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Natasya Isabel Br. Siahaan; Tiur Malasari Siregar

Jurnal Mahasiswa Kreatif 2024 International Forum of Researchers and Lecturers

Based on the results of the needs analysis in the learning process, a development of learning media is needed. This research aims to create this product to be more valid, practical and effective in improving students' mathematical understanding. This research and development uses the ADDIE (Analyze, Design, Development, Implementation, and Evaluate) development model. The subjects of this research were 30 students of class X Science 1 at SMA Methodist 7 Medan. The research results show that the Android-based learning media developed has obtained a very high level of validity, with an average percentage of 90.38% according to material experts, 87.77% according to media experts, then 90.90% according to lesson plan validators and results. Validation from experts on pre-test and post-test questions showed a percentage of 92.70% and 91.67%, respectively included in the "very valid" criteria. Positive responses were also found from teachers and students during small group and large group trials, with an average score of 96% from teachers, 94.4% from small groups, and 90.2% from large groups. This shows that this media is very practical to use in the learning process. Apart from that, the results of implementing this interactive learning media also show its effectiveness with the average percentage of responses to the effectiveness of learning media by students obtained at 92.23%. The classical learning completion level reached 96.67%, and the effectiveness questionnaire obtained an average percentage of 86.67%. The increase in students' mathematical understanding can be categorized as moderate improvement. Based on this research data, it can be concluded that the Android-based learning media that we have developed has met the criteria of being valid, practical and effective in improving students' mathematical understanding.

Nurhosen Nurhosen; Sayyinul Sayyinul; Rofik Iskandar; Malikal Balqis; Miftahus Surur

The aim of this research is to determine the role of Canva-based interactive video media in thematic learning on learning outcomes in elementary schools. This research is a literature study using qualitative descriptive methods. Data collection was carried out by searching via Google Scholar for articles in electronic journals and other publications. The data was analyzed in three stages, namely organizing, synthesizing and identifying. In applying this media, several obstacles were encountered in the classroom, including; Teachers still don't know how to make designs on Canva, the signal is not stable and the infrastructure is limited. However, these obstacles are not an obstacle. The school provides socialization or training and adequate facilities and infrastructure for teachers. There are eight articles that are in accordance with the study theme which states that the application of Canva interactive media has a very significant role in student learning outcomes, especially at the elementary school level.

Anselmus Djoko Prayitno; Hartutik Hartutik; FX Sugiyana; Andarweni Astuti; Nerita Setiyaningtiyas

Jurnal Pengabdian Masyarakat Nian Tana 2024 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

PIA assistants need to have competence in outlining activity designs in the context of Catholic children's faith mentoring based on the Liturgical Year. This PkM activity raises the Gospel of Mark as an inspiration for children's faith mentoring activities. Therefore, this PkM activity comprehensively details 10 activity topics that cover various aspects of the Gospel of Mark, ensuring that each activity is in accordance with the specificities of the Liturgical Year and the ecclesiastical calendar. Each activity topic not only touches on subject matter relevant to the content of the Gospel of Mark, but also utilizes interactive and participatory learning methods such as group discussions, role simulations, and case analysis to actively engage children. Media is also a key component in this design, utilizing various learning tools such as multimedia presentations, documentary videos, audio recordings, and educational posters. This approach not only increased the attractiveness of the activity, but also provided variety in the learning approach, accounting for the diverse learning styles among participants. The main objective of this activity is to provide a holistic approach to mentoring children's faith. The emphasis is not only on theoretical understanding, but also involves the appreciation and application of the teachings of faith in children's daily lives.

Sarah Dalila Fitri; Rodia Rotani Rianda; Lara Dwi Alma; Revi Yulianti; Wismanto Wismanto

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Students are slow to memorize prayer readings because the learning methods used by teachers are still conventional. As a result, students are not interested in learning prayer readings. The objectives of this research are as follows: (1) create interactive learning media that can be used, easy to use, and suitable for individual learning; and (2) find out how effective the media is in teaching prayer. The Smart App Creator application is used to provide Android-based interactive media. Education must be able to develop the potential of every child in line with current developments in science and technology (IPTEK). Student potential can be developed according to the teacher's ability to manage learning. The material provided must be interesting and not make students bored.

