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Iqlimah Agustin; Restu Ismoyo Aji

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

This community service focuses on designing educational learning with interactive board game media which is a teaching and learning activity, as well as providing board game board media which is designed in such a way as to convey messages and information in the form of waste sorting, thereby trying to improve the quality of learning and also entertainment media. By introducing the concept of environmental cleanliness based on Adiwiyata to children aged 6-7 years, especially for children who attend SDN Penanggungan. This was done because there is still no availability of board game interactive media learning education for children aged 6-7 years and the lack of media facilities and educational toys at Penanggungan Elementary School. This service method uses qualitative methods by collecting data including observations, interviews, focus group discussions and surveys. With the educational learning media interactive board game for sorting organic and inorganic waste, children can enjoy the learning process without having difficulty understanding the information presented and getting bored or bored, and by providing facilities in the form of interactive board media for selecting organic and inorganic waste such as educational toy board games that sharpen motor skills and increase focus on children at school. The results of this service show that this program can provide an understanding of environmental cleanliness regarding the organic and inorganic waste selection system and increase adequate facilities for practical learning activities at Penanggungan Elementary School.

Imas Baguna

Jurnal Manajemen dan Pendidikan Agama Islam 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

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.

Siti Luthfiyah Mawaddah

Jurnal Motivasi Pendidikan dan Bahasa 2023 International Forum of Researchers and Lecturers

This research uses the literature study method to examine the use of technology in the Independent Curriculum teaching process. Where, data collection is carried out by reading and recording various literature relevant to the title of this article, the research is carried out in a non-interactive and sustainable manner. The Merdeka Curriculum requires teachers to be literate in technology and students can master numeracy and technological literacy. With various variations of technology, many innovations are generated in technology for teaching, one example is the use of digital comics as one of the learning media, which aims to prevent students from feeling bored with all the written texts explained by the teacher. Based on the results of previous research, the technology used as teaching in this independent curriculum has not been conveyed evenly enough to teachers, because there are still many teachers who are not proficient in utilizing technology, so that teachers must understand the independent curriculum themselves in order to achieve the competencies expected in the vision and mission of the independent curriculum.

Rihan Mitia; Supratman Zakir

Jurnal Bima : Pusat Publikasi Ilmu Pendidikan Bahasa dan Sastra 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

One of the media used by PAI teachers at SDN Pakan Labuh 03 is Student Worksheets (LKPD) in learning, especially in Islamic Religious Education lessons. The teacher only gives an explanation of the material then practices the prayer movement directly, then evaluates it. This teaching method is considered inappropriate, because there are still many students who have difficulty understanding the concept of good and correct movement according to Islamic law. The existence of the development of LKPD into e-LKPD that supports the learning of Islamic Religious Education prayer practice materials with the aim of this research is to produce valid, practical, and effective e-LKPD to train students' prayer movements (psychomotor) according to Islamic law on prayer practice material.This research is a development research which has 4 stages, namely: define stage, design stage and develop stage, socialization stage. The research instrument uses product tests, namely: product validity test, product practicality test, and product effectiveness test. The E-LKPD was validated by three validators, namely one media lecturer, one PAI lecturer, and one PAI teacher. At the practicality stage, e-LKPD as a learning resource for prayer practices was tested on fifth grade students at SD Negeri 03 Pakan Labuh.The results of this study are E-LKPD with the support of Liveworksheet and Canva Apps get a final validation value of 0.84, a final practicality value of 0.85 and a final effectiveness value of 0.86. It can be concluded that the development of E-LKPD as a Learning Resource for Prayer Practices at SD Negeri 03 Pakan Labuh is very valid, very practical and very effective to use. E-LKPD can increase teacher creativity, so that ELKPD will look interactive, fun and attract students' learning interest. Interactive E-LKPD is synonymous with sheets in the form of student practice questions done through digital media that meet standards, are practical, and are easily accessible.

Rini Marlina Masumba; Utin Desy Susiaty; Hartono Hartono

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

The research methodology used by researchers in this research is a research and development approach. The researchers in this study used a research plan that combines a three-dimensional model consisting of four different development stages: Define, Design, and Develop. The participants involved in this research were class VIII students of SMP Negeri 1 Teriak. The method used in selecting the sample used a purposive sampling technique. Purposive sampling is a sampling technique that involves deliberate selection based on certain reasons. Researchers use many data collection strategies, including indirect communication tactics and measurement techniques. The data collection methods used in this research include the use of validation sheets, questionnaires, and assessment of mathematical understanding abilities. Based on the results of the discussion in this research, it can be concluded that the level of validity of interactive video learning media in the form of animated videos on relationship and function material based on direct instruction can be classified as valid with a percentage of 85.27%, the level of practicality obtained is 90.58% with very practical and high level criteria. The effectiveness obtained was 80.76% with effective criteria.

