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Muhammad Fadhil; Fera Damayanti; Sarudin, Sarudin

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Understanding history is often hindered by various constraints, including limited engaging learning media and insufficient attention to the culture of the Kluet tribe. To overcome these obstacles, efforts such as developing engaging learning media, promoting cultural understanding programs, and creating special educational games to introduce the Kluet tribe are necessary. Educational games for history introduction serve as an interesting alternative to introduce the Kluet tribe interactively. The use of technology in education, especially educational games, has attracted attention as an effective means in the learning process. This research will explain the use of the Game Development Life Cycle (GDLC) method in developing an educational game for introducing the history of the Kluet tribe. Based on the questionnaire results provided to users, 85% of respondents stated that this educational game on the history of the Kluet tribe is engaging and interactive.

Salma Fatimah; Dina Salsabila; Ummi Amalia Al karim; Muhammad Aniq Nazhif

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The use of technology in the learning process can have a positive impact on the student's understanding process, but it also certainly has obstacles. Therefore,  it is necessary to explore how students view the use of technology in learning so that learning can be adjusted to their wishes. To find out, this study uses interview methods and data analysis using descriptive and qualitative methods. The results show that most students have a positive view of the integration of technology in learning and learning activities. Technology is considered to make it easier for students to find the material they want to learn and also make learning more efficient and interesting. Even so, students feel challenged and feel that with the existence of technology, there will be a gap between students that causes disparity and in limitations to technology ownership or internet access. In addition, students' preferences regarding the technology used vary greatly; some students prefer the use of technology in learning, such as videos or other interactive media.

Abdul Syahid; Florence Angelaila Fauzi; Sumarni Sumarni; Rahmania Ananda; Amanda Salsabila +3 more

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2024 FKIP, Universitas Palangka Raya

The rapid development of educational technology presents new opportunities for enhancing the teaching and learning process through electronic media, which can make learning more interesting and interactive, thus increasing student motivation and engagement. This study aimed to evaluate the effectiveness of different teaching methods direct teaching and the use of audio-visual media in enhancing English language comprehension among fifth grade students at SD Muhammadiyah Pahandut, Palangka Raya. The research involved a service activity conducted with lecturers and students from the Tadris English Education Study Program (TBI) IAIN Palangka Raya. The methodology included both pre-service preparations and the implementation of two distinct teaching approaches. Class 5A received direct teaching with active interaction, while Class 5B utilized interactive videos. The study revealed that conventional teaching in Class 5A faced challenges such as reduced student engagement and passive participation. However, strategic improvements in teaching techniques and classroom management were recommended to enhance effectiveness. In contrast, the use of technological media in Class 5B resulted in higher student engagement and better comprehension of the material, as evidenced by their active participation and correct responses during activities. Overall, the study highlights the advantages and disadvantages of both teaching methods, emphasizing that the choice of method should be context-specific and aligned with learning objectives and student characteristics. The findings suggest that integrating technological media can significantly enhance the learning experience and outcomes, particularly for elementary school students.

Rizqi Ilyasa Aghni; Vera Astuti; Arief Nurrahman

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Current developments require teachers to adapt to the learning process. The problem that teachers at the Yogyakarta Cooperative Vocational School still face is the development of unique and interactive learning media such as the Canva-based Flipbook learning media. Previously, the learning media that was widely used by teachers was PowerPoint, there was no alternative media that was more interactive that could be applied in the learning process, so these teachers needed Canva-based flipbook interactive media training. This training aims to make teachers skilled in developing interactive learning media using Canva-based Flipbook. Participants who took part in the training were 22 teachers. The training is filled with material delivery, discussion and practice. The results of this training activity show that: (1) the participants were satisfied with the training activities carried out, (2) the training activities were also considered effective to carry out and continue to be developed in the future, (3) the target of the product produced has also been achieved because in part Most participants were able to produce products in the form of interactive learning media using Canva-based flipbooks

Marco Suteja; Ary Budi Warsito

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

The integration of augmented reality (AR) technology in education is advancing, as seen in a project at Atisa Dipamkara School. This project developed a chemistry learning application using Unity, Android XR Plugin, and ARCore to address laboratory limitations. The app uses interactive 3D visualizations to help students grasp complex chemistry concepts. Blackbox testing showed that all main modules work well, except for a bug in the compound reset module. The app effectively improves students' understanding, interest, and motivation in chemistry, making abstract concepts more tangible. This application is both a learning aid and an educational innovation, promoting a more interactive and enjoyable learning experience.

