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Aknes Wulandari; Puspita Indriani; Laras Wati; Aknes Wulandari

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

Advances in science and technology drive innovation in learning, especially through the optimization of learning media to foster students' interest in learning. This study aims to explore how the use of learning media can foster students' interest in learning at SMP Negeri 17 Batang Hari. The research approach is qualitative research with a case study approach, involving teachers and students as the main contributors. Information was collected through observation and in-depth interviews that focused on student engagement, material appeal, content clarity, learning motivation, digital interactivity, and changes in attitudes and values. The findings of this study indicate that learning media such as videos, images, animations, and digital applications can significantly increase student engagement and interest in learning. Visual aids enable students to understand abstract ideas in a more tangible way and facilitate the dissemination of content. Digital aids create an interactive and engaging learning environment that encourages students to be actively involved. Teachers also find these materials useful for clarifying exchanges, reducing words, and encouraging students to engage in structured reasoning. Learning Media not only improves academic achievement but also contributes to the emergence of values ​​such as collaboration, creativity, and digital ethics. This study concludes that optimizing learning media can produce a dynamic and relevant learning process, even though there are technical constraints in selecting learning tools that are tailored to student characteristics.

Satria Buana Putra; Mukhlidi Muskhir

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

The development of digital technology has changed the landscape of educational media, especially in the field of engineering, where abstract concepts often pose a challenge. In electrical engineering education, students often have difficulty understanding concepts such as current flow and circuit behavior due to limited class time and a lack of visualization tools. This study aims to evaluate the effectiveness of Augmented Reality (AR)-based learning media in enhancing conceptual understanding, learning outcomes, and student engagement in the Electrical Circuits course. A quasi-experimental design with pre-test and post-test control groups was applied, involving two groups: one group used AR-based media, while the control group used traditional instruction. Both groups underwent pre-tests and post-tests with 30 multiple-choice questions. Data were analyzed using descriptive statistics and N-Gain scores. Results showed that the experimental group experienced a significant improvement, with the average post-test score increasing from 62 to 81 and an N-Gain score of 0.48, while the control group only improved from 61 to 71 with an N-Gain score of 0.25. Statistical tests confirmed significant differences between the two groups. These findings indicate that AR is effective in enhancing understanding of complex concepts and can be integrated into technical education curricula to meet modern learning demands.

Siti Amanda; Muhammad Suwignyo Prayogo; Aprilia Yuliantika; Nayla Kholida

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2025 Universitas Palan

The purpose of this study is to examine how fourth-grade students at MI Al Barokah An Nur Jember use teaching aids to learn about the excretory system. A qualitative descriptive method was used, with data collected through observation, interviews, and documentation. The results of the study show that teaching aids are crucial in helping students understand the components of the excretory system in more detail. The tools used include replicas of human excretory organs, such as the kidneys and lungs. Teaching aids serve as visual media used by teachers to attract students' attention and enhance their engagement in the learning process. They also stimulate students' motivation to learn and assist them in retaining the concepts being taught. Therefore, teaching aids have proven to be beneficial in supporting science learning in the fourth grade at MI Al Barokah An Nur Jember.

Ning Wahyuni; Sulastri Rini Rindrayani

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This conceptual study examines the implementation of the Project-Based Learning (PBL) model, supported by digital media tools such as Simplebooklet and Canva, in Social Studies learning for sixth-grade students at SDN 1 Bangoan. The study arises from the need for contextual, engaging, and student-centred learning as a response to the typically theoretical and less interactive nature of Social Studies instruction. Through the integration of digital media, students can engage in meaningful projects that foster critical thinking, collaboration, creativity, and digital literacy. The learning process includes stages such as problem formulation, project planning, product development, and reflection. This study presents a conceptual overview showing that implementing the PjBL model with the support of Simplebooklet and Canva can enhance student engagement and strengthen understanding of the subject matter.

