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Agus Darmawan; Syamsiah Syamsiah; Halimatus’sadiah; Julizal Julizal

Jurnal Pengabdian Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Digitalization in education has encouraged the need to develop interactive and interesting learning media to increase student interest and understanding. Teaching staff at D-LLA Course, a tutoring institution, needs skills in using technology, one of which is making interactive videos. This article discusses the results of a training program held to improve teacher competency in using the Powtoon application to create interactive video learning materials. Through introductory methods, tutorials, direct practice and evaluation, this activity succeeded in improving teachers' skills in compiling digital learning content. Based on evaluations and feedback from participants, the majority felt that this interactive video learning method was more interesting for students and more effective in explaining the material. It is hoped that the results of this training can be implemented on an ongoing basis in the D-LLA Course to improve the quality of learning.

Agus Darmawan; Syamsiah Syamsiah; Halimatus’sadiah; Julizal Julizal

Jurnal Pengabdian Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Digitalization in education has encouraged the need to develop interactive and interesting learning media to increase student interest and understanding. Teaching staff at D-LLA Course, a tutoring institution, needs skills in using technology, one of which is making interactive videos. This article discusses the results of a training program held to improve teacher competency in using the Powtoon application to create interactive video learning materials. Through introductory methods, tutorials, direct practice and evaluation, this activity succeeded in improving teachers' skills in compiling digital learning content. Based on evaluations and feedback from participants, the majority felt that this interactive video learning method was more interesting for students and more effective in explaining the material. It is hoped that the results of this training can be implemented on an ongoing basis in the D-LLA Course to improve the quality of learning.

Totok Suhadak; Andri Kiawan; Abdul Alimun Utama; Sri Wahyu Hidayati

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

This study aims to examine the contribution of historical science in the effort to revitalize museums as educational institutions and preserve cultural heritage. Museums, as public spaces that store and exhibit historical collections, have an important role in facilitating public understanding of the nation's history. However, in the context of the development of the times and changes in public preferences, museums often face challenges in attracting visitors. The contribution of historical science in museum revitalization includes a more interactive approach, technology integration, and storytelling based on in-depth historical research. Thus, historical science not only functions as a source of information, but also as a basis for creating educational experiences that can connect the current generation with relevant historical values. This study suggests various revitalization strategies that can be applied to increase the attractiveness and function of museums as centers for learning and preserving culture, as well as strengthening historical awareness.

Amanda Ayu Novitasari; Ito Setiawan; Mauly Chandra Gumilang; Zanela Anania Syafikah; Zuhriyatul Lubna

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

In the digital era, the utilization of information technology has become a primary need to support various aspects of education. One of the innovations implemented in educational institutions is the use of e-learning platforms, which allow learners to study flexibly without being hindered by distance and time. Universitas Amikom Purwokerto has developed the E-Learning Support System (ELLS) website as an online learning tool accessible by students and lecturers. This study aims to analyze the service management of ELLS using the ITIL V3 framework, which provides a structured guide in managing and optimizing services to better meet user needs in a sustainable manner. The methodology used includes observation, interviews, and surveys distributed to service users. The results show that the implementation of ITIL V3 can improve service effectiveness, reduce the risk of disruptions, and provide a positive experience for users. This research is expected to provide recommendations for improving e-learning service management at Universitas Amikom Purwokerto and serve as a reference for other educational institutions looking to enhance the quality of their services.

Luis A. Herrera; Rosa M. Rodríguez; Carlos R. Lopez

International Journal of Mathematics and Science Education 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study examines the role of digital simulations in improving university students' understanding of complex physics concepts. Utilizing an experimental design, the research assessed students' conceptual grasp before and after the use of digital simulations in instructional sessions. Results indicated a significant improvement in students' understanding and retention of physics concepts, particularly in areas such as electromagnetism and quantum mechanics. The findings support digital simulation as an effective tool for enhancing conceptual learning in science education.

Brave A. Sugiarso; Arie S.M. Lumenta; Pingkan A.K. Pratasis

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

The training and mentoring activities for the use of Artificial Intelligence (AI) tools for teachers were chosen with the aim of enhancing or improving teachers’ understanding and ability to implement AI technology in the educational environment. Initial interviews revealed a lack of knowledge and skills among teachers in utilizing AI tools, which affects the quality and effectiveness of learning. The methods applied in this community service include counseling and training, preceded by surveys and interviews. Teachers were given intensive training that included an overview of AI and how to apply AI tools in the teaching and learning process. Additionally, there was an implementation phase that required teachers to design and implement simple AI-based learning applications as supporting media. The AI tools used included Gamma, IlovePDF, chatPDF, and ChatGPT. The results showed significant improvements in teachers’ understanding and skills in using AI tools. Teachers were able to create AI-based learning applications aimed at enhancing interaction between teachers and students. Furthermore, teachers could reduce administrative workload and optimize resources. Thus, the use of AI can have a positive effect on the quality of learning. The implementation of AI also facilitates teachers’ work in managing administration, such as handling attendance, assessments, and lesson planning.  