Nuramila Nuramila; Ayu Hidayanti Ali; Puspita Dian Agustin; Dakia N Djou; Eka Sartika

Jurnal Pengabdian Bersama Masyarakat Indonesia 2024 CV. Aksara Global Akademia

Currently, technological developments are increasingly rapid. There are new advances in human life, one of which is artificial intelligence or AI (Artificial Intelligence), which is a computer system created in such a way as to be able to interact with the world around it through intelligent behavior like humans. Artificial Intelligence can target various domains, including the education sector. The role of teachers will be greatly transformed by artificial intelligence, including in terms of creating learning media. Media in this case is very necessary to attract students' enthusiasm in participating in learning, as well as to create fun, meaningful, creative and interactive learning. The use of Pictory and Fliki AI makes it easier for teachers to create learning media because the Pictory and Fliki features are able to automatically visualize a text into an educational video according to a certain topic. The targets of activities in implementing this service activity are teachers at SMP Negeri 6 Gorontalo City. This activity contributes to the creation of creative and fun learning based on current developments, namely the use of technology. The implementation of this service activity uses the Training and Mentoring method.

Citra Ratih Prameswari; Fajar Abadi; Eki Arla Pribadiyanti

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The role of computers in the process of teaching and learning activities is very developed. Teachers in schools adapt to using computers as media for deliver learning materials. Javanese script contained in Javanese language subjects is one of the subjects taught to grade 4 elementary school students.The method used in this study is based on interactive media by combining teaching materials, and technological advances. The visual display will contain Javanese script material equipped with images, animations, and audio.Perancangan Media Interaktif “Mengenal Aksara Jawa” is a learning media that adapt students need in this era, so they can easy to receive, absorb, and understand the material.    

Vika Fatikha Rahmawati; Hariyoko Hariyoko

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

This study aims to develop interactive learning media based on android in physical education, sports and health subjects for class VII SMP Tamansiswa Malang with the help of Unity 3D software. This study used the Borg & Gall Research and Development method. The subjects used were all students of class VII SMP Tamansiswa Malang. For data collection instruments in the form of observation, by observing the process of learning activities directly on subjects of physical education, sports, and health on health material. This research was validated by physical education, sports and health learning experts, learning media experts, and physical education, sports and health teachers for class VII SMP Tamansiswa with a very decent category. Then the results of the overall product trial involving all VII grade students of Tamansiswa Malang Middle School were divided into two small group trials with a sample of 10 students obtaining 83.37% results and large group trials with all VII grade students obtaining 95.34% results so very worthy. Based on the data that has been obtained, it can be concluded that the android-based interactive learning media developed for class VII students of SMP Tamansiswa Malang is categorized as very feasible and can be used without revision.  

Azizah Rahma Pinta; Hamdi Abdul Karim; Linda Trisna

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

Many students have not fully participated in PAI learning optimally, due to the lack of use of learning media that is able to accommodate students' motivation and interest in carrying out learning in class. Therefore, there is a need for interactive learning media that is able to form students' enthusiasm and interest in learning in PAI subjects. One of the interactive learning media that can be used is wordwall media. This article was written based on Field Experience Practice (PPL) activities using qualitative research with a descriptive approach. Qualitative research is research intended to understand certain phenomena. Research data collection techniques can be carried out through several methods, such as observation, interviews and documentation. Observation data shows a higher level of student involvement and active participation during PAI learning. Implementing Wordwall encourages students to complete their assignments immediately. Students show a greater willingness to ask questions and seek clarification during PAI learning. The findings show that the application of Wordwall media at SMPN 3 Guguak District has a positive effect on students' motivation and interest in learning PAI. The interactive and gamified nature of Wordwall engages students, encourages active participation, and fosters a positive learning environment.

Siti Chodijah Nur Indah Berliani; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The talking stick learning system involves the use of a talking stick as a means of facilitating dialogue in groups. This learning media helps students' involvement and responsiveness and increases social interaction in the learning process. By utilizing this innovative approach, the research aims to increase the interaction and involvement of students and teachers in the language learning process and its correlation with Islam. The research method used is a qualitative approach with a case study research design. The research results show that the use of talking sticks significantly increases students' active participation and learning motivation and contributes to the development of more interactive and effective language learning strategies.    

Siti Chodijah Nur Indah Berliani; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The talking stick learning system involves the use of a talking stick as a means of facilitating dialogue in groups. This learning media helps students' involvement and responsiveness and increases social interaction in the learning process. By utilizing this innovative approach, the research aims to increase the interaction and involvement of students and teachers in the language learning process and its correlation with Islam. The research method used is a qualitative approach with a case study research design. The research results show that the use of talking sticks significantly increases students' active participation and learning motivation and contributes to the development of more interactive and effective language learning strategies.    