Fahimah Milatin Nada; Suryadi Suryadi

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Language skills are an important aspect in early childhood growth and development because they are the basis for building communication, developing mindsets, and interacting with others. The purpose of this study is to reveal the role of audio-visual media in supporting the improvement of early childhood language skills in Kusuma Cendekia Kindergarten. This study uses a descriptive qualitative approach with data collection techniques through observation, interviews, and documentation. The findings show that the use of audio-visual media, such as children's songs, educational animations, and illustrated stories, is able to encourage increased vocabulary mastery, fluency in speaking, and children's courage in communicating. The media is considered effective because it is able to present interesting, concrete, and interactive learning, and is in harmony with the developmental stage of children aged 5-6 years. Teachers also apply strategies such as singing together, role-playing, and retelling the content of the video to strengthen children's language mastery. Nonetheless, some obstacles were found, such as the limitations of facilities and challenges in selecting the right content. The results of this study recommend the use of audio-visual media as one of the creative and fun learning tools in the early childhood education environment.

Hosanna Kristina Tobing; Airen Krety; Dina Amanda; Fiki Triwidia Saputri; Folin Angel Purba +2 more

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to identify the training needs of Early Childhood Education (ECE) teachers in integrating digital-based learning approaches. Despite the availability of digital tools in PAUD Yobel Bersinar Medan, such as projectors and speakers, their effective use in classroom activities remains minimal. A qualitative descriptive method was employed to collect data through interviews, observations, and document analysis. The findings reveal that most teachers face challenges in utilizing digital media, designing technology-integrated lesson plans, and engaging children through interactive platforms. However, the teachers expressed strong motivation and readiness to participate in contextual and practical training. The study highlights the importance of need-based training programs tailored to the actual teaching context. These findings imply the necessity for institutions to develop structured and sustainable professional development programs to enhance teachers' digital literacy and pedagogical skills, ultimately improving learning experiences in the digital era.

Danang Purnomo; Meinawati Meinawati; Muhamad Abdul Aziz; Wida Ningsih; Elvila Junisa

Jurnal Kemitraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service program aims to enhance the design skills of local Micro, Small, and Medium Enterprises (MSMEs) in Cadassari Village, Purwakarta Regency, through the use of digital design software, particularly Canva and CorelDRAW. Initial needs assessment revealed that most MSME actors in the area face challenges in creating product visual identities, including logos, packaging, and promotional media. Using a participatory approach and the Community-Based Participatory Research (CBPR) method, the training program was collaboratively designed and implemented in several stages, including planning, technical training, mentoring, evaluation, and a final showcase. The results indicate a significant improvement in participants’ ability to apply design tools for their business needs, along with the emergence of collaborative learning initiatives among participants. This training program contributes to the digital empowerment of local MSMEs and serves as a replicable model for creative economy development based on community engagement.

Disa Sahra; Finda Rustiana; Airin Airin; Ari Suriani; Afriza Media

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to understand the concept of energy sources from an early age in order to increase their awareness of energy use and conservation. However, science learning in elementary schools (SD) often faces problems in delivering complex and abstract materials. This study investigates various innovations in science learning, especially those related to energy sources. In this study, we review the literature on various creative methods for learning, including the use of game media, blended learning, and interactive game tools. The results show that the implementation of these innovations can improve students' desire to learn and their learning outcomes. Therefore, science learning at the elementary level can be assisted by the integration of technology and appropriate learning approaches.

Zuhrinal Nawawi; Ruli Pebrina Br Sitepu

Jurnal Publikasi Ekonomi dan Akuntansi 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study examines the implementation of a hybrid learning model to enhance sharia marketing skills through social media and mobile applications among creative economy actors. By combining online and face-to-face learning, the model aims to provide flexibility and a comprehensive learning experience aligned with sharia principles such as honesty and business ethics. This literature review analyzes supporting factors, challenges, and the effectiveness of hybrid learning in the context of sharia-based digital marketing. Findings indicate that hybrid learning significantly improves digital competencies and sharia marketing skills, provided there is adequate technological infrastructure, adaptive curriculum, and sufficient mentoring. Social media and mobile applications are proven effective tools for market expansion, yet challenges in technology access and digital literacy must be addressed to fully optimize digital marketing potential in accordance with Islamic values. The study offers strategic recommendations for developing relevant and practical sharia marketing training in the digital era.

