an active and engaging learning environment, the activities also include educational games, such as “Hi! My Name Is...,” “Catch It!,” and “Simon Says!”, which are designed to sharpen the cognitive and motor skills of the participants. In each session, technology media, such as engaging PowerPoint presentations and online games, are used to create variety in the learning experience, making participants feel interested and motivated. The results of this activity indicate an improvement in the participants' English skills, particularly in speaking. Additionally, there is also an increase in the participants' interest and motivation toward learning English. The use of creative methods and technology has proven effective in helping participants understand the material and creating a positive learning atmosphere. In conclusion, enjoyable learning not only enhances the English skills of participants but also builds their confidence in communication.

Rizki Hasanah; Zaitun Qamariah

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2024 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

English proficiency is a crucial skill in the globalization era, especially in business, communication, and industry sectors, which demand this international language as a competitive advantage. Over the past decade, advancements in Information and Communication Technology (ICT) have significantly impacted English learning, including through online platforms like YouTube and Canva. This study examines the utilization of these two platforms in English teaching at MA Hidayatul Insan Palangka Raya, particularly on the topic "Word Order of Adjective." The methods used include visual presentations with Canva and interactive videos from YouTube. In its implementation, students engaged in dialogues, watched instructional videos, and participated in quizzes as a form of comprehension assessment. The study results indicate that using YouTube and Canva significantly enhances students' participation and learning motivation while reinforcing vocabulary acquisition and comprehension through an interactive approach. Recommendations are provided for the application of these digital media in high school English learning, with suggestions for further research involving long-term impacts and variations in teaching methods across different educational contexts.

Ulin Ni'am; Yuni Yuni

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to find out how Abu Bakar As-Siddiq, the fifth grade winner of MIN 04 Trimo Rejo creates interactive learning multimedia on SKI subjects by using video. Learning media must complement other learning components as part of the system. The aim is to facilitate learning activities as efficiently as possible. Abu Bakar As-Shiddiq, the fifth grade winner of MIN 04 Trimo Rejo, explains video-based interactive learning on SKI material in this post. The ADDIE model is used in this research. According to ADDIE, learning design creates learning through analysis, design, development, implementation, and evaluation phases. Learning system design development methodology is used to explain the research and development design process. Primary data collected through distributing questionnaires is the required data source. Participants in this study include media experts, material experts, and students. Nurul Huda University Sukaraja PGMI 6B students participated in this study. The interactive video is suitable for the application of learning, and the results of learning validation are rated as good.

Nurmuti’ah Kaltsum; Risnovita Sari

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

Family well-being is very important for the lives of individuals and communities. A happy and The problem with learning German grammar at the A2 level is that many students still struggle to understand sentence structure, especially when using the perfect tense, subordinate clauses with "weil," and the genitive case. Students often find it challenging to remember grammar rules and how to apply them in sentences. The aim of this study is to develop interactive learning media in the form of Kodular-based applications to address these issues and support learning German grammar at the A2 level. The app is designed with relevant grammar materials and uses the 4D model development method (Define, Design, Develop, Disseminate), which reaches only the development stage without dissemination. The app was created on the visual platform Kodular, which enables users to develop Android apps without programming knowledge. The results show that the app is an effective learning medium, with a validation score of 90 (excellent) for the material content and 92.5 (excellent) for the media aspects. With a file size of 5.08 MB, this application enables users to learn German grammar independently anytime and anywhere.

Agustina Tresendi Ndala; Wilfrida Chintia Teku; Yohanes Filkianus Malik; Wefrondi Leoh; Valentina Anjelin Rubu +2 more

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

Early marriage remains a serious problem in Indonesia, with a significant impact on the education and careers of the younger generation. This community service program aims to increase awareness about the impact of early marriage through outreach to students of SMA Negeri 1 Nagawutung, Lembata Regency. The method used is direct socialization by delivering material and interactive question and answer sessions. The results of research in Babokerong Village, Nagawutung District show that the factors causing early marriage include pregnancy outside of marriage, environmental influences, and exposure to mass media. The negative impacts of early marriage on education and career include dropping out of school, limited access to further education, decreased quality of learning, limited job opportunities, low income, and lack of economic independence. The socialization activity received a positive response from participants, with high enthusiasm in the question and answer session. In conclusion, a holistic approach is needed involving legal reform, educational intervention, economic empowerment, and changes in social norms to overcome the problem of early marriage and its impact on the education and careers of the younger generation

