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Rinal Dwi Septiawan; Lilik Sugiarto; Sri Widiyanti

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

The graph of the average mathematics scores from 2021-2023 shows that the material for recognizing diagrams in 2023 received an average score of 60. Meanwhile, the KKM value for the material for recognizing diagrams is 62. So it can be concluded that the material for recognizing diagrams is below the KKM value. This research uses the method development of ADDIE (Analysis, Design, Development, Implementation, evaluation). framework used in instructional design to develop and implement effective learning programs. This method has 5 structured and flexible parts. At the quiz test stage of the application for grade 1 students at SDN 2 Gondangslamet. Get the results of the increase in value compared to the previous daily value. The design of interactive learning media regarding the introduction of diagrams uses Adobe Animate CC 2020 software for design, CorelDraw as an asset creation for the interactive media application for the introduction of diagrams. The research method uses ADDIE (analysis, design, development, implementation, evaluation), data collection techniques use observation, interviews, literature studies, questionnaires. b. The results of the questionnaire and tests, the results of the questionnaire showed a result of 86% and were included in the "Very Good" category in terms of design, text material and can make it easier for users to use the interactive learning media application for introducing diagrams. Then the assessment test shows an increase in scores based on interactive testing.

Anisah Anisah; Dita Yuzianah; Mujiyem Sapti

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

Anisah. 182140060. "Development of Character Education-Based Interactive Learning Media in Class VII Middle School Mathematics Learning Using Powerpoint". Thesis. Mathematics education. FKIP. Purworejo Muhammadiyah University. 2023. The aim of this research is to develop and determine the feasibility of the learning media that has been developed. The media product in this study is in the form of interactive learning media based on character education using Powerpoint in learning mathematics for seventh grade junior high school on integer material. This research uses the type of development research (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques in this research were carried out by means of interviews, questionnaires and tests. The instruments used include media expert and material expert validation sheets, teacher response questionnaire sheets and student responses, and final test questions. The subjects in this research were class VIID students at SMP Negeri 18 Purworejo. Data analysis in this study was the validity data analysis of media experts and material experts, analysis of teacher response data and student responses, and analysis of final test completeness data. The results of the media expert's assessment obtained a total score of 66 with valid criteria and material experts obtained a total score of 29 with the validity calculation formula obtaining results with valid criteria, from the teacher response questionnaire and student responses obtained an average total score of 85.1 with practical criteria, from The results of the final question test obtained a completion percentage of 84% with effective criteria. Based on the research results, this mathematics learning media was declared valid, practical and effective. Thus it can be concluded that interactive learning media based on character education in class VII SMP mathematics learning using PowerPoint is appropriate to use as a learning medium.

Heltiana Heltiana; Jefry Jack Mamangkey; Anatje Lihiang; Anatje Lihiang

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

The world of education plays a significant role in the development of students. So, to facilitate the learning process for students is the main task of a teacher. For this reason, teachers are not only required to make the learning atmosphere comfortable and exciting. However, the teacher must also be able to improve maximum learning outcomes for students. This study aims to determine whether the application of interactive PowerPoint learning media in the classroom can help improve student's learning outcomes in class VIII on the material of the human movement system as well as research. In contrast, the object used in this research is the application of learning media using interactive PowerPoint media at Arrival Junior High School Kaima. The type of research used is classroom action research by applying two cycles of data collection obtained from observations of teacher activities and observations of student activities as well as tests before and after the action and documentation. The data analysis technique used in this study is a qualitative descriptive technique. Based on the study results, the class action that the researchers had carried out found that before the action was taken, the student's learning outcomes were 0%, or the number of students who had completed was absent. At the same time, there was an increase of 83.33% in the first cycle, and in the second cycle, again experienced an increase of 100%. This means that learning using interactive PowerPoint media is proven to help teachers improve learning outcomes in Kaima Adventist Junior High School class VIII students.