Amanda Mutiara Hasibuan; Zuhrinal M. Nawawi

Maslahah : Jurnal Manajemen dan Ekonomi Syariah 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to identify and analyze effective strategies in digital content preparation training for beginners to enhance marketing skills in the digital era. The method used is a qualitative literature review examining various literatures, reports, and empirical studies related to digital marketing skill development. The findings indicate that project-based and case study training methods are the most effective in improving beginners’ technical and creative abilities, especially in content creation and social media management. Major challenges faced by beginners include information overload, lack of practical experience, and rapid algorithm changes. Quality and interactive content proves to be the key to successful digital marketing, while performance measurement using appropriate metrics and analytic tools is crucial for strategy evaluation and development. Social media remains the primary platform with great potential, supported by optimization strategies involving active interaction and influencer collaboration. Continuous learning and integration of digital and traditional marketing through an omnichannel approach strengthen overall marketing effectiveness. This study contributes significantly to the development of adaptive and holistic training programs and digital marketing strategies for beginners.

Raihan Yuanda; Muhammad Anggi Lubis; Kharisma Nur Devyanti; Cahya Rudansah; Humannisa Rubina Lestari

Jurnal Ilmuan Bahasa dan Sastra Inggris 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to examine the effectiveness of the LingoDeer application as a learning medium for basic level Japanese language learners. A quantitative approach was employed using a One Group Pretest Posttest design involving 50 students from the Vocational School of IPB University. The research instrument consisted of pretest and posttest assessments focusing on three key areas: vocabulary, grammar, and reading skills. Based on the results of the paired sample t-test, a significant improvement was found in all aspects after the use of the application, with the average score increasing from 60.97% to 81.25%. The greatest improvement was observed in vocabulary, followed by reading and grammar. These findings suggest that LingoDeer, with its structured learning system, spaced repetition feature, and interactive exercises, can effectively support the development of Japanese language skills at the beginner level. This study is expected to serve as a reference for educators in selecting appropriate technology-based learning tools to enhance language acquisition.

Kayla Attya Ramadhani; Fikri Saputra; Muhammad Yordi Septian; Fadhlan Zaki Darmansyah; Humannisa Rubina Lestari

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2025 Asosiasi Periset Bahasa Sastra Indonesia

The rapid advancement of digital technology has transformed the landscape of language learning, particularly in the post-pandemic era where self-directed learning through mobile applications and online platforms is increasingly common. This study explores the effectiveness of two popular digital tools LuvLingua and YouTube in supporting independent Japanese language learning among Indonesian university students. LuvLingua offers a structured, gamified approach suitable for beginners, while YouTube provides authentic and contextual exposure through real-life content. Using a descriptive quantitative method, this research involved twelve students from non-language majors who actively use both platforms to study Japanese. The findings reveal that each platform has distinct advantages: LuvLingua excels in foundational vocabulary and pronunciation, whereas YouTube significantly enhances listening skills and cultural understanding. The combination of both platforms yields optimal learning outcomes, although success heavily depends on learners’ motivation, discipline, and time management. This study contributes to the growing body of research on technology-assisted language learning and provides practical recommendations for learners, educators, and content developers.

Nurbadillah Nurbadillah; Indra Maki Wiguna; Saniyyah Wafa Nurjihan; Nafis Faturrahman; Humannisa Rubina Lestari

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research looks into how well Duolingo and YouTube help people learn Japanese. A quantitative approach was taken, gathering information from 35 individuals through an online questionnaire. Participants were chosen based on whether they used Duolingo, YouTube, or both platforms. The questionnaire explored their past learning experiences, how they use these platforms, their preferences, how effective they think these tools are, and what challenges they encountered while learning. The findings reveal that most of the participants already had some background in Japanese and preferred online resources due to their accessibility, no cost, and fun features. Duolingo was liked for its organized, game-like approach, whereas YouTube was appreciated for its authentic, visual materials. A lot of people enjoyed learning at their own pace, finding listening and pronunciation to be useful strategies. Some individuals struggled with staying motivated and dealing with complicated grammar rules. To sum up, both Duolingo and YouTube are good resources for learning basic Japanese, especially for those studying on their own. However, they work best when used alongside other resources. It is suggested to combine digital tools with guidance from teachers for the best outcomes.