Laurensi br Kaban; Maharani Puspa Sari; Matias Yoki; Mona Sihombing; Widya Pratiwi

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to increase the effectiveness of using interactive digital learning media in increasing students' understanding of mathematical concepts and learning motivation at the basic level. The research method used is a literature study by collecting and analyzing six selected articles that are relevant to the use of digital media in mathematics learning. The research results show that the use of interactive digital learning media increases students' understanding of mathematical concepts and learning motivation. Online applications such as Wordwall and digital image simulations such as MyWebAR are effective in teaching spatial shapes. Tools like Google Site and Google Classroom support bold learning. Digital media reduces misconceptions and increases interest in learning. There are various free websites available to choose suitable learning media. It is important for teachers to choose the right media for students.

Cindy Nababan; Anjelina Pasaribu; Jamaludin Jamaludin; Sri Yunita

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This research aims to improve learning outcomes in Civics subjects through the use of Quizizz media in class X at SMK N 1 Percut Sei Tuan. The research method used is classroom action research which is carried out in two cycles, each consisting of planning, implementation, observation and reflection. The subjects of this research were class X students of SMK N 1 Percut Sei Tuan. The data collection methods used were tests, observations and interviews. The research results show that the use of Quizizz media can significantly improve learning outcomes in Civics subjects. The results of this study show a significant increase in the learning outcomes of students who use Quizizz media compared to the control group. Apart from that, the use of Quizizz media also increases students' interest in learning and provides an interactive and fun learning experience. These findings indicate that the use of Quizizz media can be an effective alternative in improving learning outcomes in Civics subjects in vocational high schools.

Apni Tri Gunarsih; Widiyanto Hadi; Muhammad Setiyawan

JURNAL PENELITIAN SISTEM INFORMASI 2023 Institut Teknologi dan Bisnis (ITB) Semarang

This research is a study aimed at developing media interactive study of Indonesian cultural materials based on androids, This interactive study media discussion is using interactive android-based androids.The research uses prototyping methods. The data analysis technique that the author used was a swot data analysis technique.Swot is to evaluate strength (strengths), Weaknesses, Opportunities and threats.To conclude the research on products made then there must be a test.The test used was the black box testing. The results of implementation are obtained from the interactive learning media of Indonesian cultural material based on Android, which consists of eight main menus namely: custom fashion, The custom house, Traditional weapons and local songs on students tk jombor 1 sukoharjo let the introduction of the Indonesian culture with user response very well proven by the index score of 90% respondents agree if this application is very helpful as an interactive media of Indonesian culture learning.

Dinda Syahiba; Yuliasma Yuliasma

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe the influence of Interactive Multimedia learning media on class XI Cultural Arts (Dance) subjects at SMA N 15 Padang. This type of research is experimental research. The population in this study amounted to 250 students divided into 10 classes with a sample of 54 students divided into 2 classes. The instrument used is an objective test. Data is collected through observation, tests and documentation. The data processing steps are scoring, data processing and t-test. The results showed that the use of Interactive Multimedia learning media had a good influence on student learning outcomes compared to the use of conventional learning media in the form of printed books and blackboards. Judging from the results of the analysis of students' pretest and posttest scores in the experimental class and control class, the analysis was carried out with a statistical test in the form of an independent sample t test as a hypothesis test. The highest score in the experimental class was 100 and in the control class 87.5, while the lowest score in the experimental class was 58.3 and the control class was 25. So it is known that there is a significant difference between the scores of experimental class students and the control class. In this case, the scores of experimental class students who use Interactive Multimedia learning media are higher than the scores of control class students who use conventional learning media in the form of printed books and whiteboards

Nia Mardiani; Herlinda Mansyur

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe the influence of Interactive Multimedia learning media on class XI Cultural Arts (Dance) subjects at SMA N 15 Padang. This type of research is experimental research. The population in this study amounted to 250 students divided into 10 classes with a sample of 54 students divided into 2 classes. The instrument used is an objective test. Data is collected through observation, tests and documentation. The data processing steps are scoring, data processing and t-test. The results showed that the use of Interactive Multimedia learning media had a good influence on student learning outcomes compared to the use of conventional learning media in the form of printed books and blackboards. Judging from the results of the analysis of students' pretest and posttest scores in the experimental class and control class, the analysis was carried out with a statistical test in the form of an independent sample t test as a hypothesis test. The highest score in the experimental class was 100 and in the control class 87.5, while the lowest score in the experimental class was 58.3 and the control class was 25. So it is known that there is a significant difference between the scores of experimental class students and the control class. In this case, the scores of experimental class students who use Interactive Multimedia learning media are higher than the scores of control class students who use conventional learning media in the form of printed books and whiteboards

