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Citra Ratih Prameswari; Imsakul Rahma Fitri

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The rapid advancement of technology is evidenced by numerous innovations that simplify human tasks, particularly in the agricultural sector. Various farming methods are offered to produce fruits and vegetables without using chemical pesticides. Hydroponic techniques have been implemented to maximize crop yields without the use of chemicals in the plant care process. The community in Barean Village, Ploso, Pacitan Regency still relies on conventional farming methods. Conventional farming methods, apart from requiring large areas, also have adverse environmental and health impacts due to the use of chemical pesticides. Farmer have to spend quite a lot of capital to provide large amounts of fertiliser to treat the plants in their fields. The results obtained from conventional farming methods are not worth the capital spent. Hydroponic farming metode is an agricultural method that uses water as a growing medium. This method is recognised as an environmentally friendly method, as it uses water and nutrient solutions as a substitute for nutrients found in soil. Autor introduces hydroponic cultivation methods to the public through a digital platform. People from all walks of life can learn farming techniques using the hydroponic method, as it is more visually appealing, and can be operated interactively. Hydroponic techniques can be effectively learned through this 2D interactive media, which provides comprehensive knowledge about the hydroponic method, equipment, materials, and proper cultivation methods. The final section of this interactive media features a simple quiz to assess knowledge for novice farmers. The design of 2D Interactive Based Hydroponic Farming Learning Media is expected to be an attraction for the community in the field of agriculture. The development of this 2D Interactive Hydroponic Farming Educational Media is intended to serve as a solution for hydroponic cultivation education, thereby maximizing agricultural productivity.

Adrias Adrias; Anihsa Anihsa; Citra Amelia; Salmaini Safitri Syam

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 International Forum of Researchers and Lecturers

This research discusses interesting Natural Sciences (IPA) learning strategies for elementary school students in the digital era. With the development of technology, the use of digital media such as animated videos, learning applications, and 3D simulations has become an effective solution in improving students' understanding of science concepts. The research method used is a literature study by analyzing various literature related to the application of technology in science learning. The results of the study show that the integration of digital media can increase students' learning motivation as well as learning effectiveness. However, challenges such as limited infrastructure and teacher readiness are still obstacles in its implementation. Therefore, training for educators and facility support is needed so that the use of digital technology in science learning can run optimally.

Cindy Marsya Putri; Adrias Adrias; Salmaini Syafitri Syam

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Learning based on Higher Order Thinking Skills (HOTS) is an effective strategy for sharpening children's intelligence in elementary schools. HOTS questions are designed to train students' critical, analytical, and creative thinking skills, enabling them to solve problems independently. This article discusses the basic concepts of HOTS questions, strategies for their implementation in learning, and their benefits in improving children's comprehension quality. Several effective strategies in HOTS-based learning include using challenging questions, problem-based learning, reflective discussions, and utilizing technology and interactive media. Additionally, this article identifies the challenges faced in implementing HOTS in elementary schools and solutions that educators can apply. With proper implementation, HOTS questions can help students develop higher-order thinking skills essential for facing future challenges.    

Cindy Marsya Putri; Adrias Adrias; Salmaini Syafitri Syam

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Learning based on Higher Order Thinking Skills (HOTS) is an effective strategy for sharpening children's intelligence in elementary schools. HOTS questions are designed to train students' critical, analytical, and creative thinking skills, enabling them to solve problems independently. This article discusses the basic concepts of HOTS questions, strategies for their implementation in learning, and their benefits in improving children's comprehension quality. Several effective strategies in HOTS-based learning include using challenging questions, problem-based learning, reflective discussions, and utilizing technology and interactive media. Additionally, this article identifies the challenges faced in implementing HOTS in elementary schools and solutions that educators can apply. With proper implementation, HOTS questions can help students develop higher-order thinking skills essential for facing future challenges.    