Imam Bukhori; Elfia Nora; I Nyoman Suputra

Jurnal Pengabdian Masyarakat Nian Tana 2024 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

Through using digital-based learning media, teachers can manage student assignments through a collaborative platform. By using digital-based learning media, students can access learning materials from anywhere. Some of the interactive digital-based learning media that can be used by teachers to teach are Genially which is used to create Powert Points, Google Sites, Book Creator used to make E-books, Animation studio to make learning animation videos, Blogger to share or publish learning materials to students. The problems of this community service partner are the teachers of MGMP Economics High School Lamongan Regency, namely: 1) There are still many teachers who have not used digital-based learning media in the learning process, 2) Teaching methods are still monotonous, with learning media that are not yet innovative. The solutions offered to overcome partner problems are: 1) Providing education about digital-based learning media to MGMP Economics teachers of Lamongan Regency, East Java, 2) Practice and assistance in making digital-based learning media. From the results of community service activities, it is known that 1) there are still many teachers who have not used digital-based learning media in the learning process, this can be seen from the number of teachers who are new to the application that can be used as a learning medium, 2) many teachers still use conventional learning media, because there is still a lack of knowledge and education about digital-based learning media applications.

Haikal Cahaya; Ida Putriani; Ida Putri Rarasati

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research evaluates the effectiveness of using game-based learning media, MAGECAH, in teaching Mathematics on the topic of fractions in the 4th grade at SDN Nglegok 1 Blitar. The method used is a quasi-experiment with a nonequivalent control group design. The sample consists of 52 students, divided into experimental and control groups. Research instruments include tests, questionnaires, observations, and documentation. The analysis results show that the MAGECAH media significantly improves students' understanding, with a t-test significance value of 0.000. This media is also considered effective in making learning more interactive and engaging. Thus, MAGECAH can become an innovative alternative in Mathematics learning, particularly in the topic of fractions, to improve students' learning outcomes.

Miftachur Rohmah; Sripit Widiastuti; Dwi Kameluh Agustina

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

This study aims to develop thematic learning video media to improve discussion skills of fifth grade students in elementary schools. The scientific approach of the 2013 Curriculum is the basis for development, with a focus on learning methods that encourage active participation and critical thinking. Using the Research and Development (R&D) model adapted from Borg and Gall, this study went through the validation stages of material, media, and language experts. The validation results showed a feasibility percentage of 88.34% for material, 80.60% for media, and 84.45% for language, all in the "very feasible" category. Trials on 20 students showed a positive response with a percentage of 94%. This video media successfully facilitated a more interactive learning experience and increased students' interest and discussion skills. These findings support the use of digital learning media as an effective tool in thematic education in elementary schools.

Fahmy Syahputra; Teuku Naufal; Echon Haqnizo; Wahyu Ramadhi; Naomi Pranatasyah +2 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Advances in augmented reality (AR) technology have opened up new possibilities in learning, such as help with mathematics. The aim of this research is to develop a simple interactive learning application for building rooms based on AR technology using Unity and Vuforia Engine. This application is designed to help students understand spatial geometry concepts visually and interactively so as to increase interest and understanding of the subject matter. This application development uses Unity as a development platform and Vuforia Engine as an SDK to facilitate AR integration.  This application creates a more interesting learning experience and supports the visualization of geometric objects such as cones, cubes, tubes, balls and pyramids. AR technology allows students to interact with these objects in a 3D environment, which can be very helpful in clarifying concepts and formulas that are difficult to understand using traditional learning media. It is hoped that this research can provide innovative solutions to improve the quality of geometry learning in schools.

