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Satria Bramantyo Putra; Surya Atmadja Wicaksono; Rakha Wiratama

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The integration of interactive digital media in biology learning has become an innovative approach to enhancing student motivation. This study aims to investigate the impact of interactive digital media on students' engagement and learning outcomes in biology. A quantitative research method was employed, utilizing a quasi-experimental design with pre-test and post-test assessments. The participants consisted of high school students divided into experimental and control groups. The experimental group used interactive digital media, while the control group followed traditional learning methods. The findings indicate that students who utilized interactive digital media demonstrated a significant increase in motivation and academic performance compared to those in the control group. The study highlights the effectiveness of digital media in fostering an engaging learning environment, suggesting its broader application in science education

Ari Gunawan; Dani Kusuma

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2024 LPPM Universitas 17 Agustus 1945 Semarang

This research aims to develop an interactive web learning media called Mathventure based on Google Sites, with a focus on improving the math problem solving skills of third grade elementary school students in multiplication material. The background of this research is driven by students' low understanding of the concept of multiplication and the lack of interesting and contextual learning media. The approach used in this research is the Research and Development (R&D) method with the ADDIE model involving five stages: analysis, design, development, implementation, and evaluation. The resulting product has been validated by material and media experts with excellent results. The pilot test was conducted in two elementary schools involving pretest, posttest, and student response questionnaire. The test results showed a significant increase in problem solving ability, with an N-Gain value of 0.6612, and a practicality level of 82%. This media is considered effective in creating learning that is fun, interactive, and able to motivate students in understanding the concept of multiplication. The implication of this research shows that web-based digital media can be an innovative solution to overcome math learning difficulties in elementary schools and has the potential to be further developed for other materials and levels.

Asshafah, Biqi

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

This study aims to enhance the competence of RA/TK/PAUD teachers in teaching basic Arabic through training based on the digital application Google Classroom in Desa Kembang, Pacitan Regency in 2024. The training was designed as an interactive learning medium that allows teachers to access, manage, and deliver materials online, while also monitoring student progress. The research employed a Community Service (PKM) approach with data collection through observation, questionnaires, and documentation of teaching practices. The results indicate that the training improved teachers’ ability to create virtual classes, assign tasks, utilize discussion forums, and deliver Arabic language materials interactively. Teachers became more confident and creative in developing learning modules, while student engagement increased through digital interaction and multimedia materials. Nevertheless, challenges related to teachers’ digital literacy and internet connectivity need to be addressed for long-term implementation effectiveness. The study confirms that integrating Google Classroom as a learning medium can strengthen the basic Arabic learning process at the PAUD level, while also promoting the development of interactive and easily accessible digital learning modules. These findings can serve as a reference for other educational institutions in implementing digital learning for early childhood education.

Andi Subandi; Dwi Noerjoedianto; Iis Hartini; Tiara Kamila Dyanti

International Journal of Public Health 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Health education is a crucial aspect of guiding learners about health in a broad range, encompassing physical, mental, and social well-being. Schools, being environments where students are exposed to various hazards, are particularly vulnerable to accidents. First aid education is essential in preventing injuries and ensuring that students are equipped with the necessary skills to respond effectively in emergency situations. This study aims to evaluate the effect of Augmented Reality (AR) based First Aid health education on the knowledge of Youth Red Cross (PMR) members at Titian Teras State Senior High School, Jambi City. This study employed a quasi-experimental design with one pretest-posttest group without a control group. A total of 50 PMR members were involved, divided into an intervention group (n=25) and a control group (n=25). The intervention group received AR-based First Aid health education, while the control group received conventional methods. Data collection was conducted using a knowledge assessment tool, and pre- and post-test analyses were performed to evaluate the effectiveness of the intervention. The results showed a significant increase in the intervention group's knowledge. After the intervention, 80% of respondents in the intervention group achieved the "good" category, compared to only 36% in the control group. The Mann-Whitney test confirmed the significant difference between the two groups (p<0.05), indicating that the AR-based First Aid health education was more effective in improving PMR members' knowledge compared to conventional methods. This study concludes that AR-based First Aid health education is more effective in improving PMR members' knowledge compared to conventional methods. The integration of AR technology in health education highlights its potential in enhancing learning outcomes and improving the preparedness of students in responding to emergencies. The findings suggest that AR can be a valuable tool in health education, particularly in first aid training, by providing an immersive and interactive learning experience that enhances both knowledge and skills acquisition.