Verlia Agustin; Willyansah Willyansah

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This article provides an explanation of how interactive learning can improve students’learning request in class XII SMAN 9 Pekanbaru. Interactive learning in it’s application allows students to participate in learning, actively ask questions, raise students’curiosity and enthusiasm in focusing on learning materials. These things are an indicator that can be seen that with the existence of interactive learning can increase their willingness to learn, student interest in learning. This article presents the implementation of learning by using interactive media properly and correctly, along with examples of interactive learning that can be utilised by teachers in teaching and learning activities. All data obtained in this article is based on the result of observations and interviews conducted at SMAN 9 Pekanbaru. It is hoped that this interactive learning can foster a sense of students interest in learning and also satisfactory cognitive learning outcomes.

Riskiyah Riskiyah; Rodiah Rodiah; Romadlon Khusnul Kirom

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to analyze the influence of the use of interactive learning media on students' learning motivation in the subject of Islamic Cultural History (SKI) in class XI Science Madrasah Aliyah 1 Kampar. The background of this research is based on the low learning motivation of students in SKI learning who still uses conventional methods. The research method used is Classroom Action Research (PTK) with a quantitative and qualitative approach. Data was collected through observation, questionnaires, interviews, and formative tests. The results showed that the use of interactive media increased students' learning motivation by 85%, increased students' active involvement in class discussions, and increased the average score of students from 68 to 82. In addition, this study confirms that the use of interactive media contributes to improving students' conceptual understanding and memory of subject matter. The conclusion of this study is that interactive learning media is an effective method to increase students' learning motivation in SKI subjects.

Sri Atikah; Herawati Bin Sali; Winta Soamole; Paramita Arsyad; Jaswal Fataruba +2 more

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Early marriage remains a significant issue contributing to the high prevalence of stunting in Indonesia, particularly in rural areas. The lack of awareness among adolescents and parents regarding the negative impacts of early marriage and the importance of proper nutrition is a major contributing factor. The PENA EMAS (Early Marriage Prevention for Stunting Elimination Towards Healthy Children) program was implemented in Tanjung Buaya Village as part of the KKN-T Posko 22 UNIMMAN initiative to raise public awareness about the dangers of early marriage and its link to stunting risk. This program utilized three main stages: preparation, implementation, and evaluation. Activities included educational sessions, adolescent health screenings, local vegetable planting initiatives, and interactive media such as podcasts and educational competitions. The evaluation results showed an increase in community awareness of family planning and nutrition fulfillment, with five adolescents identified as having anemia based on hemoglobin (Hb) level tests. The conclusion of this program is that community-based educational interventions with participatory approaches can enhance awareness among adolescents and parents in preventing early marriage and reducing stunting risk. Recommended follow-up actions include regular health check-ups, adolescent mentoring, and the empowerment of Youth Ambassadors for Stunting Prevention to ensure the program’s sustainability.

Aditya Ahmad Fauzi; Fithriawan Nugroho; Wahyu Putra; Yossa Agung Pratama; Andria Rezki +1 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological advancements have significantly impacted education, including more interactive learning methods. Kahoot and Quizizz are two platforms that utilize gamification to enhance student engagement in learning. This study aims to analyze and compare these interactive media in terms of ease of use, student engagement, and effectiveness in providing feedback. Using a qualitative method and a case study approach, data was collected through interviews and observations of teachers and students utilizing both platforms. The study's findings indicate that Kahoot is more effective in boosting student motivation through a competitive system, whereas Quizizz excels in independent learning flexibility and providing more detailed result reports. Therefore, the utilization of these platforms should be adjusted according to the learning objectives to be achieved..

Atikah Asna; Nur Amaliah; Puja Lestari; Zahwa Annadzira

Reflection : Islamic Education Journal 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Technology plays an important role in the education sector, especially in influencing students' learning motivation. This study aims to evaluate the influence of technology on students' learning motivation at various levels of education. The methods applied include literature review and observation of students who utilize technological devices in the learning process. The research findings show that the use of technology, such as learning applications, digital platforms, and interactive media, can increase students' interest and participation in learning activities. However, there are also challenges, such as the possibility of disruption due to the use of technology that is not managed properly. Therefore, careful management is needed in technology integration to ensure a positive impact on students' learning motivation.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.