Alexander Sitinjak

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

The aim of this research is to develop learning media using  that are valid, practical, and effective to improve students' ability to understand flat Derivative topics. The study was carried out at SMA NEGERI 10 MEDAN. The subjects of this research were students of class XI IPA-1. This research is research and development (R&D) using the ADDIE Model. The data collection technique uses a questionnaire assessment sheet for material experts, teaching material experts, learning practitioners and student responses. The results showed that learning media using Android Studio obtained an average percentage of 91.8% with the criteria of "very valid" according to the assessment of teaching materials experts and based on media material experts obtained an average percentage of 86.5% with the criteria " very valid". Based on the practice of learning carried out by the mathematics teacher getting 91,8% with the "very practical" criteria. Based on the effectiveness assessment of the 35 students, they got an average percentage of 86.5% with the criteria of "very effective". Thus, based on the results of the assessment of material experts, teaching materials experts, learning practitioners, and student effectiveness it can be said that learning media using Android Studiohave been tested as valid, practical and effective for use in learning.

Rr. Diana Insyafari

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2023 Universitas Palan

Technology in education continues to evolve, offering new opportunities for more interactive teaching and learning, especially for children with special needs. One innovation that can be utilized is Mentimeter, an interactive tool that allows teachers and students to engage in a dynamic learning environment. This article discusses the implementation of Mentimeter as an interactive learning medium in teaching music theory to children with special needs. The objective of this research is to examine the effectiveness of Mentimeter in enhancing students' understanding and engagement with music theory material. Using the classroom action research method, this study involved 20 students from SLB Negeri Surakarta with various special needs who participated in music lessons over a period of three months. The results of the research indicate that the use of Mentimeter increased students' active participation and facilitated a better understanding of the material.

Muhammad Fajri; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.

Sovarina Yasarifa Pohan; Prihatin Ningsih Sagala

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This study aims to obtain a constructivism-based e-module that is valid, practical, and effective, so that it can assist students in understanding the material for a two-variable linear equation system. The research instruments used were lesson plans, material validation sheets and e-module media, learning outcomes tests, and student and teacher response questionnaire sheets. After all instruments, lesson plans, and e-modules were declared valid by the validator, then readability tests and field trials were carried out. The results showed that: (1) the developed E-Module had met the validity values, namely (3.37 and 3.25) with a very feasible category; (2) The developed E-Module has met the practical value (79.75% and 90.5%) with very practical category; (3) The developed E-Module meets the effective criteria with the completeness of student learning outcomes that meet the criteria, namely 85% of students have obtained a score of 75 and the achievement of each indicator/learning objective is more than 65% of the total students.

Feriska Listrianti; Meylan Paputungan; Rifqotul Amanatil Qowiyah

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The use of interactive digital-based learning media has become an increasingly important topic in the field of education, especially at MI Azzainiyah II. This media offers the potential to enhance students' literacy and numeracy skills and enrich their learning experiences. However, to maximize its benefits, it is important to understand the perceptions and experiences of students, teachers, and educational staff regarding the use of this media. This research utilizes an interview approach as the primary method for data collection. Interviews are conducted with two groups of participants: students of Madrasah Ibtidaiyah Azzainiyah II and teachers/educational staff involved in the use of interactive learning media. The interview questions focus on the students' level of literacy and numeracy, their learning experiences, the effectiveness of learning media, and the challenges faced by teachers in integrating this media into the curriculum. From the results of the interviews with students, it is expected to reveal how interactive learning media contributes to improving their literacy and numeracy skills. Furthermore, students' perceptions and experiences in using this media will also be analyzed. From the interviews with teachers and educational staff, the effectiveness of using this learning media in enhancing classroom learning will be discussed. The challenges faced by teachers in integrating this media and the solutions they propose will also be an important part of the discussion. The results of this research are expected to provide valuable insights for further development in the use of interactive learning media at MI Azzainiyah II.