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.

Sulistia Wati; Noorazmah Hidayati; Cindy Dwi Rohmah

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This service focuses on strengthening the prohibition of alcohol among students of SMAN 2 Palangka Rayat through the use of canva application-based posters. This service was conducted in response to the challages of alcohol abuse among teenagers and the need is Service Learning, whic involves preparation, planning, and implementation stages. This service activity was aimed at Muslim students from class XI 2 and XI 3. The result of the service showed an increase in students digital skills, creaticity in designing posters, enthuasiasm for the liquor prohibiton campaign, and a better understanding of the dangers. In conclusion, this activity succeeded in raising students awareness about the dangers of alcohol through a creative an interactive approach, while developing graphic design skills and digital literacy.

Oktavianus Rangga; Dyulius Thomas Bilo

Coram Mundo : Jurnal Teologi dan Pendidikan Agama Kristen 2024 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

Previous research shows that digital learning media can increase student learning motivation, facilitate interaction between teachers and students, and encourage educational innovation. Student participation in the learning process is a key factor in improving the quality of learning. In the context of PAK, student participation can be measured through their level of involvement in discussions, assignments and other activities related to the lesson material. In this paper, the method applied by the author is a qualitative descriptive method with a focus on literature study. where books and other literature are the main focus of his research. Teachers play an important role in integrating digital media in the development of the PAK curriculum. Digital media technology that can be used in developing the Christian Religious Education (PAK) curriculum includes various types of tools and platforms that can improve the quality of learning. The use of digital media in developing the PAK curriculum has shown a significant increase in student participation. Canva is a graphic design tool that allows users to design creative designs online. This is a graphic design platform that can be used to create various types of graphics for social media, presentations, posters, documents and other visual content. Guru also makes it easy to create teaching materials and create Bible text games or create Bible verse quizzes. Even though there are several weaknesses that must be taken into account, this is not a problem that cannot be resolved by presenting material interactively and responsively. Therefore, the use of information technology or digital media is very influential in improving the quality of student learning.

Anang Habibi; Sitti Khairunnisak; Dipa Pradewa Alfiansyah

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2024 STIKes Ibnu Sina Ajibarang

The presidential election simulation game using the Python programming language is designed to provide players with an interactive experience in protecting society through the leadership election process. In this game, players will choose between several presidential candidates represented by a specific character. Each nominee has a different platform and vision, and players must make smart decisions to meet the needs and expectations of society. Through a game mechanism that involves policy choices, campaigns, and community responses, players will experience the impact of political decisions on community conditions in a simulated manner. The player's score or achievement will be reflected in the level of public support obtained by the selected candidate. The ultimate goal is to provide players with an understanding of the complexities and responsibilities of choosing leaders who are able to protect society well.  

Henny Sutrisman; Rosmerry Simanjuntak; Adrianus Prihartanto; Bayu Kusumo

International Journal of Educational Research 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to examine the impact of the use of artificial intelligence (AI) technology in learning on the understanding of material by young students. In today's digital era, AI is increasingly being adopted in educational environments, with the potential to personalize learning, increase student engagement, and accelerate the process of understanding material. This research method uses a quantitative approach with a quasi-experimental design. A total of 120 students from various study programs at a university in Indonesia became research respondents, who were divided into two groups: a group that used an AI-based learning platform and a group that used conventional learning methods. Data collection was carried out through pre-tests and post-tests to measure the level of understanding of the material, as well as surveys to evaluate the learning experience. The results of the study showed that the group of students who used AI technology in learning had a more significant increase in understanding the material compared to the control group. In addition, students who used AI reported a more interactive and motivating learning experience. However, this study also found challenges, such as excessive dependence on technology and disparities in access to adequate technological devices. Based on these findings, the study recommends the integration of AI into the education curriculum in a balanced manner, considering technical and pedagogical factors to maximize the potential of AI-based learning.