Imas Baguna

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

Religious moderation plays a crucial role in Indonesia, a society with diverse beliefs and religious backgrounds. Religious leaders, with government support, strive to prevent violence and intolerance in Indonesia. One approach used is interfaith moderation. The concept of moderate Islam becomes a significant religious perspective in addressing diversity in Indonesia. To strengthen the role of Islamic schools (madrasah) in combating radicalism and extremism, religious moderation needs to be incorporated into the madrasah curriculum. The aim of this approach is to mediate between two extreme poles while emphasizing the importance of internalizing religious teachings on one side and understanding the context of religious texts on the other side. To examine this issue, the research was conducted using qualitative methods, particularly a case study. This method aims to find meaning, investigate processes, and gain in-depth understanding of individuals, groups, or situations. In analyzing the data, the researcher applied an interactive model. Data analysis activities include data reduction, data presentation, conclusion drawing, and verification. The research results indicate that religious moderation instilled in students at Madrasah Tsanawiyah Al-Khairat Kwandang, North Gorontalo Regency, not only occurs in formal settings but is also integrated into every learning session. One form of moderation practiced by students is providing advice to fellow students, fostering a sense of care among them.

Faridahtul Jannah; Shofia Hattarina

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment

Legi Aulia Putri; Ulva Rahmi

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2023 FKIP, Universitas Palangka Raya

In the digital era, Islamic religious education (PAI) is faced with the challenge of attracting the learning interest of the millennial generation who are accustomed to technology. This article explores the potential of using digital media as an innovative strategy to increase interest in learning PAI in the millennial generation. This approach includes the use of mobile applications, interactive learning videos, and online platforms specifically designed to provide an engaging learning experience that suits the learning styles of the millennial generation. By understanding the characteristics of the millennial generation who tend to be responsive to technology, the application of digital media in PAI classes can create a more dynamic and relevant learning atmosphere. In addition, this article explains how the integration of digital media can stimulate discussion and active participation of students, building connections between PAI material and the daily life context of the millennial generation. The successful use of digital media to increase interest in learning PAI in the millennial generation requires an active role from educators in designing interesting content, facilitating online interactions, and continuing to apply innovation in learning approaches. Thus, this article not only discusses the positive impact of using digital media in increasing interest in learning PAI in the millennial generation, but also provides practical guidance for educators to implement it effectively in the educational environment.

Rayhan Akbar Wiguna; Kinanti Wijaya

Jurnal Teknik dan Teknologi Indonesia (JTTI) 2023 PT. Arsil Reka Engineering

Indonesia has about 81,000 km of coastline making coastal areas of great significance to the Indonesian economy. Development in coastal areas is very important to provide an improved quality of life to coastal communities with the development of health services, education, infrastructure to places of worship such as mosques/mushola. The platform structure of a floating mosque or mushola building is unique in its platform part, which resembles a building on stilts. Based on the data obtained, the majority of students do not understand the type of floating building construction. Therefore, product development on the construction of floating prayer rooms with interactive augmented reality (AR) based learning media using the Assemblr Studio application and developed with the 4D model consisting of the stages of define, design, develop, and disseminate. The product in the form of this media is intended to display a 3D model in the form of an architecturally floating mushola building with illustrations of the surrounding environment, displaying a 3D model in the form of a structure of a floating mushola building along with its explanation, displaying supporting videos in the form of building renderings and structural development stages of a floating mushola building. This learning media has gone through validity testing by material experts and media experts and obtained a feasibility score of 4.14 (predicate feasible) for the material validation test and obtained a feasibility score of 4.17 (predicate very feasible) for the media validation test.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.

Endang Nur Azizah; Fathan Faqih Ali; Hanifah Nur Azizah; Nanda Oktavia; Rissa Alivia Zahra +2 more

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2023 CV. Alim's Publishing

This study explores the urgency of improving the quality and effectiveness of teaching and learning processes in primary schools through the use of varied learning approaches and media. With the aim of analyzing the relationship of these methods and media to students' motivation, concept understanding, learning style accommodation, critical thinking skills development and social interaction, this study uses qualitative methods. The study also ensures that the implementation of these learning strategies is in accordance with the standards of Permendikbud No. 103 of 2014. The results show that education providers are expected to adopt learning methods that have a positive impact on increasing interest and motivation, facilitating concept understanding, accommodating different learning styles, and encouraging critical thinking skills and social interaction. The use of creative and varied learning media is also emphasized, allowing students to understand concepts through visual demonstration or practical experience. In conclusion, learning methods and media variations fulfill the expectations of Permendikbud No. 103 of 2014, providing students with interactive, inspiring, fun, challenging and meaningful learning experiences.

