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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.

Sulistia Wati; Noorazmah Hidayati; Cindy Dwi Rohmah

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This service focuses on strengthening the prohibition of alcohol among students of SMAN 2 Palangka Rayat through the use of canva application-based posters. This service was conducted in response to the challages of alcohol abuse among teenagers and the need is Service Learning, whic involves preparation, planning, and implementation stages. This service activity was aimed at Muslim students from class XI 2 and XI 3. The result of the service showed an increase in students digital skills, creaticity in designing posters, enthuasiasm for the liquor prohibiton campaign, and a better understanding of the dangers. In conclusion, this activity succeeded in raising students awareness about the dangers of alcohol through a creative an interactive approach, while developing graphic design skills and digital literacy.

Akbar Rahman; Teo Randra Arifin; Sela Syapira Oktari; Sadza Navisa Yusra; Ahmad Daffa Rizaldo +2 more

JURNAL KABAR MASYARAKAT 2024 Institut Teknologi dan Bisnis Semarang

The development of technology and information has an impact on education, so media is very important in the learning process. The use of learning media for educators as a tool to deliver material in the teaching and learning process. Through learning media, students will more easily receive the knowledge delivered. One of the learning media is audio visual which can be applied in Natural and Social Sciences (IPAS) lessons. This study aims to analyze the effectiveness of the application of audio visual-based teaching media in Natural and Social Sciences (IPAS) subjects at SDN 2 Kuta Dalom. By utilizing audio visual technology, it is hoped that students can better understand the subject matter in a more interesting and interactive way. This study uses a quantitative method with an experimental approach. The results of the study showed a significant increase in student understanding after the application of audio visual-based teaching media.

Sabda Bagus Baswara

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

Education plays an important role in shaping learners' competencies, including cognitive, affective and psychomotor aspects to face the challenges of the times. In Indonesia, education should look at holistic aspects that include character development, life skills and social abilities as mandated in Law No. 20/2003. However, challenges in classroom management and learning boredom often become obstacles. For this reason, innovative approaches are needed, such as the use of interactive learning media. This study aims to examine the effect of using Fun Learning Card media on the learning outcomes of grade XI students at SMA Negeri 21 Surabaya. This media is expected to significantly increase student participation and understanding, overcome boredom, and create more meaningful learning. By using descriptive statistical analysis techniques, standard deviation, and learning outcome categories, the following results were found before using the learning media in cycle 1 with an average score of 49.6. The score was obtained from the lowest score of 35 and the highest score of 70, then also obtained a standard deviation score (P) of 10.2. In cycle 2 using Fun Learning Card media, the highest score was 97 while the lowest score was 76 with an average score of 85.4 and a standard deviation of 6.3.

Satria Wiguna; Nurdiana Syafitri; Khairunnisa Khairunnisa

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze the learning strategies of Islamic Religious Education (PAI) applied by teachers in improving student creativity and competence at SMP Negeri 1 Langkat, North Sumatra. The research method used was qualitative, with data collection methods through observation, interviews, and documentation. Observation was conducted to identify the interaction and application of learning strategies by PAI teachers, while in-depth interviews with teachers and students provided information related to the effectiveness of the method. The results showed that 1) Teachers' creativity in combining learning methods, such as discussions, projects, and the use of technological media, was able to create an interesting and interactive learning atmosphere, which had a positive impact on students' understanding of the teaching materials. 2) Improved facilities and infrastructure as well as curriculum adjustments also support the effectiveness of learning, so that students are more motivated to actively participate in the learning process. PAI teachers not only convey religious concepts, but also equip students with balanced cognitive, affective, and psychomotor abilities, in accordance with Bloom's taxonomy theory. This study concludes that innovation in learning methods and adequate facility support are key in improving students' learning skills and interest.

Uzli Fatuddiniyah; Sholahuddin Sholahuddin; Alfika Alfika; Anriev Tsabat Kautsar Inmay; Nurul Khasanah +1 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Education is a systematic and continuous process for developing a person's knowledge, skills, attitudes and values. The main goal of education is to prepare individuals to function effectively in society, as well as to facilitate personal growth and development. One of these is the Al-Qur'an Education Park. The Al-Qur'an Education Park (TPQ) has an important role in children's religious education, but often faces challenges in terms of improving the quality of teaching. This article discusses various effective strategies that can be implemented to improve the quality of teaching at TPQ Darul Ulum . This research also explores the role of technology in supporting the teaching and learning process and the importance of parental involvement in supporting children's learning. The research results show that strategies such as continuous training for teachers, use of interactive learning media, and regular evaluations have a positive impact in increasing the effectiveness of teaching at TPQ. It is hoped that this article can serve as a guide for TPQ administrators to implement best practices and achieve higher educational standards within the TPQ environment

Oktavianus Rangga; Dyulius Thomas Bilo

Coram Mundo : Jurnal Teologi dan Pendidikan Agama Kristen 2024 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