Charles Charles; Delvian Yosuky; Tio Sania Rachmi; Eryc Eryc

Journal Innovation in Education (INOVED) 2023 STIKes Ibnu Sina Ajibarang

The rapid advancement of technology has brought the integration of Virtual Reality (VR) into various educational sectors worldwide, including Indonesia. The focus of this research is to evaluate the impact of using Virtual Reality on the educational development in Indonesia. Through a comprehensive literature review and empirical analysis, this study discusses the potential benefits and challenges that may arise from the implementation of VR technology in the educational context. Furthermore, this research also investigates how VR can enrich traditional teaching methods, engage students in a profound learning process, and enhance their understanding of complex concepts.This research contains an analysis of the influence of virtual reality on the development of education in Indonesia, where the researchers will distribute online questionnaires and gather samples of respondents to conclude questions related to virtual reality. This study will contribute to the existingliterature, especially on the factors that influence the adoptionof Virtual Reality for Media Learning model.

Olwadus Waspada Laia; Andarweni Astuti; Hartutik Hartutik

Jurnal Pendidikan Agama dan Teologi 2023 International Forum of Researchers and Lecturers

The research conducted at SMP Yoannes XXIII Semarang aims to determine the effectiveness of implementing interactive media, specifically Articulate Storyline 3, in PAK learning. This True Experimental Design study selected class VIII C, consisting of 28 students, as the experimental group, and class VIII B, with 27 students, as the control group at SMP Yoannes XXIII Semarang. The analyzed results of the research indicate that the posttest scores of students who participated in interactive media learning were 82.50 points, significantly higher than the control group, which scored only 70.19 points. The N-Gain test also demonstrates the increased effectiveness of interactive media, with a score of 59.09 points, categorized as fairly effective. The influence of curiosity on student learning outcomes using this learning media was found to be 66.6%. In conclusion, based on the data analysis findings, students in class VIII at SMP Yoannes XXIII Semarang benefited from the use of interactive media based on Articulate Storyline 3 in their learning process.

Dzikraa Febry Fauzie; Komariah Komariah; Yayang Furi Furnamasari

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is motivated by the problem of corruption, which is currently still the main cause of obstruction of national development. Anti-corruption education as a preventive form of corruption eradication is attempted to build anti-corruption attitudes and understanding of students. Indications that students are infected with corruption are characterized by lying to get benefits and lack of discipline. Seeing the challenges in order to improve the character of students, the P5 program was formed, namely the profile project of strengthening Pancasila students in the independent curriculum. Thus, this research aims to create an interactive learning media in the form of an E-Book with the title "Berani Anti Korupsi" as a facilitator for students to learn anti-corruption education through P5 activities.  This research uses the ADDIE model which consists of five stages, namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation) and Evaluation (Evaluation). The results of the assessment obtained through experts and users indicate that the Interactive E-Book media "Brave Anti-Corruption" can be applied as a learning media that supports anti-corruption education in Fourth grade in elementary school. 

