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Dinda Rama Zulfia; Lola Yustrisia

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2026 Pusat Riset dan Inovasi Nasional

The development of technology in the era of globalization has brought significant changes in society, particularly through the emergence of the internet and social media such as WhatsApp, X (Twitter), Facebook, Instagram, Telegram, and TikTok, which facilitate rapid information dissemination. This development has also given rise to a new profession, namely content creators, who produce and share content in the form of images, videos, or text for branding, professional purposes, or self-expression, often resorting to sensationalism to attract audience attention. On the other hand, the ease of access to social media has also triggered the spread of negative content, including pornography, as evidenced by Komdigi/Kominfo data showing millions of blocked negative content, with X being one of the dominant platforms. In Islamic perspective, anything that leads to adultery is prohibited as stated in QS. Al-Isra verse 32. A prominent case is Dea OnlyFans (Gusti Ayu Dewanti) who was arrested for distributing pornographic content through OnlyFans and Google Drive, charged under the Pornography Law and ITE Law, and found guilty in the Supreme Court Decision Number 2086 K/Pid.Sus/2023. This study discusses 1) How are the differences in judges' considerations at the District Court, High Court, and Cassation? 2) Can the Supreme Court judges' considerations provide a deterrent effect? This research uses a descriptive method with normative legal research based on literature study, using primary, secondary, and tertiary legal materials.

Nur Laily; Aliefia Meutia Luna; Fitriyani Fitriyani; Noor Hana Maulida; Nur Aisya Dinda Ayutami

Jurnal Ilmu Kesehatan 2026 Lembaga Pengembangan Kinerja Dosen

Hypertension is a non-communicable disease with a high prevalence and is a major risk factor for serious complications such as stroke and heart disease. Low public awareness and limited capacity of health workers to provide education and early detection pose challenges in hypertension prevention efforts at the community level. The program “Capacity Building for Health Workers as an Effort to Prevent and Control Hypertension in Mandiangin Timur Village” was implemented by Field Learning Experience (PBL) Group 20 students in August 2025 in Mandiangin Timur Village, Karang Intan District, Banjar Regency. The intervention was carried out through interactive lectures, discussions, and the use of educational media in the form of posters, leaflets, and videos. The targets of the activity consisted of 17 cadres and 30 villagers. Knowledge evaluation using pre-tests and post-tests showed an increase in the average score of cadres from 95.28 to 96.46, while the community increased from 76 to 92.33. Blood pressure checks also showed that most participants were in stage 1–2 hypertension, emphasizing the need for ongoing education. This program proved effective in increasing the capacity of cadres and community knowledge about risk factors, prevention, and management of hypertension. In addition, this activity strengthened the role of cadres as agents of change in ongoing efforts to control hypertension at the village level.

Nabila Septiana; Suhendro Suhendro; Pahmi Kurniawan; Syarifuddin Syarifuddin; Rani Oktapiani

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study is based on the fact that history learning in secondary schools is still dominated by a memorization-based approach, which does not fully encourage deep understanding or interest in learning among students, while the characteristics of the digital generation demand more interactive, visual, and participatory strategies. This study aims to examine the urgency of utilizing interactive media in history learning, identify relevant forms of media, and explain their implications for the quality of the learning process and outcomes. The method used is a literature study examining various recent studies on the use of interactive multimedia, digital e-books, historical videos and simulations, and educational games in history learning. The results of the study show that the use of interactive media contributes to increasing interest and motivation in learning, strengthening understanding of concepts and the chronology of events, and developing students' critical and historical thinking skills, while encouraging a shift in the role of teachers to become facilitators and innovators of learning. Therefore, its integration needs to be designed in a targeted and contextual manner to be in line with the characteristics of students and the demands of 21st-century learning.

Dihin Muriyatmoko; Aziz Musthafa; Yusuf Al Banna

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Sentiment analysis on social media is widely used to represent public perceptions of sports performance, particularly in international competitions. This study aims to analyze the sentiment of YouTube user comments regarding the performance of the Indonesian National Football Team during the FIFA World Cup 2026 Asian Qualifiers. The data were collected from user comments on videos related to the matches and analyzed using a machine learning–based sentiment analysis approach. Sentiment classification was performed using the Naive Bayes algorithm. The results indicate that the proposed approach is able to effectively identify public sentiment toward the national team’s performance during the qualification matches. The findings of this study are expected to provide insights into public perceptions and contribute to sentiment analysis research in the field of sports.