Jovita Nabilah Azizi; Ester Olivia Silalahi; Rafli Damara; Muhammad Farhan Fahrezy; Fikri Saputra +2 more

International Journal of Multilingual Education and Applied Linguistics 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research focuses on the use of hand tracking technology in a drawing program based on the MediaPipe framework. The aim of this study is to develop a digital drawing system that can track hand movements in real-time without additional input devices like a mouse or stylus. This technology utilizes computer vision algorithms to detect and track the user's hand movements, which are then translated into strokes on the screen. The study employs a descriptive-qualitative method with a software experimentation approach. The results show that the system has a high level of accuracy and is responsive to hand movements, providing a more natural and intuitive user experience. The implications of this research are significant in supporting technology-based educational and creative applications.

Dara Sovann; Sopheap Chan; Makara Lay

International Journal of Educational Technology and Society 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study investigates the impact of virtual reality (VR) tools in enhancing student engagement and learning outcomes in STEM (Science, Technology, Engineering, and Mathematics) education. By analyzing experimental data from VR-based STEM lessons across multiple schools, the research highlights how immersive experiences can help students understand complex concepts, increase motivation, and improve retention. The findings emphasize the potential of VR to transform traditional STEM education by providing interactive and engaging learning environments.

Emiliani Hoi Muda; Angela Dewi Sartiani Rua; Donna Isra Silaban; P. Hendrikus Saku Bouk

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

The advancement of technology today has made digital media a necessity that often leads to dependency, especially among teenagers. Junior high school students need guidance in using technology so they can access social media wisely, in order to develop a positive character. KKN-T students from UNWIRA Kupang conducted community service through observation and visits to SMPN 2 Nagawutung, which revealed that many students are using their mobile phones inappropriately, resulting in a decline in interest and talent. The methodology of the service includes mentoring, training, and socialization to educate students about the proper use of digital media. Although social media offers many benefits, such as access to vast information and educational resources, misuse can have negative consequences, including addiction and the spread of hoaxes. Therefore, education, socialization, and assistance in the use of digital media are very important for the development of children.

Karsa Krisman Gulo; Noverlina Zendrato; Ferdi Eka Darma; Semuel Linggi Topayung

Damai : Jurnal Pendidikan Agama Kristen dan Filsafat 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Cultural shifts driven by digital technology have significantly influenced educational processes, including Christian education. First, children in the digital era are exposed to various religious perspectives through digital media, which can affect the formation of their religious identity. Second, the role of Christian education in shaping religious identity has become increasingly complex amid the pluralistic and sometimes contradictory flow of information. This study aims to explore the impact of Christian education on the formation of children's religious identity in the digital era, as well as to identify the emerging challenges and opportunities. Employing a qualitative research method based on case studies and digital media content analysis, this research offers a novel perspective on the effectiveness of Christian educational approaches in the modern context. The findings indicate that Christian education still holds a strong potential in shaping religious identity, but it requires adaptive educational strategies that are more relevant to digital dynamics. The holistic conclusion emphasizes the importance of integrating technology in Christian education to strengthen children's religious identity in the digital era.

Chiara Meliani; Syifa Qonita Khairunnisa; Kowiyah Kowiyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This research aims to analyze the comparison of using contextual learning media (concrete) involving technology in improving the mathematics learning outcomes of first-grade elementary school students.  The research method used is a qualitative method with a descriptive approach.  Data collection was conducted through observation, interviews, and documentation to understand students' interactions with creative learning media and its impact on their understanding of basic mathematical concepts.  The results of this study indicate that the use of learning media, both contextual (concrete) and involving technology, such as visual aids and educational games, can increase students' interest in learning, help them understand the material more easily, and have a positive impact on their mathematics learning outcomes.  It is hoped that the use of innovative and creative learning media can continue to be applied in mathematics education to support the cognitive development and interest of students in mathematics from an early age.  However, the use of concrete learning media involving counting boards and jumping frogs is hindered by time efficiency.

M. Alexander Zulfikar; Afif Rizkyan Syah; Zayyan Cahya Ramadhan; Ruth Natalia Susanti

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

The low level of literacy in the digital era is one of the main challenges facing Indonesia including in Dersalam Village, Kudus Regency, Central Java. Digital literacy, containing the ability to access, manage, and evaluate sources of information is essential for boosting productivity in people’s lives. PPK Ormawa program from Universitas Muria Kudus took place in Dersalam Village aiming to improve digital literacy among the community by establishing five Reading Corners, Technology Reading Corner is one of it. This program is implemented within three stages: observation, setting up the spot, and conducting educational activities from August to November 2024. At the Technology Reading Corner, People are trained to use Microsoft Office, and are introduced to future technologies such as Artificial Intelligence (AI). The results indicate an increase in the community’s learning interest and digital skills, particularly in operating technological devices to support their daily activities and even their entrepreneurship. Through this initiative, there is a strong hope that Dersalam can become one of a smart village, more adaptive to technological advancements, by enhancing the digital literacy of their people as a first step toward sustainable social transformation.

