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Hasrini Hasrini; Dewi Sartika; Suciyati Sundu; Zahrawi Astrie Ahkam; Amirah Maritsa

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Background: Children who experience dental and oral health problems can experience a decline in quality. At the age of elementary school children, it is necessary for business actors to maintain dental and oral health regularly, both in counseling, examinations and dental and oral health care, by parents, schools and related government agencies. Elementary school age is the ideal time to train children's motor skills, including brushing their teeth. In addition, school age has shown learning sensitivity according to children's curiosity. Objective: To provide dental and oral health education through interactive learning media to students of SDN Inpres Tamamaung 4, Makassar City in 2022. Method: This community service is carried out by providing counseling, using media, namely back and forth worksheets, animated films, and puzzle games that aim to create two-way communication and make students active. Respondents in this community service were 3rd grade students of SDN Inpres Tamamaung 4, Makassar City in 2022. Results: There were 5 respondents (25%) with a good level of knowledge before being given facilities increasing to 14 (70%), there were 5 respondents (25%) with a sufficient level of knowledge before being given facilities decreasing to 4 (20%), and there were 10 respondents (50%) with a level of knowledge before being given facilities decreasing to 2 respondents (10%). Conclusion: Community service activities with the theme "Dental and Oral Health Education Through Interactive-Based Learning Media for Students of SDN Inpres Tamamaung 4, Makassar City in 2022" have been carried out well and received a positive response from the 3rd grade students that we have filtered through screening. It was found that many students have dental and oral problems such as cavities and their lack of knowledge about how to maintain dental and oral health is due to the lack of health socialization held by the school and local health centers.

Sahrul Mubarok; Asep Purwo Yudi Utomo; Mu’allimatin Najihah; Alfiyani Nur Safitri; Ngabiyanto Ngabiyanto +2 more

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

One of the most important things in the teaching and learning process is learning that is creative and fun because it can help students to succeed in learning. For a teacher, mastery and knowledge in utilizing technology is a competency that must be mastered in order to support the improvement of the learning process and the delivery of material to students. Facts on the ground show that Indonesian language teachers still use conventional learning method as well as the use of technology which is limited to using LCD media and laptops to convey material and give assignments. In addition, smartphones have not been used optimally as learning media. The purpose of this study was to determine students' perceptions of the use of Kahoot-based interactive learning media on learning outcomes. This research was total sampling basis are all number of the population are used as samples.  The samples of this research involves 30 people. Data collection used in this research is questionnaire. This study used a quantitative approach and data were analyzed using an independent sample t-test to determine the level of Kahoot application as an interactive learning media for Indonesian subjects in descriptive text material. The results showed that students tended to have very good perceptions of 46.67% regarding the use of Kahoot media in learning Indonesian. The benefit of this research is to provide additional knowledge and information to teachers, especially Indonesian language educators, in the use of Kahoot-based interactive learning media.

Rochimmatussa’adah; Rifana Yuniartanti; Neni Widyawati; Fahrizal Lalang Sitoro; Asep Purwo Utomo +2 more

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

Along with the times, the use of interactive learning media technology is needed to increase learning motivation. Students will be more interested in the new learning process. This is shown through the active involvement of students in the learning process. This study aims to describe the implementation of Canva media in learning Indonesian personal and official letter texts to Students of SMPN 34 Semarang. The research method used is descriptive qualitative research method. Qualitative descriptive method is a method whose research data is in the form of descriptive notes. The data collection technique in this study is through a questionnaire. Data were analyzed by means of data reduction and drawing conclusions. The results showed that the implementation of Canva media in learning Indonesian personal and official letter texts to SMPN 34 Semarang students could be concluded that students' learning motivation increased after using Canva learning media. There were 26 students with a percentage of 85% who said Canva's learning media was very useful and 4 students with a percentage of 15% said it was useful. So it can be concluded that the use of Canva media is very useful in increasing learning motivation in achieving the learning objectives of Indonesian personal and official letter texts. This is shown through students being actively involved and cooperative in the learning process. In addition, students are able to produce written products in the form of personal and official letters through Canva media.