Richasanty Septima S; Ira Zulfa; Mustafa Kamal

Jurnal Pengabdian Sosial dan Kemanusiaan 2024 Lembaga Pengembangan Kinerja Dosen

Canva app is a graphic design platform that has become a favorite among users who don't have a graphic design background. With a variety of easy-to-use features and templates, Canva is perfect for teachers who want to create engaging and interactive learning materials. The purpose of building a Canva application is to make users easy to use and free of charge with hundreds of attractive design templates for the community. Canva is also a multifunctional application that can be used for the development of learning media. One of the main benefits of Canva app training is to increase teacher creativity in creating engaging learning. The methods used in this community service activity are discussion, training and practice. The results of this canva application training activity are (1) the canva application can improve the quality of learning materials delivered by teachers, (2) the canva application increases the attractiveness of learning, (3) the canva application can encourage teacher creativity better, (4) increase the use of technology for teachers in learning materials.

Janatin Janatin

Journal Innovation in Education (INOVED) 2024 STIKes Ibnu Sina Ajibarang

This study aimed to investigate the influence of learning media and learning interest on the mastery of Science concepts among fifth-grade elementary school students. Data were collected from 60 students divided into four treatment groups, including interactive and conventional learning media, as well as high and low learning interest. Data analysis employed statistical tests, including tests for normality, homogeneity, and hypotheses. The results indicated that both learning media and students' learning interest significantly influenced the mastery of Science concepts. Interactive learning media and high learning interest had a significant impact on Science concept mastery, with respective significance values of 0.019 and 0.003. However, the interaction between learning media and students' learning interest did not significantly affect Science concept mastery. In conclusion, this study underscores the importance of learning media and learning interest in enhancing students' understanding of Science concepts. The implications of these findings can be utilized to develop more effective learning strategies to improve Science concept mastery in elementary schools.

Najamudin Najamudin; Surahman Hidayat; M. Ulil Albab

International Journal of Islamic Educational Research 2024 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

Learning strategies based on information technology are increasingly relevant in improving the efficiency of the educational process, including in the subject of Aqidah Akhlak. This study aims to develop an information technology-based learning strategy to improve the efficiency of Aqidah Akhlak learning in schools. With a descriptive qualitative approach and library research method, this research analyzes various literature related to the application of technology in Islamic education. The results show that the utilization of technology, such as digital media, online learning platforms, and interactive applications, can enrich the learning experience, facilitate access to learning resources, and increase student engagement. The proposed strategies include the integration of technology in learning planning, implementation of teaching and learning activities, and learning evaluation. This research provides recommendations for educators and educational institutions to optimize technology in Aqidah Akhlak learning.

Andri Andri; Somawati Somawati

JURNAL KABAR MASYARAKAT 2024 Institut Teknologi dan Bisnis Semarang

The marketing skills program covers the important topics of Digital Business. This program can be a great choice for individuals who want to build a successful career in today's industrial world, whether working for someone else, starting their own business, or pursuing further education that matches their interests. In addition, the course equips graduates with the necessary skills to pursue careers in various digital fields such as digital entrepreneurship, content writing, social media management, digital marketing, merchan, online customer service and purchasing. This will create an interactive and challenging learning environment that motivates students to participate actively and provides space for creativity, independence according to their talents, interests and psychology. Creating an online store can be done using various applications such as Blogs, e-commerce platforms or special websites built with google sites. As part of community service activities, students at SMK Wisata Indonesia Jakarta will receive comprehensive training in creating an online store using Google Sites. Google Sites is a service provided by Google that allows users to create websites without the need for coding skills or advanced web design. Google Sites is designed to be user-friendly and accessible to a wide variety of users. In conclusion, it is worth considering that creating an online store with Google Sites as a form of community service can foster entrepreneurial attitudes and improve digital business skills. Although the participants may require further development, especially in website development, it is important to note that this is just one aspect of building a successful website.