Syamsilahuddin Norman

Student Research Journal 2023 Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

Online learning that is currently being implemented is forcing the world of education to implement internet-based learning media, one of which is e-learning. The purpose of this study was to obtain an overview of the need for e-learning for learning activities in junior high schools throughout Jebus District. The method used in this research is descriptive research with the subject of the research are junior high school teachers in Jebus District, totaling 38 respondents. Data collection was carried out using a questionnaire distributed through the Google Form platform. The results of the study indicate that there is a need for the development of e-learning that pays attention to several aspects in it, namely being integrated with video learning media, text, images, and other interactive media. It is recommended to conduct follow-up research related to the development of e-learning tools

Johannes Gultom; Pargaulan Siagian

Based on the analysis of needs in the learning process, it is necessary to develop interactive learning medium. This study aims to produce a product in the form of an interactive learning media based on Articulate Storyline which is valid, practical, and effective in improving students' understanding of mathematical concepts. This research and development is designed based on the stages of the ADDIE development model (Analyse, Design, Development, Implementation, and Evaluate). The subjects in this study were students of class X IPA 5 SMA Negeri 2 Kabanjahe, which consisted of 36 students. Based on the research which has been done, the validity of the interactive learning media developed obtained an average percentage of 87.26% by media experts and 87.82% by material experts with qualifications classified as very valid. Through the results of teacher responses and student responses in limited trials and field trials, an average percentage of assessment was obtained 94.5% by teachers, 85.67% by students in limited group trials and 86.07% by students in field trials with qualifications classified as very practical to be used in the learning process. The implementation of the application of interactive learning media that has been carried out to see the effectiveness with a set benchmark obtains results, namely for classical learning completeness, it reaches 80.56%, and the average percentage of effectiveness questionnaires is 94.72% with qualifications classified as effective. The increase in ability to understand mathematical concepts that occurs is a moderate increase. Based on the research acquisition data, it was concluded that the Articulate Storyline-based learning media developed in this study is valid, practical, and effective qualifications.

Zilfa Amalia Tsany; Deti Rostika; Muh. Husen Arifin

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is about the design and development of interactive multimedia to introduce types of businesses and economic activities. This research is motivated by the problem of learning media which at the moment is still fixated on teachers and books. Another problem is the lack of knowledge and ability of teachers in introducing types of businesses and economic activities and the condition of students who have a great interest in using digital technology-based learning media. Thus, this research aims to create an Interactive Multimedia as a facilitator for students in learning the material of business types and economic activities.  This research uses the Design and Development (D&D) research model, with Analyze, Design, Development, Implementation, and Evaluation (ADDIE) research procedures. This research involved experts and users. The results of the assessment from the expert's point of view for the feasibility of interactive multimedia is very feasible to be implemented in learning.

Prita Puspita; Mettadewi Wong; Adriana Venny Ariani; Linawati Suwito; Mulyadi Mulyadi

Jurnal Budi Pekerti Agama Buddha 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research aims to determine the extent of the quality of the teaching materials used and develop teaching materials that are adapted to the characteristics of learners, due to the limitations of the teaching materials that have been used and create new teaching materials that are more appropriate and appropriate for student education in West Kalimantan Province. This research method uses a qualitative approach with R&D research methods. The subjects in this research were 42 students in West Kalimantan Province. The research and development procedure for the R& model consists of five steps, namely; (1) Analysis (analysis), (2) Design (design), (3) Development (development), (4) Implementation (implementation) and (5) Evaluation (evaluation). The results of the analysis show that the Buddhist Vihara Graha Sailendra Sunday School learning conditions at this week's school are still teacher-centered using printed books and limited use of learning media. It was found from the results of post-test data from 42 students that only 39 reached the KKM on Buddhist religious holiday material, while 3 did not reach the KKM.      

Handoko Fiadi Prayitno; Riyan Abdul Aziz; Hadis Turmudi

JURNAL PENELITIAN SISTEM INFORMASI 2023 Institut Teknologi dan Bisnis (ITB) Semarang

Early natural resource education can help improve individual attitudes in preserving the environment. The author develops learning media focusing on understanding natural resource material. The goal is to provide students with effective and efficient skills in understanding the types, distribution, and process of natural resource formation through visualization, not just memorizing. The development of this interactive media uses Adobe Animate CC 2023 with the hope of attracting students' interest and supporting teacher teaching. The ADDIE method is used to develop interactive multimedia products. This media consists of learning materials and interactive quizzes, supports the teacher's role and provides students with an understanding of Social Sciences (IPS) lessons about natural resources. Interactive multimedia learning media has a positive impact on social studies natural resources learning. This approach motivates students, provides independence, and introduces alternative methods. Thus, the interactive multimedia approach contributes to the effectiveness and interactivity of learning natural resources.