Previous research shows that digital learning media can increase student learning motivation, facilitate interaction between teachers and students, and encourage educational innovation. Student participation in the learning process is a key factor in improving the quality of learning. In the context of PAK, student participation can be measured through their level of involvement in discussions, assignments and other activities related to the lesson material. In this paper, the method applied by the author is a qualitative descriptive method with a focus on literature study. where books and other literature are the main focus of his research. Teachers play an important role in integrating digital media in the development of the PAK curriculum. Digital media technology that can be used in developing the Christian Religious Education (PAK) curriculum includes various types of tools and platforms that can improve the quality of learning. The use of digital media in developing the PAK curriculum has shown a significant increase in student participation. Canva is a graphic design tool that allows users to design creative designs online. This is a graphic design platform that can be used to create various types of graphics for social media, presentations, posters, documents and other visual content. Guru also makes it easy to create teaching materials and create Bible text games or create Bible verse quizzes. Even though there are several weaknesses that must be taken into account, this is not a problem that cannot be resolved by presenting material interactively and responsively. Therefore, the use of information technology or digital media is very influential in improving the quality of student learning.

Imroatum Mardhiyyah; Via Yustitia; Dian Kusmaharti

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

This research is based on the development of 21st century learning, where PowerPoint is one of the applications that support learning with attractive designs. This research is a type of R&D development research with the ADDIE model as the development model. The research population was class II students, with a sample of 10 students from SDN Gempolkerep. The data analysis technique used is the Likert Scale. Flat shape material is introduced at the low grade level, and in this product, the material is associated with local culture, especially the culture in Mojokerto, East Java, which is adjacent to this research area. The results showed that the interactive Flat Math media had been tested for its feasibility and declared fit for use. The validation results of media experts get a percentage of 75% which indicates eligibility, while the results of the validation of material experts get a percentage of 86% which indicates very feasible qualifications. Linguist validation also shows decent results with a percentage of 76%. The average questionnaire results from student respondents show a percentage of 80.4% which indicates that this media is very feasible to use. In addition, the teacher's assessment also gave a percentage of 82%. Based on the data analysis, it can be concluded that Flat Math interactive media is appropriate for use in supporting learning in flat shape material.

Made Anggita Abdi Jayanti; Nabila Amelia Hanisyah Putri; Ni Kadek Dwi Nanda Restiani; Ni Kadek Gina Pramitayani; Kadek Dwi Pitriyani

Jurnal Pengabdian Bidang Kesehatan 2024 PPNI UNIMMAN

Students' mental health is a crucial aspect of their development, as it directly impacts to their learning abilities, social relationships and emotional well-being. Therefore, it is important to give an attention to their mental health, through educational programs, emotional support, and the development of a safe and supportive learning environment.  This program aims to increase students' knowledge and awareness at SDN 1 Tukadmungga through a visual education approach and interactive discussions in open spaces environment. The method used involves the use of visual media such as informative posters as well as discussion sessions held in open spaces to create a more relaxed and participatory learning environment. The research results show that this approach is effective in increasing students' awareness of the importance of maintaining mental health, as well as encouraging them to be more open in talking about the feelings and problems they face. The results showed that there was an increase in students' knowledge before and after the education was carried out. In conclusion, visual education accompanied by interactive discussions in open spaces could be an efficient strategy in promoting mental health among elementary school students

Devi Ayu Kurniawati; Rizka Octivania; Monika Putri; Tatu Fatimah; Nursadi Firmansyah +1 more

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Community service activities through an early education program on understanding body privacy were conducted by students during the Student Work Program (KKM) at SDN Muncung 1 on August 22, 2024. This program was designed to enhance students' understanding of the importance of maintaining body privacy. The teaching methods employed included lectures, Q&A sessions, discussions, and visual media. This study used a qualitative analysis approach with primary data obtained from photo documentation and secondary data from literature reviews. Survey results showed a significant increase in students' understanding after participating in the activity. The results of this socialization indicate that the interactive approach applied in this program successfully raised awareness about the importance of maintaining body privacy among students and was effective in conveying the material on understanding body privacy. The conclusion of this study emphasizes the importance of using diverse teaching methods and active engagement in learning to create better privacy awareness among students.

Dorthea Maria Woga Nay; Sudirman Sudirman; Yosep Lawa; Heru Christianto; Arvinda C. Lalang +2 more

Jurnal Masyarakat Mengabdi Nusantara 2024 STIPAS Tahasak Danum Pambelum Keuskupan Palangkaraya

The training activity for creating innovative learning media in the independent curriculum was carried out in order to develop the competence and skills of teachers related to creating creative and interesting learning media. The activity was carried out in Kolbano, South Central Timor Regency, East Nusa Tenggara Province in 2024. The basis for its implementation was the need for teachers to develop their competence in utilizing technology in creating learning media according to the demands of the current independent curriculum. This activity aims to improve teacher competence in utilizing technology to design interesting and innovative learning. The innovative learning media that were the topic of this training were Google Sites, Wordwall and QuizWhizzer. Teachers in Kolbano generally only teach using lecture and group discussion methods, and use conventional learning media such as power point displays and video materials. As a result, students are less motivated and feel bored in learning activities, while the nature of the independent curriculum demands active interaction of students in learning. Therefore, through this training, teachers are trained and assisted in developing innovative learning media until the product is produced and used in learning. This learning media can be presented interactively and attractively so that it can motivate students to participate in learning. Teachers will also be more creative in innovating to develop media that attracts students' interest in accordance with the nature of the independent curriculum.