Hanis Adira Lubis; Sartika Dewi Harahap; Syamsiah Depalina Siregar

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2025 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

The aim of the research is to develop the Box Magic Alphabet Educational Game Tool, understand the characteristics, test practicality, ensure effectiveness and describe the difficulties experienced by students and educators in using the Box Magic Alphabet Educational Game Tool. The method used is Research and Development research using the ADDIE development model. The results of this research are: (1) The Box Magic Alphabet Educational Game Tool Development Process was developed using the ADDIE model. Based on the results of the Box Magic Alphabet product assessment instrument, it is said to be very good as a learning medium for students to recognize letters. The Box Magic Alphabet product that was developed also produced a guidebook created to make it easier for teachers in the process of making and using the Box Magic Alphabet. (2) Characteristics of the Magic Alphabet Box Educational Game Tool which has the characteristics of being simple, interesting, fun, durable and long-lasting, easy to use and can improve aspects of student development. (3) The effectiveness of the Box Magic Alphabet educational game tool in introducing letters to early childhood as an effective learning medium. This is because the existence of educational game tools can make it easier for teachers to convey information through the media provided, with a percentage value reaching 92% and is considered very valid. (4) The practicality of the Magic Alphabet Box Educational Game Tool in introducing letters to young children can be seen from its simple use, it does not confuse children and is also easy for teachers to practice, with a percentage score of 96% and is considered very valid.

Claudia Stien Mawu; Yuliana Sattu; Djajaty M. Lolowang

Jurnal Praba : Jurnal Rumpun Kesehatan Umum 2025 STIKES Columbia Asia Medan

This study examines the impact of learning media on the learning outcomes of floor gymnastics, specifically the forward roll, among students at SMP Negeri 2 Tondano. The research aimed to determine whether audiovisual learning media could improve students’ performance in performing the forward roll. The study employed an experimental design with a randomized control group pre-test and post-test. The sample consisted of 26 students, divided into an experimental group that received media-based learning and a control group. Data were collected using a pre-test and post-test measuring students' gymnastics skills. The results indicate that the experimental group showed a significant improvement in their skills compared to the control group. This suggests that audiovisual media enhances students' understanding and performance of complex movements in gymnastics. The implications of this study are significant for physical education teachers, emphasizing the importance of using innovative learning media to increase student engagement and skill acquisition. Further research is recommended with larger sample sizes and considering additional learning tools.

Fadhila Rizky Maharani; Syeilendra Syeilendra

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

The aim of this study is to understand and explain the implementation process of ensemble learning of the same type in class VII.1 of SMP Negeri 43 Padang. This research falls into the category of qualitative research using descriptive methods. The researcher themselves serve as the main instrument in this study, supported by writing tools and a camera. Data is obtained through literature review, observation, interviews, and documentation. The data analysis process includes data collection, data reduction, data presentation, and drawing conclusions from the data. At the planning stage, the teacher prepares learning tools according to the independent curriculum included in the teaching module. At the implementation stage of the same ensemble, the teacher uses lecture, question and answer, practice, and demonstration methods. The learning media used by the teacher includes the melodica and the score for the song "Kambanglah Bungo". At the assessment stage, the teacher conducts diagnostic and formative assessments. In the practical assessment of the melodica ensemble, many students experience difficulties, especially in reading the score, fingering techniques, and maintaining the tempo. Furthermore, the lack of enrichment and remedial measures during the assessment process impacts students' development, both for those who have not achieved competencies and those who have already understood them.

Adinda Fadillah; Venna Marshaulina Sihombing; Syakilah K. Fahmi Panggabean; Widya Arwita; Aswarina Nasution

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

This study aims to examine the problem of the lack of implementation of experiment-based learning in Biology subjects at SMA Nahdlatul Ulama Padangsidimpuan. The method used is descriptive qualitative with a case study approach, with data collection through interviews with Biology teachers and literature studies. The results showed that limited laboratory facilities, lack of practicum tools and materials, and limited learning time allocation were the main obstacles in the implementation of practicum. Although teachers realize the importance of experimental activities in improving students' understanding and science process skills, structural support from schools is still very limited. In response to these obstacles, several alternatives such as the utilization of virtual laboratories, the use of experimental videos, and simple experiments based on local resources have been attempted. This research recommends strengthening educational policies that support practicum-based learning through the provision of adequate infrastructure, continuous training for teachers, and development of alternative learning media. Thus, Biology learning can be more effective in fostering students' scientific skills and critical thinking according to the demands of the 21st century.