Wiwis Meike; Jani Jani

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

The background of this research is the lack of interest in student learning in the social studies subject of SMPN 3 Kedungwaru Tulungagung students, where there is an unpreparedness in learning and a lack of support from the school environment and family environment. The existence of this background requires attention and motivation to learn from the school and family so that students have a high interest in learning. The focus of the research in this thesis are: 1) What are the social studies teacher's efforts to increase student learning interest in social science subjects for class VIII students at SMP 3 Kedungwaru Tulungagung, 2) What are the supporting factors of social science teachers in increasing student learning interest in the subject social science lessons for class VIII students at SMP 3 Kedungwaru Tulungagung, and 3) What are the obstacles and solutions for IPS teachers in increasing student learning interest in social science subjects for class VIII students at SMPN 3 Kedungwaru Tulungagung. The objectives of this research are 1) to explain how social studies efforts increase students' interest in learning in social studies subjects for class VIII students at SMP Negeri 3 Kedungwaru Tulungagung, 2) to find out the supporting factors for social studies teachers in increasing interest in learning students in Social Sciences class VIII students at SMP Negri 3 Kedungwaru Tulungagung and 3) To find out social studies teacher's obstacles and solutions in increasing student learning interest in Social Sciences class VIII students at SMP Negri 3 Kedungwaru Tulungagung.             In this study used a qualitative descriptive research method. Data obtained through interviews, observation and documentation. Observations were made to find out more closely about the object being researched, interviews were used to find out or find problems openly at SMP Negeri 3 Kedungwaru Tulungagung, while documentation was used to collect data by investigating existing documents and was a place for prepare a number of data so that researchers get the maximum information that can correctly describe the condition of the object under study.             The results of this study indicate that the social studies teacher's efforts to increase student learning interest in social studies class VII at SMP Negri 3 Kedungwaru Tulunggung use 3 techniques, namely: Using learning methods such as lecture methods, group discussions, diagnostic assessments and skills training methods. The second uses the map learning model, collaborative learning, contextual learning. Third Use learning media such as: Interactive PPT, audio media, picture media and map and globe media. Supporting factors for Social Studies teachers in increasing student learning interest in Social Sciences subject class VIII SMP Negeri 3 Kedungwaru Tulungagung namely: School programs, Facilities that support student learning include: Libraries, Classrooms, Laboratories and Classrooms. Obstacles and Social studies teachers' solutions in increasing student learning interest in social science subjects for class VIII SMP Negeri 3 Kedungwaru Tulungagung can be grouped into two factors, namely internal factors and external factors. Internal factors come from within the students themselves, external factors consist of teachers, parents, peers. The solution to overcome these obstacles is to provide motivation.

Maria Ayu Fitri Lestari; Muchtadi Muchtadi; Wandra Irvandi

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

This study aims to produce interactive video learning media in mathematics learning to improve students' mathematical understanding that is valid, practical and effective. This research is a development research where the research procedure uses a 4D design, namely (Define, Design, Development, and Dissemination) but this research only reaches the Development stage due to limited time, costs and research subjects. The subjects in this study were 26 class X students of SMAN 1 Nanga Tayap. The instrument used by the researcher was a validation sheet to see the validity of interactive video media, a response questionnaire was used to see the practicality of interactive video media and a pilot test was used to see the practicality of interactive video media in improving students' mathematical understanding abilities. Based on the validation of the three validators on learning interactive video media, it can be declared valid with an average index percentage of 79.69% with valid criteria. Material expert validation was declared valid with an average index percentage of 78.88% with valid criteria. Meanwhile, media expert validation was declared valid with an average percentage index of 79.28% with valid criteria. The level of practicality with an average percentage of teacher responses is 80%, with very valid criteria and an average percentage of student responses is 82.66% with very practical criteria. From the results of completing the teacher and student response questionnaire, interactive video learning media for students' mathematical understanding can be stated to be very practical for students. The level of effectiveness of students after using interactive video learning media on mathematical understanding abilities is 80.76% with very effective criteria.    

Hendri Johan Tambunan; Edi Syahputra

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to determine: Showing an interactive learning media of mathematics on students' mathematical communication skills as a whole, The magnitude of the influence of using Geogebra-based interactive learning media on mathematical communication abilities based on educational level,  the magnitude of the effect of using interactive mathematical learning media on mathematical communication skills based on previously used interactive learning media, the large influence of the use of interactive learning media plays an important role in systematic mathematical methods, the large effect of the use of interactive learning media on mathematical communication skills is imaginative to mathematical communication based on the mathematical ability that is measured. This study uses the addie model. This sampling technique is highly influential using the Addie model and obtained 20 studies that match the criteria. This data collection technique uses freetest and posttest with the help of Geogebra Classic 6 software and the help of Microsoft powerpoint. The results of this data experiment show that:  overall this interactive learning media has a major influence on students' mathematical communication abilities.