Haqiqi, M. Wildan; Sari, Zihan Novita

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

Based on the results of the needs analysis of PJOK teachers in class IV SDN Kanigoro 04, teachers use LKS learning media or manual teaching books. LKS or manual textbooks are less interesting because the LKS used is not colorful so the teacher feels that the current media is not enough to support interactive learning. The difficulty that teachers face when making interactive media is that it takes a long time. The purpose of this research is to develop and test interactive e-module learning media on basic movement patterns and create a new learning atmosphere. Researchers used a Research and Development approach with the ADDIE development research model (Analyze, Design, Development, Implementation, Evaluation). The results of media expert validation got an average result of 91.87% which was categorized as very valid, material expert validation got an average result of 95.83% which was categorized as very valid. Small group trials to students obtained an average result of 91.49% categorized as very feasible. Large group trials to students obtained an average result of 90.28% categorized as very feasible. This shows that the use of interactive e-module learning media on basic movement patterns is very feasible to use in learning.

Najwa Salsabila Putri; Marsofiyati Marsofiyati

Jurnal Mahasiswa Kreatif 2024 International Forum of Researchers and Lecturers

This study evaluates the impact of Learning Technology Integration and Education Effectiveness on the Transformation of Educational Paradigms in the Digital Era. Learning Technology Integration refers to the application of digital tools such as e-learning platforms, online learning applications, and interactive media to support educational processes, while Education Effectiveness encompasses the ability of the education system to achieve optimal learning outcomes through efficient and relevant approaches. This research employs a quantitative method using a questionnaire survey distributed to 50 students at Universitas Negeri Jakarta, selected randomly. Data were analyzed using multiple linear regression to examine the relationship between the two independent variables (Learning Technology Integration and Education Effectiveness) and the dependent variable (Transformation of Educational Paradigms in the Digital Era). The results indicate that both variables have a positive and significant influence, both partially and simultaneously. This study recommends enhancing learning technology integration and the effectiveness of education systems as key strategies to accelerate the transformation of adaptive and innovative educational paradigms in the digital era.

Inayah Adhani Khoirroni; Nur Avifah Dwi Apriliani; Dhiya Ulhaq Addinillah; Widya Tri Arianti; Destira Ayu Permana +5 more

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

This study aims to identify the effect of “jellyfish” learning media on numeracy skills for grade II students at SDN 06 Ciputat on multiplication material. Based on initial observation early observations, students had difficulty mastering the concept of multiplication due to monotonous learning procedures and the lack of use of interactive media. The research was conducted through 4 meetings with a simple experimental approach including a pre-test, implementation of the “jellyfish” media, and a post-test to evaluate the learning outcomes. post-test to evaluate the learning outcomes. The results showed that the “jellyfish” media was able to increase students' understanding of multiplication multiplication material, as well as increasing their active involvement in the learning process. learning. The classroom atmosphere became more exciting and interactive, so that students were more focused and motivated. students are more focused and motivated. The teacher also gave a positive reaction to the use of this media, because it can facilitate the delivery of material that is often considered difficult by students. students think is difficult. This study concludes that the “jellyfish” media is jellyfish” media is efficient as a learning tool to improve the numeracy. numeracy skills of grade II students, especially in multiplication material. It is hoped that the same media can be implemented in other materials to support more creative and controversial math learning. support more creative and contextual math learning.

Josilia Puspito Rahayu; Nuur Anisa; Munirah Munirah

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

English has become an important subject at the elementary school level, unlike when it was introduced at the middle school level. Today, English is included in the curriculum of elementary schools, as well as in kindergartens and early childhood education. English is introduced through enjoyable informal methods, such as playing and singing, to align with students' development. This aims to provide a strong foundation in foreign language acquisition. However, teaching English in remote areas like Samuda Kecil still faces challenges, such as a lack of resources and facilities. Digital technology, such as interactive videos from YouTube, is one innovation that has addressed these obstacles. The community service group at Institut Agama Islam Negeri Palangka Raya, who teaches at SDN 1 Samuda Kecil, uses the interactive video "Days of the Week" as a teaching medium. This video helps students listen to correct pronunciations and increases their motivation to learn. As a result, students find it easier to remember vocabulary and show significant improvement in understanding the material. Interactive media like this has proven effective in enhancing the quality of English learning in remote areas.