Viki Ardiansyah; Muhammad Farras Qoid Mufadhol; Kowiyah Kowiyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Geoboard digital as an interactive educational tool to impart the principles of geometry in elementary school mathematics education. The primary objective of this study is to assess the efficacy of integrating geoboardDigital as an interactive learning medium for teaching geometry concepts in elementary school, while also evaluating the impact of its usage on students' comprehension and visualization skills in geometry. Additionally, it aims to compare the effectiveness of geoboardDigital with traditional methodologies in geometry education, as well as assess student response and engagement levels when utilizing geoboardDigital. Employing a qualitative descriptive approach, this research delves into how the integration of technology such as geoboardDigital enhances understanding and student engagement in geometry education. Data collection is carried out through observation, interviews, and field notes, with data triangulation methods utilized for analysis. The findings of this study demonstrate that the application of geoboardDigital effectively enhances students' visualization and comprehension of geometric concepts through its interactive functionalities. Interview results indicate that students find geoboardDigital to be easily accessible and engaging, particularly in creating geometric shapes using pins and virtual ribbons.

Ranti Eka Putri; Virdyra Tasril; Ayu Nadia Lestari

The International Conference on Education, Social Sciences and Technology 2024 International Forum of Researchers and Lecturers

This study aims to design a guidance and counseling system specifically for SMA Negeri 1 Binjai as an extension of a previous study conducted in 2023. The system is developed to enhance the efficiency and effectiveness of counseling services by facilitating better communication between students and guidance counselors. The design process utilizes Unified Modeling Language (UML), a standardized method that enables structured visual design and documentation of software systems. UML is applied through various diagrams, such as use case, and class diagrams, to ensure that the system's requirements and workflows are clearly visualized. The system design has been confirmed by the school as the end user, ensuring alignment with the specific needs of SMA Negeri 1 Binjai. With this design, it is expected that guidance and counseling services will become more responsive and supportive of students' needs in the educational environment. This research offers a practical contribution to the development of a technology-based guidance and counseling system that is relevant and can be widely applied in other high schools.

Fadilah Musafiroh; El Syafangatun Aulia Difa; Iis Sahita; Farah Setyaningsih

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

The rapid development of information technology has encouraged various organizations, including educational institutions, to utilize technology to support their operational activities. One form of information technology utilization in the academic field is the implementation of a web-based library information system. The Amikom Purwokerto library website faces several challenges in its use. One of the main problems encountered is the low level of user access, which is due to the users' limited understanding of the library website's usefulness and a lack of effective information regarding the available features. This situation creates a gap between user needs and the services provided, preventing the library from delivering optimal service. Therefore, strategic information system planning is needed by using the Ward and Peppard method and conducting an analysis using SWOT and Value Chain.

M Arief Rahman; Amir Yusuf Arbain; Ade Dwi Prayoga

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

The PC FEST 2024 Campus Website Competition successfully combined competitive and educational elements in order to enhance students' skills and creativity in web design and development. With wide participation from various universities in Indonesia, this competition highlighted the importance of responsive, informative, and interactive websites as digital representations of educational institutions. Through a series of intensive workshops, seminars, and mentoring sessions, participants were trained in the technical and aesthetic aspects of website creation, including coding, SEO, and multimedia integration. The competition focused on the practical application of the theory learned, with teams competing to create websites that were not only visually appealing but also functional and user-friendly. Evaluations from judges who are experts in the fields of information technology and web design provided valuable feedback for participants, allowing them to hone and refine their work further. The results of the competition showed significant progress in participants' skills and opened new insights into the potential use of digital technology in education. The competition not only showcased students' creativity and innovation, but also encouraged continued growth and development in the field of educational technology.

Cipto Kurniawan; Tata Sutabri

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research aims to explore the application of metaverse technology at MAN Insan Cendekia OKI through a qualitative approach. In an educational context, the metaverse offers an immersive and interactive learning space, allowing students to interact in a virtual environment. Through in-depth interviews and observations, this research identifies the challenges and opportunities faced in the integration of this technology. The findings show that despite barriers in infrastructure and technological understanding, implementing metaverses can increase student engagement and create more engaging learning experiences. Recommendations are provided to improve technical support and training for educators in implementing the metaverse effectively.

Siti Fatikhatus Sya’adah

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

Educational institutions currently need to be managed competently and deserve attention in today's era. Because, school competition is getting tighter. to influence the decisions of parents and prospective students in accepting new students. Schools need to have the right promotional strategy. Because the more competitive schools are, the more schools must have good and innovative promotional strategies to attract consumer interest. In an era that relies on technology and the target market that currently understands technology, educational institutions are required to adapt to technological developments, one of which is through the implementation of digital marketing-based promotional strategies. Schools can promote through Digital Marketing by using the school website or utilizing social media sites such as Facebook, Instagram, Twitter, TikTok, YouTube, and Whatsapp. The purpose of this study is to examine how digital marketing-based promotional strategies can help schools increase the interest of prospective new students. This study uses a literature study method based on various sources in the form of reference books, research results, or scientific journals. Thus, the use of the right promotional strategy, especially in using school digital marketing, can reach a wider community, school information becomes easily accessible anytime and anywhere, and this school's promotional activities will certainly be more effective and efficient.

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.