Imroatum Mardhiyyah; Via Yustitia; Dian Kusmaharti

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is based on the development of 21st century learning, where PowerPoint is one of the applications that support learning with attractive designs. This research is a type of R&D development research with the ADDIE model as the development model. The research population was class II students, with a sample of 10 students from SDN Gempolkerep. The data analysis technique used is the Likert Scale. Flat shape material is introduced at the low grade level, and in this product, the material is associated with local culture, especially the culture in Mojokerto, East Java, which is adjacent to this research area. The results showed that the interactive Flat Math media had been tested for its feasibility and declared fit for use. The validation results of media experts get a percentage of 75% which indicates eligibility, while the results of the validation of material experts get a percentage of 86% which indicates very feasible qualifications. Linguist validation also shows decent results with a percentage of 76%. The average questionnaire results from student respondents show a percentage of 80.4% which indicates that this media is very feasible to use. In addition, the teacher's assessment also gave a percentage of 82%. Based on the data analysis, it can be concluded that Flat Math interactive media is appropriate for use in supporting learning in flat shape material.

Devi Ayu Kurniawati; Rizka Octivania; Monika Putri; Tatu Fatimah; Nursadi Firmansyah +1 more

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Community service activities through an early education program on understanding body privacy were conducted by students during the Student Work Program (KKM) at SDN Muncung 1 on August 22, 2024. This program was designed to enhance students' understanding of the importance of maintaining body privacy. The teaching methods employed included lectures, Q&A sessions, discussions, and visual media. This study used a qualitative analysis approach with primary data obtained from photo documentation and secondary data from literature reviews. Survey results showed a significant increase in students' understanding after participating in the activity. The results of this socialization indicate that the interactive approach applied in this program successfully raised awareness about the importance of maintaining body privacy among students and was effective in conveying the material on understanding body privacy. The conclusion of this study emphasizes the importance of using diverse teaching methods and active engagement in learning to create better privacy awareness among students.

Fatmasari Sukesti; Dyah Nirmala Arum Janie; Akmal Rafif Yunandra; Abdul Kharis Almasyhari; Nur Khatik +1 more

Jurnal Pengabdian Masyarakat Waradin 2024 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

Indonesian School of Kuala Lumpur (SIKL) is an educational institution under the auspices of the Indonesian Embassy in Malaysia. SIKL serves as a school for the children of Indonesian migrants residing in Malaysia. It plays a strategic role and stands at the forefront of educational diplomacy in Malaysia, contributing to the development of Indonesia’s human resources. To keep pace with the rapid advancements in education, science, and the waves of globalization and modernization, SIKL continually strives to achieve excellence in education quality, including the quality of its teaching staff, facilities, output, and all supporting components of the learning process, both within and outside the school environment.The financial literacy activities for children aim to broaden students' knowledge in managing finances from an early age. This community service initiative seeks to introduce financial literacy to Indonesian immigrant children, aged between 5 and 15 years, who lack access to formal education and healthcare. The session is structured around the use of the Monopoly board game, an engaging tool designed to teach basic financial concepts interactively. The outcomes of this session were encouraging and enlightening, highlighting the children's enthusiasm and desire to learn despite their challenging circumstances