Gretta Misselya Nora; Desi Eka Pratiwi; Herlia Nimas Ayu Hastungkoro

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

This research aims to improve the learning outcomes of grade 1 students at SDN Putat Jaya IV-380 Surabaya on addition material through the use of interactive PPT media with a Culturally Responsive Teaching (CRT) approach. This research is Classroom Action Research (PTK) with 28 students as subjects. The data collection techniques used are observation and tests. In cycle I, teacher teaching activities and student learning were in the sufficient category, respectively with a percentage of 71.43% and 68.18%, and the completeness of student learning outcomes was 68.18% (poor category). In cycle II, teacher teaching activities and student learning increased to 94.64% and 95.45% (very good category), and the average student learning outcomes increased to 89% (very good category). The research results show that the application of interactive PPT media through the CRT approach can improve the learning outcomes of grade 1 students on addition material.  

Indah Fitrianingrum; Tri Wahyuni; Hesti Ambarwati; Asep Purwo Yudi Utomo; Eva Wulandari +2 more

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

Learning is an activity that results in a change from those who do not know to know, from those who are unable to become capable. While learning refers to two concepts, namely learning and teaching. When the learning process takes place there will definitely be students who are not interested in the learning material delivered by the teacher. To overcome this, teachers must make innovations and updates in learning so that students can get motivation to learn and a pleasant learning atmosphere so that it is easier to accept material. Technology in the world of education is a learning system that supports learning so that learning becomes fun and achieves the desired results. Many learning platforms on the internet can be accessed for free, one of which is Quizziz. Quizizz is a platform for creating an interactive quiz game that can be used in class or outside the classroom in the form of homework. The method used in this research is descriptive qualitative with class VIII B students at SMPN 2 Semarang as the subject. Data collection techniques used are observation and documentation. The data analysis technique that the researcher used included three stages, namely data reduction, data presentation, and concluding data. The results that the researchers got from the application of Quizziz as an explanatory text assessment tool for class VIII B students at SMPN 2 Semarang. interactive quiz media on explanatory text material at SMPN 2 Semarang shows that the use of the Quizziz application is beneficial for teachers and students even though there are still drawbacks.    

Fiqri Haidar Ramzy; Bachtiar Bachtiar; Firman Maulana

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

National education aims to develop the potential of students to become individuals who are faithful, devout, have noble character, knowledge and creativity. In this digital era, teachers are required to be innovative, especially in utilizing learning media such as e-modules. At SMP Negeri 6 Sukabumi City, it was found that students had difficulty learning football material and needed additional interactive learning resources, such as flipbook-based e-modules. This research aims to develop, test the validity and measure the practicality of a soccer e-module, as well as observe its impact on student learning motivation. The method used is Research and Development (R&D) with the ADDIE model, which includes the Analyze, Design, Develop, Implement and Evaluate stages. The research was conducted at SMP Negeri 6 Sukabumi City involving 35 class IX students. Data was collected through observation, interviews, questionnaires and documentation. The research results show that the football e-module developed has been assessed as very valid with a percentage of 85% from material experts, 85% from learning experts, and 82.5% from media experts. This e-module is also practical to use in learning, with an increase in practicality from 71% in the first meeting to 80% in the second meeting. This flipbook e-module has proven to be effective in supporting PJOK learning, especially regarding soccer material.

Dewi Susanti Hulu; Agusta Pratama Wibawa

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.

Anindya Oktaviona Ervinawati; Astri Widyaruli Anggareni

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

One of the learning activities that can improve the quality of student learning is to provide a variety of teaching methods and learning media that can engage students' enthusiasm during the learning process. Based on the results of reading literacy tests, Indonesia has not yet reached the standard score of 493 set by the OECD. Literacy is very important for daily life, therefore the Ministry of Education in Indonesia provides opportunities for students to develop their creativity in improving literacy, numeracy, and the quality of learning in schools. Students assist educators in varying teaching methods or media to make learning active, interactive, and enjoyable. One enjoyable learning media is utilizing technology, such as the Let's Read digital library. This research uses a qualitative research method with a case study research design, and the techniques used in this research include observation, practice, and direct documentation in teaching activities in the classroom using the Let's Read media.