Dewi Kusumangningsih; Nazwa Latifah; Tria Amelisa; Helen Eka Maharani; Risma Widia Agustina +6 more

Nusantara: Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

Academic stress is a prevalent issue among Indonesian students, affecting both their academic performance and mental well-being. This study investigates the effectiveness of short educational videos on social media in improving students' knowledge about academic stress. A descriptive quantitative approach was used, with a sample of 35 Nursing students from the 2024 cohort at Malahayati University. The data was collected through questionnaires administered before and after students were exposed to 1-3 minute educational videos. The results showed a notable increase in the average knowledge score, from 82.71 to 85. The findings suggest that short videos, which are visually engaging and easy to access, are highly effective for Generation Z learners. Social media platforms, particularly TikTok and Instagram, can be valuable tools for early psychological intervention, providing students with accessible resources to manage academic stress on their own. This study highlights the potential of leveraging digital platforms to support student well-being and offers insights into innovative approaches for addressing mental health challenges in educational settings.

Tifani Hadi Tri Wahyuni

VitaMedica : Jurnal Rumpun Kesehatan Umum 2026 STIKES Columbia Asia Medan

Adolescent reproductive health is a crucial issue requiring special attention in the digital era. Lack of proper knowledge about reproductive health can negatively impact adolescent lives. The utilization of digital technology as an educational medium is predicted to enhance the accessibility and effectiveness of delivering reproductive health information to adolescents. This study aims to determine the effect of digital-based reproductive health education on the knowledge level of students at SMA Negeri 1 Selesai. This study employed a quasi-experimental design with a pre-test and post-test one-group approach. The research sample consisted of 20 grade XI students selected using purposive sampling technique. The intervention involved digital-based reproductive health education delivered through Google Classroom platform and interactive learning videos over 4 weeks. The research instrument used a reproductive health knowledge questionnaire that had been tested for validity and reliability. Data were analyzed using paired t-test with a 95% confidence level. The results showed a significant increase in students' knowledge level after receiving digital-based education. The pre-test mean score was 61.50 (SD=9.15) categorized as moderate knowledge, while the post-test mean score increased to 79.25 (SD=7.68) categorized as good knowledge. Paired t-test results showed p-value=0.000 (p<0.05), indicating a significant difference between knowledge levels before and after the intervention. Digital-based reproductive health education proved effective in improving high school students' knowledge level. Digital media can be an effective alternative in providing reproductive health education to adolescents.

Nabila Fitri Angelika

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

The interactive learning video innovation "Human Blood Circulation" through Edpuzzle, with embedded questions, is designed to address the difficulties faced by fifth-grade elementary school students in understanding abstract biological concepts. Science education in elementary schools often encounters challenges in explaining invisible processes, such as the heart's working mechanism and blood circulation, leading students to struggle with comprehension or merely memorize the material. Conventional learning videos tend to make students passive, necessitating media that can transform the learning process into an active one. Edpuzzle, as an educational platform, allows teachers to insert questions at critical points in the video, requiring students to answer before continuing to watch. This innovation aligns with the cognitive development stage of fifth-grade students, who are in the concrete operational stage.The research objectives include product development, validity and feasibility testing, analysis of conceptual understanding improvement, influence on focus and learning independence, and student responses. Media development refers to Mayer's cognitive theory of multimedia and the characteristics of interactive videos according to Heinich et al. Additionally, media development models such as ADDIE and Dick and Carey are discussed. The main benefits of using Edpuzzle include increasing engagement, facilitating real-time formative assessment, and enhancing learning motivation. However, challenges exist such as technology access, teacher readiness, the risk of technology dependency, and long-term evaluation. The practical implications can support digital learning and the transformation of elementary science education.

Husna, Firda Asma'ul; Mutria Maharani; Miftahul Fauzan; Khaerunissa All Husna; Alika Nadina Nurazizah +15 more

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

Hand washing is a major pillar in clean and healthy living behaviors (PHBS). However, there are still children who do not understand the correct handwashing technique so that germ cleaning is not optimal. This community service activity aims to improve students' knowledge and motor skills in practicing the six steps of hand washing according to World Health Organization (WHO) standards. The method used in this activity is interactive counseling combined with live demonstrations. The stages of the activity include providing material through audiovisual media (video/poster), direct demonstrations by instructors, and independent practice by all participants. In addition, a question and answer session was held to ensure student understanding and corrective feedback on inappropriate movements. Evaluation instruments in the form of observation sheets were used to assess the accuracy of the sequence, duration, and coverage of the hand area when washing. The result of this activity was the success of all participants in practicing the six-step sequence of handwashing correctly independently. The involvement of teachers and school health workers also strengthens the sustainability of this practice through regular monitoring. Through this education, it is hoped that early awareness will arise which has become a routine habit to reduce the risk of disease transmission in the school and home environment and support the creation of a culture of clean living from an early age.