Fuji Santoso; Faisol Faisol

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

This community service activity focuses on increasing the understanding of SMA Negeri 3 Sampang students regarding the marketing environment in the context of the creative economy. The creative economy, as a sector that is increasingly developing and important in the global economy. This program is designed to provide students with in-depth insight into marketing concepts and their applications in the creative economy through various educational activities. This community service method involves seminars and interactive discussions that cover materials such as market analysis, marketing strategies, and case studies in the creative industry. This activity is expected to help students understand how to apply marketing principles in their own creative projects and how to take advantage of opportunities that exist in the market. The results of this community service show an increase in students' understanding of the basics of marketing and its application in the creative economy. Program participants report that they feel better prepared to apply the knowledge gained in their creative projects and take advantage of opportunities in the creative economy. Therefore, this activity recommends further development and continuity in the implementation of similar programs to strengthen students' knowledge and skills in facing future challenges and opportunities

Jufri Jufri; Detri Amelia Chandra; Syed Asif Ali

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

This study investigates the relationship between mathematics self-efficacy and problem-solving ability, exploring the role of the Jigsaw cooperative learning model in enhancing both factors. Self-efficacy, defined as students' belief in their ability to successfully perform mathematical tasks, has been shown to significantly impact students' problem-solving capabilities. The research focuses on understanding how this belief influences academic performance and how the Jigsaw model, which fosters collaborative learning, affects students’ self-efficacy and problem-solving skills. A survey-based research design was employed, with participants consisting of university students enrolled in mathematics courses. Data collection involved administering a self-efficacy scale to assess students' confidence in solving mathematical problems and a problem-solving test to evaluate their abilities. Path analysis was used to determine the relationship between self-efficacy and problem-solving skills, and the effect of the Jigsaw model was evaluated by comparing pre- and post-test scores between the experimental and control groups. The results revealed a strong positive relationship between self-efficacy and problem-solving ability (β = 0.45). Additionally, the Jigsaw model significantly enhanced this relationship, improving both students' self-efficacy and problem-solving performance. These findings highlight the importance of fostering self-efficacy in mathematics education and the effectiveness of the Jigsaw cooperative learning model in achieving this goal. The study provides valuable insights into improving teaching strategies in mathematics, particularly for subjects requiring critical thinking and problem-solving skills, by promoting a more interactive and supportive learning environment.

Moch Dicky Riza; Muhamad Aris Sunandar; Siti Fatimah Abd. Rahman

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

The flipped classroom model has gained significant attention as an innovative pedagogical approach, particularly in enhancing student engagement and learning outcomes. This study investigates the effectiveness of a video-based flipped classroom in improving students' academic performance and active participation during in-person classes. The research employed a quasi-experimental design, with two groups: one experiencing the flipped classroom approach, and the other following traditional lecture-based instruction. Data were collected through pre- and post-tests to assess learning outcomes, as well as an observation rubric to measure student participation. Results indicated that the flipped classroom group showed a 17% improvement in learning outcomes compared to the traditional group. Furthermore, the flipped classroom group exhibited twice the level of active participation, as measured by the rubric. These findings suggest that the flipped classroom model is effective in fostering a more interactive and participatory learning environment, where students engage with content before class and apply their knowledge through discussions and problem-solving activities during in-class sessions. The study also highlights the importance of video-based learning in preparing students for active participation and the role of the teacher as a facilitator in flipped classrooms. Despite the promising results, the study acknowledges several limitations, including reliance on technology and students' readiness for independent learning. The study concludes with recommendations for teacher training and future research to further explore the effectiveness of flipped classrooms across diverse educational contexts.

Dorthea Maria Woga Nay; Sudirman Sudirman; Yosep Lawa; Heru Christianto; Arvinda C. Lalang +2 more

Jurnal Masyarakat Mengabdi Nusantara 2024 STIPAS Tahasak Danum Pambelum Keuskupan Palangkaraya