Jasmari Jasmari

International Journal of Education and Literature 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze digital-based Indonesian language learning strategies in higher education through a systematic review of articles published between 2020 and 2024. Based on a literature search in Google Scholar, 100 relevant articles were found, of which 84 articles met the inclusion criteria. The analysis results show that the technologies used in Indonesian language learning include ICT, Artificial Intelligence (AI), digital learning media, social media platforms (YouTube, TikTok, Instagram), and interactive applications such as Kahoot and quizzes. Popular learning methods include flipped classroom, Problem-Based Learning (PBL), and Project-Based Learning (PJBL), which support the development of 21st-century skills such as critical thinking, creativity, communication, and collaboration. Furthermore, the COVID-19 pandemic accelerated the adoption of digital learning, which significantly influenced Generation Z students' learning methods. However, limited access to the internet in remote areas remains the main challenge in implementing digital learning. Therefore, improving technology infrastructure and providing training for lecturers to optimize the use of technology in learning, as well as policies that support equitable access to digital education across Indonesia, are essential. This study provides insights for the development of digital-based learning strategies in higher education.

Salsabila Ayudi Rizka; Rustam Rustam; Ernita Daulay

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research is the qualitative research which aim to know the classroom ambience when using hangman game and to find out the teachers perceive in using hangman game as a medium in teaching vocabulary. This research was conducted on May 2024 in the class of VIII Bilingual B at Al-Azhar Medan Junior High School. Observation and interview were the technique of data collection that used in this research which were carried out directly with 2 teachers who had a long experience in teaching English and used the hangman game as a medium in the vocabulary teaching and learning process. The model of interactive data analysis by Miles and Huberman (1984) is used as the technique of analyzing the data in this research. The findings from the data that have been analyzed show that when using the hangman game, the classroom ambience look supportive, nice, and joyful in supporting the teaching and learning process run well. Both of the teachers have positive and negative perception about using hangman game. Both of the teachers also stated that hangman game is one of appropriate medium to use for the students who want to recall or add their vocabulary. This research provides several useful information, especially for English teacher who need references about tool or media for teaching vocabulary.

Eko Nor Cholis; Riyan Abdul Aziz

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

The multimedia development process involves character design, animation, and interactive scenarios using Adobe Animate. This multimedia is designed to be easily accessible to various user levels, taking into consideration the aspects of user experience design.Evaluation results indicate that interactive multimedia created with Adobe Animate is effective in improving the biological concepts understanding of the human body. The interactive interface provides a more engaging learning experience, motivating users to explore further information and enhancing the retention of the concepts taught.This research contributes to the utilization of Adobe Animate as an effective tool for creating educational multimedia. With this approach, it is expected that the teaching of the human body can become more interesting and accessible to various learner groups. Additionally, the findings of this research may pave the way for the development of interactive multimedia based on Adobe Animate in the context of science education.

Sari Dafia; Vika Martahayu; M Iqbal Arosyad

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The aim of this study is to improve students' academic achievement through the use of map media in Social Science subjects. The research method used is qualitative, with a sample of 21 fifth-grade students from Sekolah Dasar Negeri 9 Merawang. This study was conducted in two cycles, with each cycle consisting of planning, implementation, observation, and reflection stages. In the first cycle, conducted over two meetings, the number of students who achieved the target mastery criteria was below 85 percent. Based on the results of this learning process, the researcher caried out the second cycle over two meetings, which showed an improvement in learning outcomes and an increase in the number of students achieving mastery. The number of students who achieved mastery in the Social Science subject was 19 out of 21 students. This indicates that the implementation of interactive learning model using map media can improve student learning outcomes, aligning with the motivation of students and teachers to encourage the achievement of mastery in the class.

Nining Tunggal Sri Sunarti; Retno Heru Setyorini; Fitriani Mediastuti

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

The growth and development of toddlers are crucial in determining the welfare of a nation, as this period serves as the foundation for a healthy and productive future generation. Nutritional deficiencies in the early years of life can lead to stunting, which not only hinders a child's physical growth but also negatively impacts their learning abilities and immune system in the future. Addressing nutritional issues is essential by increasing mothers' knowledge. This activity aims to evaluate the effectiveness of nutrition education on balanced nutrition in preventing malnutrition in children at Posyandu Ngireng-ngireng, Kalurahan Panggungharjo. The education program was conducted using a lecture and Q&A method, supported by PowerPoint presentations displayed via LCD. The pre-test and post-test results showed a significant increase in participants' knowledge, with the average score rising from 54.38 to 71.56. These results indicate that the lecture method, supported by visual media and interactive Q&A sessions, effectively enhances mothers' understanding of the importance of balanced nutrition. Therefore, this approach can be adopted in other health education programs to improve community knowledge about nutrition and child health