Myta Sabrina Wijayanti; Asrul Bahar; Ita Fatkhur Romadhoni; Sri Handajani

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

This study aims to find out: 1) the results of interactive power point development on the learning outcomes of procedures for using Personal Protective Equipment (PPE); 2) the adequacy of media and interactive power point materials on procedures for using Personal Protective Equipment (PPE); 3) student responses to the results of developing interactive power point procedures for using Personal Protective Equipment (PPE). The results of the analysis of media and material feasibility data were obtained using a sheet of media and material feasibility assessment with a Likert scale. The validation sheet was assessed by UNESA PKK lecturers and Lamongan 1 State Vocational School teachers. The results of the media feasibility assessment get a value from the interpretation score scale of 91%. the results of the material feasibility assessment get a value from a 90% interpretation score scale. The results of the analysis of student response data were obtained using a questionnaire sheet with a guttman score. The questionnaire sheet was assessed by 10 students of class XI Culinary SMK Negeri 1 Lamongan. The results of the student questionnaire get a value from the interpretation score scale of 94%. In this case it shows that the development of interactive power points is stated to be very suitable for use in learning procedures for using Personal Protective Equipment (PPE).

Mickhael P Hutagalung; Glory Indira D Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and produce interactive multimedia-based mathematics learning media using Adobe Flash CS 6 software that is valid, practical, and effective. This type of research is development research which refers to the ADDIE development model. This study used research instruments, the instruments used were material validation questionnaires, media, student and teacher responses regarding practicality and regarding the effectiveness of the learning media used. This study's findings indicate that: 1) The learning media's validity score of 3.245 places it in the valid category, while the media's validity score of 3.30 places it in the very valid category. 2) In the very practical category, the practicality of learning media received a score of 3.81, and in the very practical category, student assessments received a score of 3.49. 3) Learning media have a moderate or effective effectiveness score of 0.5.

Mutiara Triadinda; Nasyiatul Asiyah; Usman Efendi; Ma’rifatul Anwar

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

This Community Service aims to provide learning media training using the Quizizz application on reading comprehension. Reading comprehension lessons are often a problem in English subjects, because in addition to having to read the text students also have to understand the reading text. To make it easier for students to understand the content contained in the reading text easily, Media is needed so that they have a high enthusiasm for learning in doing and understanding the English lesson questions. The subjects in this service are class XI science students totaling 18 students. This service implementation activity uses the audience center method, namely by providing interactive training and mentoring. The implementation of training on the use of the Quizizz application is designed in several stages, namely: planning, implementation, follow-up, and evaluation. The result obtained from this service activity is that students can use the Quizizz application as a learning medium in reading comprehension material.  

Rudjiono, Daniel; Rudjiono, Daniel; Ester Dian Santoso

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) gathering information, (3) product design, (4) design validation, (5) design revision, (6) product trial, (7) product revision. Validation was carried out by media experts (lecturers) and material experts (teachers). The subjects of the research trial consisted of grade 1 students at SDN Leyangan. The trial was conducted by 5 students. Data collected by interviews, documentation, and questionnaires (questionnaires). The data are the results of an assessment of product quality and suggestions for revising the product, which are then analyzed descriptively.                 The results showed that interactive learning media for Indonesian thematic subjects as a media tool designed to be suitable for use in learning theme 2 sub-theme 4 lesson 5 class 1 SDN Leyangan. This is shown by (1) the assessment of the media expert (lecturer) included in the very good criteria with a score of 37, (2) the assessment of the material expert (teacher) included in the very good criteria with a score of 36, and (3) in the trial use included in the very good criteria with a score of 36.  

Fitro Nur Hakim; Eko Wahyu Wibowo

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

The development of information technology brought a lot of impact on education, both positive and negative impacts. One positive impact is involved the development of instructional media for school students. This study takes a case study at SMK Grafika Bakti Nusantara Semarang.Proses data collection using interviews, observation and literature study. Dsesign in this study using ADDIE method approach. Results of this research is an interactive multimedia used by students to study the structure of earth and rock interactively. The animation and music will help the students to reduce boredom in the learning process. In learning media earth and rock structure is also equipped with a quiz that can be accessed directly by students to measure the level of students' understanding of the material structure of the earth and rocks are studied. Material quiz built using database that allows administrators to update the material question.