Nurlaelah Nurlaelah; Nurdin Nurdin; Rubianto Rubianto

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

The main problem in this research is whether there is an effect of using interactive PowerPoint learning media on fourth grade students' interest in learning in social studies subjects at SD Inpres Parang, Ulu Ere District, Bantaeng Regency. Meanwhile, the aim of the research carried out was to determine the effect of using interactive power point learning media on fourth grade students' interest in learning in social studies subjects at SD Inpres Paranga District. Ulu Ere District. Bantaeng. This type of research is pre-experimental research with a quantitative approach. The sample in this research was fourth grade students at SD Inpres Paranga, Ulu Ere District, Bantaeng Regency. The results of the research show that there is an influence of the use of interactive power point media on the learning interest of fourth grade students at SD Paranga Presidential Instruction, District. Ulu Ere Bantaeng Regency. The design used in this experimental research is one group pretest-posttest design. This can be seen from the comparison between the pre-test and post-test scores. The average pre-test score obtained was 55.47. The average score was in the 55-64 interval which was included in the medium category. However. The average posttest value obtained was 81.94 which was in the 65-84 interval, which means it was in the high category. The research results were obtained by researchers using at distribution table with a significance level of a = 0.05 and d. b = N-1 =17-1=16 then we get t0.05 = 1.024. After obtaining t Count = 10.45 and t Table = 1.024, we get t Count > t Table or 10.45 > 1.024 so it can be concluded that the use of Interactive Power Point Media has an effect on the learning interest of class IV students at SD Inpres Paranga District. Ulu Ure District. Bantaeng. So it can be concluded that H0 is rejected and Ha is accepted. This means that there is a significant difference in the influence of the use of interactive power point media on interest in learning social studies among fourth grade students at SD Inpres Paranga District. Ulu Ere District. Bantaeng.

Elisabeth Margareta; Monalisa Hutagaol; Lian Yesika Hutasoit; Cindi Sitinjak; Betesda Lumban Gaol

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Implementation of Community Activities (PkM) is a program carried out by FKIP students at HKBP Nommensen University, Medan. Program for implementing Wordwall-based interactive learning media to improve literacy skills at SMKS Bersama Berastagi. In the learning process, supporting media is needed to help implement the interactive teaching and learning process in the classroom. The media chosen is adapted to the situation and conditions existing in the school, therefore it is deemed appropriate to use Wordwall media to help facilitate the teaching and learning process in the classroom. Interactive learning is inviting students to involve thinking, seeing, hearing and skills at the same time, one of which is while writing. Wordwall is an alternative choice from various types of interactive learning media that can make the learning process fun and not boring for students and teachers. This application aims to be a fun learning resource, media and assessment tool for students. So the results of using wordwall-based interactive learning media increase literacy skills. In this way, students' literacy skills at Berastagi Private Vocational School can increase and by using wordwall learning media it can be made more interesting and varied. Then students' enthusiasm for learning will increase and it won't be boring.

Asiah Asiah; Vitriani Vitriani

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The learning process at SMA Negeri 15 Pekanbaru is still dominated by traditional learning methods, such as lectures and questions and answers. This causes a lack of student interaction and participation in the learning process. In addition, the assessment method used is still dominated by written tests, which are less able to measure students' abilities thoroughly. Based on observations and interviews with teachers and students of SMA Negeri 15 Pekanbaru, several problems were found in the learning and assessment process including 1) Lack of student interaction and participation in the learning process. 2) The assessment method used is less able to measure students' abilities thoroughly. 3) Students' grades do not reflect their abilities optimally. 4) The learning process is less interesting and fun. One solution to overcome these problems is to utilize the Quizizz online learning platform. Quizizz is an online learning platform that allows teachers to create and conduct interactive quizzes for their students.