Rosmidar Rosmidar; Robiatul Adawiyah; Junita Irawati

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

Beginning readingability in childrenage5-6years is a basic skill that is very important in supporting their academic development. One effective method for improving this ability is through interesting and interactive media, such as picture word cards. This media is designed to introduce children to basic vocabulary with the help of appropriate pictures, and remember these words. Using picture word cards can strengthen children's reading skills, because they combine attractive visual elements with direct reading practice. Through fun games and activities, children can gradually learn to recognize words, improve their reading fluency and enrich their vocabulary. This approach also provides a pleasant experience, makes the process of learning to read more interesting and reduces the anxiety that may arise in children when learning to read. In this way, picture word cards become an effective medium in supporting the development of early reading skills in young children.

Raymundus Allan Nuari Putra Pratama; Sukirno Sukirno

International Journal of Management Science and Entrepreneurship 2024 International Forum of Researchers and Lecturers

The objectives of this research are: (1) Producing interactive learning media based on articulate storyline 3 in high school accounting learning subjects. (2) Producinh interactive learning media based on articulate storyline 3 which is feasible in learning high school accounting. (3) Knowing the effectiveness of interactive media development based on articulate storyline 3 in high school accounting subjects in increasing students' learning motivation.The type of the research used is research and development with the ADDIE model. The media trial design used a nonequivalent control group experimental design. The feasibility of the product was tested by media experts, material experts, learning practitioners namely teachers, and media users namely students. The media was tested on the research subjects, namely students of class XII IPS 3 SMA N 1 Seyegan. Data collection was carried out by using observation, interviews, and questionnaires. The data collection instruments used interview guidelines, expert validation questionnaire, material validation questionnaire, teacher response questionnaire, student response questionnaire, and student motivation questionnaire. The feasibility of the learning media produced was analysed by using 4 scales, namely very feasible, feasible, inappropriate, and very inappropriate. The results of the study show: (1) Interactive learning learning media based on Articulate Storyline 3 has been successfully developed to increase students‘ learning motivation in high school; (2) Interactive learning learning media based on Articulate Storyline 3 is considered feasible by media experts with a score of 3.66; material experts with a score of 3.47; teacher practitioners 3.65; and students 3.38; (3) Based on the difference in gain score of the experimental group (0.61) from the control which is (0.45), learning media can increase students’ learning motivation.

Ummiati Rahmah; Citra Ayni Kamaruddin; Mahmud Mustapa

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

North Polongbangkeng is a part of Takalar Regency where the people grow corn besides rice. However, until now corn plants have only been dried and then sold in the form of shelled seeds, while they can actually be sold in the form of processed food. For this reason, people need to be taught how to process it and then taught how to market it in MSME activities through various digital social media. More specifically, the objectives of this service activity are: 1. Increasing community knowledge in utilizing yellow corn so that it can increase community income. 2. Creating an application that can be used to help increase yellow corn production;; 3 Provide assistance to start-up businesses in the field of yellow corn cultivation; 4. Provide assistance in the use of the Yellow Corn marketing market place via Android Applications and E-Marketing; 5. Diversification of Processed Yellow Corn Products into other processed products and designs. ; and 6. Creation of interactive media and training modules for processing yellow corn has been completed. This service activity received a very good response from the Biralle Kunyi farmer group, as well as North Polongbangkeng State Middle School 4 as the target group. Based on the results of the implementation carried out in these 2 stages, it was able to increase the knowledge and skills of the partner group in applying techniques for processing yellow corn into finished food and was able to market it using social media so that the digitalization system could run as expected in optimizing the marketing of yellow corn processing results.

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.

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.