Winda Winda; Anisa Anisa; Abdul Aziz; Dewi Aulia; Muhammad Hasan

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Learning is still teacher-focused, students often feel bored in learning, especially learning fiqh, therefore this study aims to increase student activeness in fiqh learning at MTs Islamiyah through the development of learning media in the form animation videos and games “Open the Box”. Learning that still focuses on the teacher causes students to feel bored and lackluster. By utilizing technology, this research develops interesting interactive media to support the teaching and learning process. The method used is research and development (R&D) with the ADDIE model. The results showed that the use animated videos and educational games can increase student motivation and engagement in fiqh learning.

Arozatulo Bawamenewi; Riana Riana

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2024 FKIP, Universitas Palangka Raya

The learning process involves interaction between teachers and students to achieve effective and efficient educational goals. Learning media plays an important role in improving students' understanding and attracting their interest and attention to the material being taught. In today's digital era, the development of information and communication technology has made it possible to use various types of learning media, such as videos, animations, and interactive applications, which makes the learning process more interesting and enjoyable. This study aims to analyze internal and external factors that affect the effectiveness of the use of technology-based learning media on student learning motivation. The method used in this study is qualitative with a descriptive approach, involving students of the Indonesian Language and Literature Education study program. The results of the study show that the use of interactive learning media, especially videos, is very effective in improving students' understanding of concepts and stimulating their active involvement in the learning process. The availability of media that suits the needs of students and learning goals is essential to create a fun and productive learning atmosphere. The selection of the right learning media, based on student needs and learning objectives, can significantly improve the quality of education. The use of technology in education, especially technology-based media, provides opportunities to create a better learning experience, encourage student motivation, and achieve more optimal learning outcomes.

Jelita Oktafiani; Rita Febrianta; Khairuddin Khairuddin; Januar Januar

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Efforts by Islamic Religious Education Teachers to Increase Learning Concentration for Class IV Students at SD Negeri 15 Ampang Gadang; This research discusses the strategies of Islamic religious teachers in increasing the level of student learning concentration in class IV of SD Negeri 15 Ampang Gadang. This research aims to describe the efforts made by Islamic teachers to increase the learning concentration of class IV students. The research method used is descriptive with a qualitative approach. Data collection was carried out through structured interviews, observation and documentation. The results of this research show that the efforts of Islamic religious teachers include cleaning and preparing students before entering class, getting used to praying and reading short surahs before starting learning, using interesting learning media to foster interest in learning, implementing interactive and fun teaching methods, and creating a learning environment. which is conducive.

Puri Eka Febrianti; Bekti Wirawati; Nunuk Suliyastuti

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to improve students' learning experience in Pancasila education through interactive video media at SDN 1 Pakis Surabaya. The research used a spiral-based PTK method with a total of 25 students, with a focus on planning, action, observation and reflection. The research results show a significant increase in,  student learning outcomes after video interactivity. This research shows that the use of interactive videos in the Pancasila education program at SDN 1 Pakis Surabaya significantly improves student learning outcomes. Based on the data collected, it appears that the use of interactive videos can improve students' understanding of the material, especially on teacher-led learning topics that prioritize good behavior in the surrounding environment. The increase in learning outcomes as seen from the average student score from 68 to 75 shows that this media is effective in helping students meet the Minimum Completion Criteria (KKM) that have been set. with a percentage in the initial condition of 41%, in cycle I which was proven to be 83%, and the percentage in cycle II was 100%. In addition, every student succeeded in achieving the learning objectives in cycle II, with a statistically significant average increase. Observations also showed that student activity and motivation increased, indicating that interactive videos had a positive impact on both academic performance and behavior.    

Dhiya Haniffasary; Meilantifa Meilantifa; Ida Nur Azizah

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The low level of student activity in their numeracy skills is a problem in the Mathematics learning process. Research conducted at SDN Jajar Tunggal III/452 Surabaya showed the results that interactive media in learning was very influential in the students' learning process. The use of Puzzle Math interactive media aims to increase the activity of class 1 students who are in the transition phase from PAUD to play while playing. The data collection technique uses the Classroom Action Research (PTK) method which is carried out in 2 cycles, from the results of observations, written tests and student activity during the learning process.