Fuad Burhanul Bulqiah

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

: How to achieve good learning outcomes and stimulate students to be more creative and innovative in developing their cognitive aspects and creating an academic atmosphere in teaching and learning activities requires harmonious and scientific cooperation. So the step taken to provide innovation in learning is to use Google Forms as a medium for assigning assignments. In this research, researchers are in line with previous research and will focus on learning by implementing the use of Google forms as a medium for giving assignments to class XI TKJ students at SMK Negeri 1 Kendit. This research uses a qualitative descriptive method. The results of this research are that using Google Forms to provide assignments provides interactive benefits for educators and students.

Dinda Tri Widiyanti; Dian Fadhilawati

Jurnal Riset Rumpun Ilmu Bahasa 2024 Pusat riset dan Inovasi Nasional

Speaking ability is a key aspect emphasized in the language learning process. Having the ability to speak English is very important for students, as this allows them to express their skills in the language. This research aims to determine the efficacy of the learning media application Instagram reels to improve students' speaking learning outcomes in report texts at SMAN 1 Sutojayan, especially in class X-3. The research involved 37 students in class X-3 using a quantitative approach with a one-group pre-test and post-test design. The research results show that the alternative research hypothesis (Ha) is accepted and the null hypothesis (Ho) is rejected. This research provides an understanding of the importance of improving students' speaking skills by developing more efficient learning strategies. The results of this research can provide a valuable contribution to efforts to improve the quality of education at SMAN 1 Sutojayan and similar educational institutions. Additionally, future researchers are advised to investigate the long-term impact of utilizing Instagram Reels or similar interactive tools on students' overall academic achievement and morale.

Rayhanah Maulani Raghdah; Esti Raihana; Riyanti Nasution

Jurnal Pelayanan Hubungan Masyarakat 2024 International Forum of Researchers and Lecturers

Media for learning is a crucial part in the world of education. Well-crafted media is likely to influence classroom teaching and, ideally, improve student performance. This article discusses education on using Kahoot! as an interactive learning media to increase students' motivation and understanding in learning English. The method used is by providing socialization and increasing students' abilities in using social network-based learning media with the web and mobile-based Kahoot application which will be delivered face-to-face or offline. By holding this socialization, it is hoped that students will be able to use the application well and can take advantage of the Kahoot! as an interesting medium for learning English. The results achieved in this socialization were that students agreed that the Kahoot! can help make the atmosphere more fun and less boring.

Arwyn Muhammad Sya’bani; Muhammad Maulid Aufa Putra Soejana; Muhammad Salman Naufal; Syauqi Al-Harits Gymnastiar

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2024 Pusat riset dan Inovasi Nasional

This research focuses on the development of interactive learning materials to enhance the understanding of fourth-grade elementary school students regarding rounding. Pre-tests and post-tests were conducted on the experimental group to measure its effectiveness. The objectives of this study are (1) to develop teaching materials using a clothing measuring tape and (2) to analyze the differences in learning outcomes between students using this media and conventional methods in the 4A and 4C classes at SDPN 252 Setiabudhi. The data analysis activities involve processing the data and applying statistical analysis. The results indicate a lack of significant improvement in students' understanding of rounding concepts after the implementation of interactive teaching materials. Statistical analysis shows that the average scores on the post-test did not exhibit a significant increase compared to the pre-test. In conclusion, the teaching method using a clothing measuring tape is less effective when applied to 4A and 4C students at SDPN 252 Setiabudhi.

Tigor Sitohang; Eva Dita Yanti Simanjuntak; Sarah Evelyn Samosir; Mindela Frida Panggabean; Sarah Evelyn Simanjuntak