The training activity for creating innovative learning media in the independent curriculum was carried out in order to develop the competence and skills of teachers related to creating creative and interesting learning media. The activity was carried out in Kolbano, South Central Timor Regency, East Nusa Tenggara Province in 2024. The basis for its implementation was the need for teachers to develop their competence in utilizing technology in creating learning media according to the demands of the current independent curriculum. This activity aims to improve teacher competence in utilizing technology to design interesting and innovative learning. The innovative learning media that were the topic of this training were Google Sites, Wordwall and QuizWhizzer. Teachers in Kolbano generally only teach using lecture and group discussion methods, and use conventional learning media such as power point displays and video materials. As a result, students are less motivated and feel bored in learning activities, while the nature of the independent curriculum demands active interaction of students in learning. Therefore, through this training, teachers are trained and assisted in developing innovative learning media until the product is produced and used in learning. This learning media can be presented interactively and attractively so that it can motivate students to participate in learning. Teachers will also be more creative in innovating to develop media that attracts students' interest in accordance with the nature of the independent curriculum.

Eko Nor Cholis; Riyan Abdul Aziz

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

The multimedia development process involves character design, animation, and interactive scenarios using Adobe Animate. This multimedia is designed to be easily accessible to various user levels, taking into consideration the aspects of user experience design.Evaluation results indicate that interactive multimedia created with Adobe Animate is effective in improving the biological concepts understanding of the human body. The interactive interface provides a more engaging learning experience, motivating users to explore further information and enhancing the retention of the concepts taught.This research contributes to the utilization of Adobe Animate as an effective tool for creating educational multimedia. With this approach, it is expected that the teaching of the human body can become more interesting and accessible to various learner groups. Additionally, the findings of this research may pave the way for the development of interactive multimedia based on Adobe Animate in the context of science education.

Henny Henny; Rachmawati Windyaningrum

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

The use of social media, especially Instagram, has become a widely utilized platform for promoting tourist destinations. Instagram @tanjongtinggi_official is one such social media channel used by Tanjung Tinggi Beach for promotion. Through the use of photo and video features on Instagram, it becomes easier to promote Tanjung Tinggi Beach to tourists who are not yet familiar with it. This research aims to explore the promotional planning through the @tanjongtinggi_official account in increasing tourist visits to Tanjung Tinggi Beach in Belitung. The research method employs qualitative research to elucidate the uniqueness of @tanjongtinggi_official on Instagram in promoting its tourism. This study adopts a case study design. Data collection is conducted through observation and interviews, with informant selection using purposive sampling technique. Interviews are conducted with key informants, namely the admin of @tanjongtinggi_official and Instagram users who have visited Tanjung Tinggi Beach. Data analysis utilizes the Interactive Model technique, and validity is ensured through triangulation of data collection techniques including informant interviews, observation, and documentation. The results indicate that the planning carried out by the @tanjongtinggi_official Instagram account utilizes visually appealing content presentation and captions, leverages the following feature on Instagram, relevant hashtag usage, photo postings, reposts, mentions, tagged photos, and active interaction with followers to facilitate the promotion of Tanjung Tinggi Beach to tourists, thereby increasing tourist interest in visiting.

Fiqri Haidar Ramzy; Bachtiar Bachtiar; Firman Maulana

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

National education aims to develop the potential of students to become individuals who are faithful, devout, have noble character, knowledge and creativity. In this digital era, teachers are required to be innovative, especially in utilizing learning media such as e-modules. At SMP Negeri 6 Sukabumi City, it was found that students had difficulty learning football material and needed additional interactive learning resources, such as flipbook-based e-modules. This research aims to develop, test the validity and measure the practicality of a soccer e-module, as well as observe its impact on student learning motivation. The method used is Research and Development (R&D) with the ADDIE model, which includes the Analyze, Design, Develop, Implement and Evaluate stages. The research was conducted at SMP Negeri 6 Sukabumi City involving 35 class IX students. Data was collected through observation, interviews, questionnaires and documentation. The research results show that the football e-module developed has been assessed as very valid with a percentage of 85% from material experts, 85% from learning experts, and 82.5% from media experts. This e-module is also practical to use in learning, with an increase in practicality from 71% in the first meeting to 80% in the second meeting. This flipbook e-module has proven to be effective in supporting PJOK learning, especially regarding soccer material.

Dewi Susanti Hulu; Agusta Pratama Wibawa

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.