Satria Bramantyo Putra; Surya Atmadja Wicaksono; Rakha Wiratama

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The integration of interactive digital media in biology learning has become an innovative approach to enhancing student motivation. This study aims to investigate the impact of interactive digital media on students' engagement and learning outcomes in biology. A quantitative research method was employed, utilizing a quasi-experimental design with pre-test and post-test assessments. The participants consisted of high school students divided into experimental and control groups. The experimental group used interactive digital media, while the control group followed traditional learning methods. The findings indicate that students who utilized interactive digital media demonstrated a significant increase in motivation and academic performance compared to those in the control group. The study highlights the effectiveness of digital media in fostering an engaging learning environment, suggesting its broader application in science education

Ari Gunawan; Dani Kusuma

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2024 LPPM Universitas 17 Agustus 1945 Semarang

This research aims to develop an interactive web learning media called Mathventure based on Google Sites, with a focus on improving the math problem solving skills of third grade elementary school students in multiplication material. The background of this research is driven by students' low understanding of the concept of multiplication and the lack of interesting and contextual learning media. The approach used in this research is the Research and Development (R&D) method with the ADDIE model involving five stages: analysis, design, development, implementation, and evaluation. The resulting product has been validated by material and media experts with excellent results. The pilot test was conducted in two elementary schools involving pretest, posttest, and student response questionnaire. The test results showed a significant increase in problem solving ability, with an N-Gain value of 0.6612, and a practicality level of 82%. This media is considered effective in creating learning that is fun, interactive, and able to motivate students in understanding the concept of multiplication. The implication of this research shows that web-based digital media can be an innovative solution to overcome math learning difficulties in elementary schools and has the potential to be further developed for other materials and levels.

Asshafah, Biqi

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2024 Fakultas Teknik Universitas Maritim AMNI Semarang

This study aims to enhance the competence of RA/TK/PAUD teachers in teaching basic Arabic through training based on the digital application Google Classroom in Desa Kembang, Pacitan Regency in 2024. The training was designed as an interactive learning medium that allows teachers to access, manage, and deliver materials online, while also monitoring student progress. The research employed a Community Service (PKM) approach with data collection through observation, questionnaires, and documentation of teaching practices. The results indicate that the training improved teachers’ ability to create virtual classes, assign tasks, utilize discussion forums, and deliver Arabic language materials interactively. Teachers became more confident and creative in developing learning modules, while student engagement increased through digital interaction and multimedia materials. Nevertheless, challenges related to teachers’ digital literacy and internet connectivity need to be addressed for long-term implementation effectiveness. The study confirms that integrating Google Classroom as a learning medium can strengthen the basic Arabic learning process at the PAUD level, while also promoting the development of interactive and easily accessible digital learning modules. These findings can serve as a reference for other educational institutions in implementing digital learning for early childhood education.

Nicolas Setiawan; Prya Artha Widjaja

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The rapid advancement of technology has transformed many aspects of life, including education. Information and Communication Technology (ICT) plays a crucial role in enhancing the quality of learning. One promising technology is Augmented Reality (AR), which offers interactive elements to clarify complex concepts. Based on conversations with a history teacher at SMK Media Informatika, the teaching methods currently used tend to be traditional. Therefore, an AR-based history learning application focusing on the Ancient Mataram Kingdom in Indonesia was developed using the ADDIE Method. This application was created using Unity 3D and the C# programming language. It serves as an interesting addition for students, aiming to increase their interest in learning. The hope is that this research will significantly contribute to the history learning process, providing innovative, effective, and enjoyable media.  

R. Mekar Ismayani

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This study aims to examine the effect of the use of the Kahoot application in teaching materials for reading numerical texts on students' understanding and ability to solve problems related to the material. The research design used was an experiment with a quantitative approach, with a pre-test post-test control group model. The research sample consisted of two classes of junior high school grade VII students, each of which was given different treatment, namely the use of the Kahoot application in the experimental group and the conventional method in the control group. The results showed that the use of the Kahoot app could improve students' understanding of social arithmetic material, with a significant increase in scores in the experimental group (25 points) compared to the control group (8 points). In addition, the Kahoot application has also been shown to increase student motivation and participation in learning, with the majority of students feeling more interested and motivated to learn actively and collaboratively. These findings suggest that the use of the Kahoot app can be an effective tool for improving learning outcomes and student engagement in math learning.