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

A teaching program is a plan for implementing the teaching and learning process which is based on consideration of the objectives to be achieved, materials, methods, tools, time allocation and evaluation so that students master the learning process and have optimal learning outcomes. Wordwall is an interactive media that provides features to foster student learning motivation according to the learning material presented by the teacher in class. Word wall media provides features such as quizzes, matching, pairing, anagrams, random words, word searches, grouping. The PkM (Community Service) Lecture Program with the title "Using the Wordwall Website as a Learning Media to Increase Student Learning Motivation at Bima Utomo BS Vocational School" is carried out by prioritizing how to use the wordwall website, especially for teachers or teaching staff at Bima Utomo BS Vocational School with the main aim increase student learning motivation and make it easier for teachers to deliver learning material. The results of the implementation of Community Service at BIMA UTOMO BS Vocational School, Sidodadi Village, Batang Kuis District, Deli Serdang Regency, North Sumatra which was carried out from February 5 - February 27 2024, the team was able to adapt well so that a cooperative relationship was established between the school, students and students, teachers are able to use wordwall media as an interactive learning media for the continuity of teaching and learning activities, socialize the use of wordwall media as an interactive learning media, provide contributions in the form of assistance to the school regarding administration and students feel motivated by the existence of interactive learning media.

Rafi Purwa Syahputra; Salma Nabila; Jannatuzzahra, Khoirunisa; Amalia Anjani Arifiyanti

Nusantara: Jurnal Pengabdian kepada Masyarakat 2024 Pusat Riset dan Inovasi Nasional

The development of interactive learning media is the key to creating quality students. Canva as design application is an effective tool in creating interactive learning media in schools. KKN activities at SMPN 32 Surabaya aim to develop students' creativity through the Canva application to create a creative and innovative generation and realize responsive learning. The activity was held on Thursday 30 November 2023 involving 30 participants from class 7E of SMPN 32 Surabaya. Activities are carried out using a participatory method with 3 implementation stages, namely program planning, program implementation and program assessment. The results of this activity received a positive response with a satisfaction level reaching 78%. Survey results show that 70% of participants will use Canva as a learning medium and 53% of participants will use Canva as a tool to develop creativity.

Rajiman Andrianus Sirait

Jurnal Silih Asih 2024 LPPM - STT Kadesi Bogor

In the current digital era, understanding the nature of adolescents becomes crucial considering the influence of technology affecting their character development. The formation of identity and life purpose in adolescents is influenced by social environment and the Christian values they adopt. The implementation of Quizizz application in teaching at GBI Pelita Imanuel provides an enjoyable interactive experience for students, yet it also demonstrates some limitations, particularly in character development. Evaluation indicates improvement in subject understanding, but additional activities are still needed to strengthen character aspects. Although Quizizz offers benefits in student interaction and comprehension, it should be noted that Christian religious education involves character aspects not fully accommodated by the interactive quiz format. Therefore, a holistic and diverse approach to teaching is still required to develop deep Christian character in adolescents.

Dini Rohmayani; Castaka Agus Sugianto

Journal of New Trends in Sciences 2024 CV. Aksara Global Akademia

The learning of physics, particularly mechanics, poses significant challenges for high school students. Concepts such as Newton’s laws, energy, and three-dimensional vectors are often difficult to grasp using traditional teaching methods. Virtual Reality (VR) has emerged as a promising solution by providing an immersive and interactive learning environment. This study aims to evaluate the effectiveness of VR-based learning media in enhancing students’ understanding of physics concepts, with a specific focus on mechanics. An experimental design was employed, consisting of two groups: an experimental group using VR for learning and a control group receiving traditional instruction. Pre-test and post-test assessments were used to measure the improvement in students' conceptual understanding of physics. The findings indicate that students in the experimental group demonstrated a significant improvement in their understanding of complex physics concepts, such as projectile motion, force, and Newton’s laws, compared to the control group. Students in the experimental group also exhibited higher levels of engagement and motivation, with VR's immersive nature encouraging active participation in learning. The study concludes that VR is an effective tool for enhancing students’ comprehension of abstract and complex physics concepts, improving their visualization and problem-solving skills. Furthermore, VR-based learning provides students with opportunities to conduct virtual experiments and simulations that may not be possible in traditional classroom settings. The implications of this study suggest that VR should be integrated into the physics curriculum to improve learning outcomes, especially in schools with access to the necessary technology. Educators and curriculum developers are encouraged to explore VR’s potential in fostering a more engaging and effective physics education.