Isrowiyah Isrowiyah; Ika Putra Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.

Silvi Laila Rista Fauziah; Putra Ika Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The Integration of technology in the education sector is a crucial strategy for addressing the challenges of the Industrial Revolution 4.0. This study aims to develop and examine the effectiveness of "Physical Changes of the Earth’s Environment" learning media by utilizing the interactive features of the ClassPoint platform and Edpuzzle videos in 5th-grade elementary school. The method employed is library research with a qualitative-descriptive approach, conducted through content analysis of various relevant scientific literatures from the last five years. The research findings indicate that the synergy between ClassPoint and Edpuzzle is capable of transforming abstract science materials into more concrete and engaging content for students. ClassPoint plays a role in creating a participatory digital classroom through various real-time interaction formats, while Edpuzzle reorients video-viewing activities into an active learning process through embedded question features that stimulate critical thinking. Overall, the use of these interactive media has positive implications for the escalation of active participation, concentration, and the depth of students' conceptual understanding. This study concludes that the development of ClassPoint and Edpuzzle-based learning innovations is an effective and relevant strategic step in improving the quality standards of science education in elementary schools.

M. Arbain; Fitra Ramadani; Iwan Perdana; Raudatul Haura

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Listening skills are frequently regarded as the most challenging aspect of English language acquisition due to the complexity of the cognitive processes involved. In an orphanage environment, limited access to learning resources remains a primary obstacle to the development of this competence. This community outreach initiative aims to sharpen the listening skills of children at the Bonang Orphanage in Banjarmasin through the integration of subtitled YouTube videos and interactive repetition drill techniques. The implementation method involved 20 children selected via purposive sampling, utilizing a one-group pretest-posttest design. The intervention procedure encompassed the presentation of listening strategies, interactive discussions, and structured repetition exercises designed to build phonological automaticity. Quantitative evaluation results indicated a significant improvement, with the participants' mean score rising from 82.9 on the pretest to 86.7 on the posttest, with a maximum achievement score of 94. The discussion reveals that the use of subtitles serves as a visual scaffolding mechanism that facilitates sound-to-form mapping, while repetition drills strengthen the participants' working memory. Overall, the utilization of digital media and repetitive exercises proved effective in lowering cognitive barriers and increasing the participants' active engagement in English language learning.

Dewi Kusuma Ningsih; Chintya Maharani; Dewi Kartika; Rahayu Safitri; Yeni Al-Munawaroh +5 more

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Personality development is a fundamental aspect in the formation of nursing students as prospective professional nurses, especially in services in the Emergency Unit (ER). The personality of nurses in the ER is reflected in the ability to think critically, effectively communicate, caring attitudes, and professional performance that supports the quality of service. This community service activity aims to increase the knowledge of nursing students about personality development in the ER through educational video media. The method used is health education with a pre-test and post-test design involving 19 nursing students. The results of the activity showed an increase in the average score of student knowledge from 14.58 in the pre-test to 19.16 in the post-test. These findings indicate that educational video media is effective in increasing students' understanding of the role of critical thinking, communication, caring, and performance in the ER. In addition, this activity also contributes to strengthening student readiness to face the challenges of clinical practice in an emergency environment. Thus, the use of video media as an educational means can be an innovative strategy in supporting the personality development of nursing students, as well as strengthening the professional competencies needed in emergency health services.