Megasyani Anaperta; Kurniasih Kurniasih; Topan Saputra; Aidil Fitra Hadi; Agra Wiratama

Jurnal Sains dan Teknologi 2023 Fakultas Teknik Universitas Cenderawasih

This research was conducted due to the lack of optimal use of interesting media, as well as the lack of teacher skills in using digital-based media in the learning process. Because of this, students often become bored and lose interest in learning lessons. As a result, learning materials tailored to students' interests and preferences are needed.One way to achieve this is by creating the development of Problem Based Learning Media using Canva for class X TKJ in basic computer network and telecommunications orientation subjects at SMK N 3 Padang. The aim of implementing Canva as a learning medium can be a creative solution to increase student focus by visualizing material in an interesting and interactive way. This type of research uses Research and Development (R&D), and the development model used is 4D model design. This 4D development model consists of four stages, namely Define, Design,Develop (Development) and Disseminate (Dissemination). Research carried out at SMK N 3 Padang, research findings produced learning materials with material validity of 89.07% and media design validity of 93.7% and teacher response questionnaire answers of 96.6% and the student questionnaire response was 88.12 which can be categorized as very valid and practical.

Endang Kaswati; Farizal Farizal; Mustafiyanti Mustafiyanti

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This article aims to investigate the changes that have occurred in the development of the Islamic religious education curriculum. Islamic religious education has an important role in shaping the character of students and developing their understanding of Islamic teachings. This research uses a descriptive-analytical method by analyzing related documents, school policies, and interviews with related parties. It is hoped that the results of this research will provide a clear picture of how changes in the development of the Islamic religious education curriculum contribute to improving the quality of education. Based on the results of research in the field, it was found that learning activities make it very easy for us to get further information about innovative curriculum developments using internet-based learning media and determining the applications that are of interest to students nowadays, including the applications used by teachers, the IG application. , interactive Power Point, Tiktok, Quiziz, Classroom and other supporting applications. Based on the researcher's explanation, it was found that in innovation in Islamic religious education, curriculum development in the era of revolution 4.0 can also be applied to visuals for learning, flipped classrooms, centered on students learning the learning process, results-based learning, collaborative spaces.

Hizkia Ananda Putri; Mahimma Romadhona

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The Bina Village program is a learning activity for students to jump directly in the community. The activity requires students to contribute actively and creatively to partners. This community service activity is the education of garbage sorting for 1st grade students in Penangungan SDN, Trawas District, Mojokerto Regency. This community service activity involves 31 students and is carried out through two methods, namely board game socialization and 2D animation video viewing. The first stage, students are asked to watch interactive animated videos depicting organic and inorganic waste management. The content of this 2-dimensional animated video includes the definition of garbage, the impact of garbage collection, the types of garbage with color symbols to identify the type of garbage, and the benefits of garbage sorting. The second stage, students are involved in board games. The main focus of the material given is the sorting of organic and inorganic wastes. This is in line with the Adiwiyata program of the school, which is a caring and environmentally cultured school, and has a real program to integrate environmental preservation. Students contribute to creating educational and training facilities to develop students' motor and memory for waste sorting materials. This is expected to form an environmental awareness for students early on, encourage the behavior of the surrounding community in terms of garbage sorting, and preserve the environment for the future through recycling of garbage.

Shafira, Shafira Yolanda Furi

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2023 Prodi PPKn Universitas Slamet Riyadi

Low student learning motivation causes low learning outcomes. Learning models that are less interactive and innovative are one of the reasons students have low learning motivation. This study aims to analyze the use of learning media with the mentimeter application in Pancasila and Citizenship Education Subjects at SMA Plus Merdeka Soreang on student motivation. The research sample was taken from 30 students of Merdeka Soreang Plus High School who took Pancasila and Citizenship Education Subjects. Data collection techniques used are observation, interviews, tests, questionnaires, and documentation. The results showed changes in the increase in results and learning motivation between before and after treatment. The average learning outcomes increased from 46.87 to 70.62 with a percentage increase of 50.67%. In addition, an increase also occurred in indicators of student motivation during the learning process. The application of the meter application provides a more interactive and enjoyable learning atmosphere. This research is expected to improve the learning process by using digital media.Keyword : Mentimeter Media, Interactive Learning, Motivation