Syahputra, Edy; Hutasuhut, Saidun; Hasyim

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

This article is based on the lack of learning outcomes, internal control, and the use of interactive media. The purpose of this study is to understand the worthiness and effectiveness of the Android-based Google Site interactive learning media, as well as the interaction of locus of control with the Android-based Google Site interactive learning media on student learning outcomes. This thesis is a development using the Four-D model. The information collection instrument uses expert validation questionnaires, teacher, and student feedback. The research population was class XI students. The results reveal that the interactive learning media Google Site based on Android is worth using. based on the validation of material experts at 46.20 in the very valid group, media experts at 4.60 in the very valid group, teaching material design experts at 4.63 in the very feasible category, and learning design experts at 4.72 in the very feasible category. The economics teacher's assessment was 4.76 in the very decent category, the results of the individual trial were 4.67 in the very decent category, the small group test was 4.79 in the very decent category, and the field trial was 4.72 in the very decent category. The Android-based Google Site interactive teaching media is effectively used in improving learning outcomes in line with the t-test results, where the 2-tailed sig value is 0.000<0.05. Based on the two-way ANOVA test, there is no locus of control interaction on the Google Site interactive learning media, namely the 2-tailed sig value is 0.001<0.05. In conclusion, there is an interaction between locus of control and learning media on student learning outcomes. This research implies that schools can use the Android-based interactive learning media Google Site "Melani Si Andro" which was developed as a student learning facility to develop learning outcomes.

Sugianti Sugianti; Arin Yuli Astuti; Rifqi Rahmatika Az-Zahra

Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Teknik Indonesia

The influence of early mathematics learning and learning motivation on student learning outcomes is very significant [1]. Students' numeracy literacy skills need to be supported by the ability to learn mathematics as early as possible. Advanced mathematics learning needs to be supported by good arithmetic skills. Every learning process is expected to produce good learning outcomes. Conventional mathematics learning is difficult for low-level students to understand. Guidebooks that are in accordance with the learning curriculum tend to present mathematical concepts that are textual. In order for mathematics learning to be more interesting for students, it is necessary to develop learning media that are easily accessible to students and educators. One application that can be used is interactive Powerpoint [2]. In this community service, a learning media about arithmetic was developed that underlies every logic of calculation in advanced mathematics. Assistance was given to students in grade III of elementary school, with the pretest method, presentation of material using interactive Powerpoint media, and posttest. The validation test of the learning media was carried out by educators by providing an average test result of 84.36%. The results of this community service state that arithmetic learning media using interactive Powerpoint can be used in grade III of elementary school.

Rara Cantika; Agariadne Dwinggo Samala; Dedy Irfan; Ika Parma Dewi

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

The aim of this research is to produce learning media mobile interactive on the Basics of Electronics Engineering subject which is valid and practical for class X students at SMK Negeri 2 Solok. The method used in this research is method Research and Development (R&D) with a 4D development model consisting of 4 stages, namely Define (Definition), Design (Planning), Develop (Development), and Disseminate (Dissemination). This research uses an instrument in the form of a questionnaire. This questionnaire will be filled out by material experts and media experts in the validity test and filled in by students in the practicality test. Based on data acquisition and processing, this research obtained the following results. First, the results of material validation by material experts are in the "Valid" category with a total validity value by the three material validators of 0.967 and the results of media validation by media experts are in the "Valid" category with a total validity value by the three media validators of 0.967. Second, at the practicality test stage by students involving 15 students obtained a practicality percentage of 95.67% which was categorized as "Very Practical". Based on the results of this research, it can be concluded that interactive mobile learning media using Smart App Creator is suitable for use as interactive learning media in learning because it has been proven to be valid and practical.