Dzakwan Amar Zuhdi; Ramadhani Utami Dewi; Raisha Nur Latiefa; Nanda Aprina; Siti Mulyani

Karya Nyata : Jurnal Pengabdian kepada Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of digital communication has encouraged social organizations to optimize online-based donation campaigns. Grandma Foundation still faces limitations in utilizing visual content, particularly video, due to the limited video editing skills of its volunteers. This Community Service Program aimed to enhance volunteers’ capacity in producing creative video content to strengthen the foundation’s online donation campaigns. The program employed a participatory educational approach through video editing training, content production assistance, campaign video simulations, and output evaluation. The activity was conducted on October 25–26, 2025, involving 20 volunteers of Grandma Foundation in South Tangerang. The results indicate an improvement in volunteers’ understanding and skills in visual storytelling, video editing techniques, and social media content distribution strategies. The program produced campaign videos that were more communicative, persuasive, and aligned with the characteristics of digital audiences. This initiative contributed to strengthening the foundation’s institutional image, expanding the reach of online donation campaigns, and enhancing the readiness of human resources to respond to digital communication challenges.

Dianika Sridadi; Yuniarti Yuniarti; Diana Diana

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research was motivated by the low level of children’s speaking ability in learning activities. This study aims to improve the speaking skills of children aged 5–6 years at Raudhatul Athfal Mas’udi and to examine how animated video learning is implemented to enhance the speaking skills of children aged 5–6 years at Raudhatul Athfal Mas’udi. The method used in this study is a qualitative method with the type of Classroom Action Research (CAR). The subjects of this study were Group B students of Raudhatul Athfal Mas’udi Pontianak, totaling 17 children. There are three aspects examined in this study, namely understanding information that is heard, repeating more complex sentences, and answering more complex questions. To obtain the data, this research used observation, interviews, and documentation. The results of the study show that children’s speaking skills before and after each cycle experienced a very good improvement. Thus, animated videos are proven to be effective in improving children’s speaking skills.

Etika Sari; Eka Lestari

Jurnal Riset Rumpun Ilmu Kedokteran 2026 Pusat riset dan Inovasi Nasional

Organic and inorganic waste is often left to accumulate behind the school or burned, which can cause air pollution and threaten the health of the surrounding environment. This study aims to determine the effectiveness of health promotion media on students' knowledge and attitudes about waste management at SMP Negeri 6 Birem Bayeun, East Aceh Regency. Method: This research is a quantitative study with a quasi- experiment design using a one-group pretest-posttest design. The total sample in this study was 98 respondents, which were divided into two groups: 49 students received intervention through video media and 49 students through leaflets. The sampling technique used simple random sampling, and data analysis was conducted using the Wilcoxon Signed-Rank test. Results: The results of the analysis showed that the average knowledge score after the video and leaflet media intervention had a p=0.000 value, indicating a significant increase. However, the average attitude score after the intervention showed a value of p=0.266, which was not significant. Mann- Whitney test showed no difference in effectiveness between video and leaflet media.Conclusion: It is recommended that schools work together with the government to address waste management issues, so that the practice of burning waste can be minimized for better health and environment.

Gadis artika; Dian Aurelia; Yupita Aswalia; Ida Basaria

Jurnal Riset Rumpun Ilmu Bahasa 2026 Pusat riset dan Inovasi Nasional

Data was collected through the listening method with the recording technique, then analyzed using mixed code theory in sociolinguistic studies. Data was analyzed using mixed code theory in sociolinguistic studies to reveal language usage patterns in the context of digital media. The research results show that code mixing serves as a multidimensional communicative strategy. First, mixing code is used to express emotions more effectively and authentically. Second, it serves to clarify the meaning of psychological concepts that do not have the right equivalent in Indonesian. Third, build closeness with an audience that has a bilingual background. Fourth, constructing a bilingual identity of speakers that reflects the social reality of Indonesian urban society. This research contributes to the understanding of the language practice of the Indonesian bilingual community in the digital era, especially in the delivery of personal and sensitive issues such as mental health, which requires a flexible and relatable communication strategy for millennial audiences and generation Z.

Jasmine Nuraliva Hanata; Yanuar Rahman; Patra Aditia

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

Historical video games are one of the entertainment screen media genres that represent actual historical events influencing the players to learn interactively. Moreover, in an era where technology is increasingly advanced the presence of pop culture that is included in history-based games leads people to get interested more in things that were initially boring to follow. “Sengoku BASARA” (戦国BASARA) is a successful action game featuring a main character based on Japanese feudal warlords wrapped in fictional and dramatic form published by CAPCOM which is very popular in Japan. Yet, Indonesia hasn’t developed a game based on the history of their ancient kingdom with good qualities to bring their interest to learning. The research methodology in this study using a qualitative approach includes content analysis using the 5 W 1 H technique to explore how the historical events and characters in the game are visualized and how it brings or gives the player an understanding of the history. This study aims to delve into two main points: 1. Understanding how “Sengoku BASARA” adapts the elements of their history, 2. The potential of this game as an educational tool is to introduce the historical characters as well as their story events. In conclusion, “Sengoku BASARA” does not have perfect accuracy in visualizing the original history yet it can be the first step to learning more about history interestingly and entertainingly.