Renda Pandu Winata; M. Syahran Jailani

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

This study is based on the importance of Mathematics Learning based on Computational Thinking in Asy-Syifa Islamic Schools, Jambi City, because some students at Asy-Syifa Islamic Schools, Jambi City have difficulty understanding the concept of learning mathematics, lack of practice, and even motivation factors. Therefore, the purpose of this study is to determine the planning, implementation and evaluation of Mathematics Learning Based on Computational Thinking in the Era of Independent Learning Curriculum in class IV of Asy-Syifa Islamic School, Jambi City. To achieve these goals, the researcher used qualitative research with the method used Phenomenology. The data collection techniques used in this study were observation, interviews and documentation. The data source selected was snowball sampling using respondents from the principal, class IVA mathematics study teachers and class IV students. The data analysis techniques used in this study were data reduction, data presentation and data conclusions. The results of this study are 1) Planning of Mathematics Learning Based on Computational Thinking in the Era of Independent Learning Curriculum in grade IV of Asy-Syifa Islamic School, Jambi City includes Introduction to Computational Thinking, Determining learning objectives, Mathematics learning design based on Computational Thinking, Development of media or learning tools, Learning activities, Learning assessment and improvement. 2) Implementation of Mathematics Learning Based on Computational Thinking in the Era of Independent Learning Curriculum in grade IV of Asy-Syifa Islamic School, Jambi City includes Decomposition (Problem Deconstruction), Implementation of technology, Collaboration and Discussion and evaluation and reflection. 3) Evaluation of Mathematics Learning Based on Computational Thinking in the Era of Independent Learning Curriculum in grade IV of Asy-Syifa Islamic School, Jambi City includes Understanding the basic concept of Computational Thinking, Implementation in learning, Assessment of Computational Thinking skills, Learning outcomes and feedback from students and teachers.

Tiara Ayudhya Putri

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2025 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this study is to investigate whether the use of infographic media can enhance the argumentative writing skills of eleventh-grade students at SMK Negeri Sragi, located in the Sragi District of Pekalongan Regency, Central Java. Argumentative writing is a critical academic skill that enables students to express opinions clearly, logically, and persuasively. However, many students struggle with organizing their ideas, building coherent arguments, and presenting supporting evidence effectively. To address this issue, the research employs a quantitative descriptive method with a pre-test and post-test design. A total of 30 students from grade XI were randomly selected as research participants. Infographics were introduced as an instructional medium to assist students in better understanding the structure of argumentative texts, including thesis statements, supporting arguments, counterarguments, and conclusions. The visual nature of infographics was expected to improve students’ ability to grasp and organize key components of argumentative writing. The results of data analysis indicate a significant improvement in students’ writing performance after the implementation of infographic-based instruction. Students demonstrated enhanced clarity, coherence, and persuasiveness in their arguments. Furthermore, the use of infographics increased student motivation and confidence in expressing opinions through writing. This research concludes that infographic media is an effective tool for improving argumentative writing skills among vocational high school students. It is recommended that educators incorporate visual learning tools such as infographics to support writing instruction. The findings are expected to contribute to the development of more engaging and innovative teaching strategies that promote critical thinking and communication skills in the classroom.

Salsabila Dwi Karna; Adrias Adrias; Aissy Putri Zulkarnaini

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

Technological advances have encouraged innovation in education, including the use of interactive learning media in primary schools aims to enhance student engagement and improve learning outcomes. This study analyzes the impact, challenges, and effectiveness of interactive media through a literature review of relevant scientific journals. The findings reveal that tools such as PowerPoint, educational videos, and Kahoot significantly boost student motivation, facilitate better understanding of concepts, and promote active participation. However, challenges like limited access to technology, teacher preparedness, and varying student competencies must be addressed to maximize the potential of these media in education, among other things, increase interest in learning, facilitate understanding of the material, and encourage active participation of students. They also support independent learning, help students and teachers develop technology skills, and improve information retention, thus creating a more effective, efficient and enjoyable learning experience. However, challenges such as limited access to technology and teachers' lack of skills in operating interactive media are still an obstacle. With good planning and training for educators, interactive learning media can be an innovative solution in creating a more effective, fun and meaningful learning process for students in the digital era