Roidatus Shofiyah; Siti Nurul Fatimah Tarimana

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

This article discusses the English language learning development program at Madrasah Jamiyatut Tholibin, Soket Dajah Village, Bangkalan, Madura. This program was motivated by the low English language skills of students in the area, which were caused by limited educational facilities, lack of teaching resources, and ineffective teaching methods. This program aims to improve students' English skills through a more interactive and contextual approach, which is relevant to their daily lives. In addition, this program also involves training for teachers to improve their competence in teaching English, including the use of media and technology as learning aids. The results of this program showed a significant increase in students' English skills, both in terms of comprehension and communication skills. In addition, this program also succeeded in increasing students' learning motivation and developing teachers' capacity in teaching English. Thus, this program is expected to be a model for the development of English language learning in other rural areas in Indonesia.

Valentina ‘Ainur Rofiqoh; Dina Kartikawati

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

Teaching writing is not easy. Teacher needs to think the appropriate and effective medium that will be able to attract the students’ interest. Due to this case, an animated video was chosen as a medium to facilitate students' learning process to be more interactive and attract students' interest for composing, particularly to write Descriptive Texts. The research explored the use animated videos to teach descriptive text in grade seventh academic year 2023/2024 at MTsN 6 Tulungagung. The type of experiment utilized is a Quantitative with Pre-Experiment Designs. The sample consisted of 31 students as control group. There are three steps conducting this research: pre-test, treatment, and post-test. The expert formed the validation of the questions. Based of the data analysis results, the pre-experimental class’s mean scores 76.35 and 86.32 in the post-test. Researchers found that the score of Sig. (2-Tailed) is 0.001 less than 0.05, therefore H0 is denied by acceptance of Ha. So in this case it was concluded that the differences in the analysis of the mean between the results of the pre and post-test meant that there were effects of using the animated video as the medium of learning in writing Descriptive Text in class VII in the 2023/2024 school year at MTsN 6 Tulungagung.

Valentina ‘Ainur Rofiqoh; Dina Kartikawati

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

Teaching writing is not easy. Teacher needs to think the appropriate and effective medium that will be able to attract the students’ interest. Due to this case, an animated video was chosen as a medium to facilitate students' learning process to be more interactive and attract students' interest for composing, particularly to write Descriptive Texts. The research explored the use animated videos to teach descriptive text in grade seventh academic year 2023/2024 at MTsN 6 Tulungagung. The type of experiment utilized is a Quantitative with Pre-Experiment Designs. The sample consisted of 31 students as control group. There are three steps conducting this research: pre-test, treatment, and post-test. The expert formed the validation of the questions. Based of the data analysis results, the pre-experimental class’s mean scores 76.35 and 86.32 in the post-test. Researchers found that the score of Sig. (2-Tailed) is 0.001 less than 0.05, therefore H0 is denied by acceptance of Ha. So in this case it was concluded that the differences in the analysis of the mean between the results of the pre and post-test meant that there were effects of using the animated video as the medium of learning in writing Descriptive Text in class VII in the 2023/2024 school year at MTsN 6 Tulungagung.

Iis Siti Salamah Azzahra

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of Information Technology, Industrial Revolution 4.0, and the impact of the Covid-19 Pandemic have changed students' behavior and learning styles, making them more accustomed to using technological devices. However, their interaction with the physical environment is reduced, hindering their ability to predict and observe. Therefore, media is needed that encourages students' viewing abilities while maintaining interaction with the objects being studied. This research aims to provide an overview of an alternative microsite-based QRcode interactive digital learning media designed with procedures for its application in the language learning process, especially in audience language skills. The research method used in this paper is literature study and also uses quantitative descriptive methods. The research results show that currently an alternative media is needed to help improve language skills, especially viewers. In response to this need, this paper was written to provide an overview of the design of an interactive application to help increase viewing of elementary school students using QRcode and microsites. With this interactive media, it is hoped that students will become more interested and improve their viewing abilities.