Fathan Iqbal; Aulia Yasmin; Shinta Widiawati; Maulana Adi Saputra; Syifa Rindi Sapitri +2 more

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

Communication in digital media, especially YouTube, now plays an important role as a means of delivering educational material to the wider community. Nevertheless, studies on the phenomenon of communication on this platform, especially from the perspective of locutionary acts, are still limited. Philosophy-themed content, which is often considered abstract and complex, requires linguistic analysis to understand effective communication patterns. This study aims to identify and describe various forms of locutionary acts that appear in the “Belajar Filsafat” (Learning Philosophy) playlist on the YouTube channel Satu Persen – Indonesian Life School. This study was conducted using a qualitative descriptive method based on pragmatic theory. Data were collected through observation and note-taking techniques in four videos from the playlist, then analyzed using matching techniques and presented informally. The results of the study show that there are 151 locutionary acts, including 76 declarative acts, 46 interrogative acts, and 29 imperative acts. Theoretically, this study contributes to the development of linguistic studies, particularly in the field of pragmatics that discusses speech acts, while practically, this study can be a reference for students and novice researchers in understanding speech act research methods and the importance of applying effective communication in the realm of digital education.

Utama, Agus Hadi; Qomario

Jurnal Komunikasi Pendidikan 2026 Universitas Veteran Bangun Nusantara

This Research and Development (R&D) study aimed to develop a project-based learning (PjBL) hyper-content e-module to support students’ Self-Regulated Learning (SRL) in higher education. Utilizing the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the research addressed the need for innovative digital resources in the Learning Resource Center Management Course at Educational Technology Study Program Lambung Mangkurat University. Unlike previous studies that focused on isolated variables, this research integrates development, PjBL implementation, and SRL impact analysis. The hyper-content e-module incorporates multimodal features, including audio, video, infographics, and QR codes, to facilitate independent exploration. Validation by experts yielded high feasibility scores: 89% from material experts, 87% from media experts, and 88% from instructional design experts. Through qualitative content analysis conducted during the analysis and evaluation phase, the results confirmed that the PjBL-integrated e-module effectively improved students' learning independence by providing structured, project-oriented digital pathways. The results confirm that the e-module is a feasible and effective tool for modernizing instructional delivery. This study contributes an innovative framework for digital resource management and provides a foundation for future applied research in enhancing educational quality through self-regulated, technology-enhanced learning environments.

Latif, Tya Maulia; Sudiyanto; Cumdari

Jurnal Komunikasi Pendidikan 2026 Universitas Veteran Bangun Nusantara

Oral communication is a core competency in 21st-century education; however, instructional materials in elementary schools tend to emphasize reading and writing rather than structured speaking practice. This gap highlights the need for innovative learning resources that explicitly foster students’ oral communication skills. This study aimed to develop and evaluate a Project-Based Learning (PjBL) module designed to enhance the oral communication skills of fourth-grade elementary school students. The research employed a Research and Development (R&D) approach using the ADDIE model, encompassing analysis, design, development, implementation, and evaluation stages. The participants were 30 fourth-grade students, and the developed module was validated by three experts in material, media, and language. Data were collected through validation sheets, teacher and student response questionnaires, and pretest–posttest performance assessments.The expert validation results indicated high feasibility, with scores of 95% (material), 94% (media), and 96% (language), yielding an overall average of 95%. Teacher and student responses demonstrated strong practicality (92% and 88%, respectively; average 90%). The effectiveness test revealed a significant improvement in students’ oral communication performance, with mean scores increasing from 67 (pretest) to 86 (posttest), resulting in an N-Gain of 0.65, categorized as moderately high effectiveness. These findings suggest that the developed PjBL module is feasible, practical, and effective in improving elementary students’ oral communication skills. The study contributes to the field of communication-oriented instructional design by demonstrating how structured project-based modules, supported by simple digital enhancements such as QR-linked instructional videos, can systematically integrate speaking practice into Indonesian language learning at the primary level.