Paputungan , Moh. Zulkifli; N. Hula, Ibnu Rawandhy; Mariana, Ana

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

This study aims to decipher the results of validation tests and find out the user's response to the development of Android-based learning media using the Smart Apps Creator (SAC) application. This study uses mixed methods (quantitative and qualitative). Data collection uses questionnaires and documents. Quantitative analysis techniques were carried out on validation results using numbers, scales, or percentages, while qualitative analysis was carried out on the results of (1) individual trials, (2) small groups and (3) large groups.  The population of this study is 30 grade VII students, while the sample is determined using non-probability sampling which aims to make all populations as samples. The results of the study show that: (1) the results of the validation of media experts obtained a percentage of 95% (very feasible) and material experts 94% (very feasible).  (2) the results of user trials on the development of Android-based Arabic learning media products received an average score for individual trials of 80% with categories (good), small group trials of 85% with categories (very good) and large group trials of 95% with categories (very good).

M. Fani Burhan Firmansyah; Ardila Tiwi Puspita Sari; Nazala Syifaus Shudur; Aang Kunapei

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2024 STIKes Ibnu Sina Ajibarang

This research discusses the role of social media in increasing motivation to learn Islamic religious education. This research aims to examine the role of social media in increasing motivation to learn Islamic Religious Education among students. This research uses qualitative methods with literature studies. The research results show that social media has a significant influence in increasing motivation to learn Islamic Religious Education. Through platforms such as Facebook, Instagram, and YouTube, students have easy access to various educational content, discussions, and communities that strengthen their understanding and interest in Islamic Religious Education material. Apart from that, social media also provides opportunities for teachers to deliver material creatively and interactively, facilitating more interesting and inspiring learning. However, there are challenges such as the risk of invalid information and excessive use of social media. Therefore, a wise approach is needed in using social media to increase motivation to learn Islamic Religious Education, by strengthening education about social media criticism. It is hoped that this research can provide useful insights for the development of effective educational strategies in the context of using social media to increase learning motivation for Islamic Religious Education.    

Adinda Putri Nazli; Risnovita Sari

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

The purpose of this research is to create learning media with the help of MtestM application about German language students' knowledge of listening skill A1 topic "Kennenlernen (sich vorstellen)". This research was conducted at the Language Laboratory of the Faculty of Languages and Arts, State University of Medan. This research uses Richey and Klein's model which consists of three stages, namely (1) research, (2) development, (3) evaluation. The data of this research are words, texts, sentences about "Kennenlernen" from the book Netzwerk Deutsch als Fremdsprache A1 Kursbuch by Stefanie Dengler, Paul Rusch, Helen Schmitz and Tanja Sieber pages 8-17. This interactive quiz is interesting and varied. The results of this study are German learning media and interactive quizzes for mastering the A1 listening skill 'Introducing oneself' with the help of MtestM.

Wulan Cahyaningrum; Sri Widiyanti; Lilik Sugiarto

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

Javanese language is local content for levels from elementary to high school, the aim of learning Javanese is an effort to preserve Javanese culture. Therefore, to achieve these learning objectives, interactive learning media is needed according to students' needs. The researcher developed material introducing Javanese script, using animation media which was created with the aim of achieving the expected goals in the learning process. The results of this research are audio and video based which students can use in learning media. With this media, students can easily learn about the Javanese script presented by the teacher, this speeds up understanding of the material presented by the teacher.  

Khalimatus Sya’diah; Mukhammad Hendry Ansyah; Naila Adinda Habibah; Nafisa Putri Aji; Siti Masfuah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The aim of this research is to find out the results of the development of interactive media diorama metamorfosis against the learning results of IPAS. This research uses quantitative methods with the research method is quantitatively descriptive. The data gathering techniques used in this study include observations, interviews, and lifting. Subjects in this study are 2 teachers and 5 students of SD 2 Jurang. The analysis technique is quantitative descriptive analysis with the help of Ms. Excle data processing software. The research data obtained was carried out V Aiken test. Based on the above data, it can be known that the results of the validation test of teaching materials and media Diorama Metamorfosis carried out by the teacher as a validator obtained an average score of ≤ 0,82, which means that the data received can be said to be very valid, effective, and worthy to be a support for learning. Meanwhile, the results of the validation test conducted by 5 students obtained the same score that is about ≤ 0.88 so that it can be concluded that the results show very valid and effective data, so that can be used in the student learning process.