Lestari Lestari; Renny Souhoka; Ince Wattimury; Korneles Tuamain; Jecklin M. Lainsamputty +4 more

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2023 Fakultas Teknik Universitas Cenderawasih

Pop-up book is one of the learning media that can be used by teachers in carrying out learning in class. This media is an innovative medium in the world of education so that training is needed for teachers to be able to create and apply it in school subject matter. This service aims to improve the skills and creativity of elementary school teachers in teaching through training in making pop-up books. This media is effective in attracting interest and facilitating students' understanding of subject matter, this service program is expected to facilitate more interactive and interesting learning. This training consists of delivering material related to learning media, pop-up book material, training on making pop-up books and questions and answers. This activity was held on June 6 2023 at Upunyor Christian Elementary School. The result of this activity is that pop-up book training activities can improve the quality of teaching in elementary schools and enrich the learning methods used by teachers.

Fransiskus Dwi Anggoro

This study aims to describe the stages of developing E-LKPD based on the Wizer.me Website on fantasy story text material for class VII and the form of E-LKPD based on the Wizer.me Website on fantasy story text material for class VII. This research uses the Research and Development (R&D) method with the Borg and Gall model, which uses 6 stages according to the needs, abilities and scope of the research. The results of the study show that 1) the stages of developing E-LKPD based on the Wizer.me Website for fantasy story text material start from the potential and problem analysis stages with unstructured interviews with teachers and analysis of the LKPD used by the teacher during learning. The next stage is needs analysis, product design stage, product validation stage carried out by material expert validators and media design expert validators. The score obtained was 86.11% from the material expert validator, and 83.33% from the media design expert validator. Based on the results of this assessment, it can be concluded that the E-LKPD based on the Wizer.me Website, fantasy story text material for class VII "very feasible." ” is used in learning. The next stage is product revision, and finally the final product. The final product produced is in the form of an E-LKPD which is included on the Wizer.me Website which can be accessed using a device, laptop or computer via the link provided. 2) the form of this E-LKPD is in the form of an interactive multimedia LKPD which can be accessed via a link and will be transferred to the Wizer.me Website, this form of E-LKPD consists of the cover of the E-LKPD, KD and IPK, completion time, brief materials, work instructions -LKPD, and tasks that must be done.

Agung Ruhdiyat

DIAGNOSA: Jurnal Ilmu Kesehatan dan Keperawatan 2023 International Forum of Researchers and Lecturers

The challenges of the 21st century nursing world demand that nursing educators be able to prepare future nurses who can adapt to changes in the health care system, new technologies, changes in information systems (computerized), changes in pharmacological therapy, increased workload for nurses, increased infectious diseases in the community. , increasing cases of antibiotic-resistant infections, increasing aging population, and increasing number of chronic and co-morbid conditions (Aiken, Clarke, Cheung, Sloane, & Silber, 2003). Nurse educators are responsible for preparing graduates who can adapt to this rapidly changing health system. The simulation learning strategy is proposed as a suitable method to overcome this problem and can bridge the gap between education and clinical practice in hospitals. This literature search aims to analyze the results of related research that focuses on the effect of Simulation-Based Learning on the critical thinking of nursing students. This study was conducted using the review method of research results from 2010 – 2020 which have been published in electronic media such as ProQuest, Pubmed, and CINAHL. The number of journals obtained was 10 journals and 6 of them met the criteria. The conclusion of the research results obtained was that simulation is an interactive teaching-learning process, learning knowledge about critical care from a simulation of real patient situations, learning clinical skills and presenting holistic patient care by playing a role , and bridging the theory-practice gap to enhance critical thinking. In addition, simulations can hone critical thinking skills through feedback from simulators and monitor displays, develop communication skills through teamwork, and improve task delegation skills in complex situations.

Kinanthi Nur Afifah Anastasya Rusmawan; Maharani Ikaningtyas

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

Current technological developments are closely related to the millennial generation learning system and from elementary schools to tertiary institutions. This phenomenon is closely related to the use of learning software based on information and communication technology. Technology development with the Quizizz application is the right choice because Quizizz makes learning fun, challenging and interactive and adds to the knowledge, education and creativity of participating educators. A paradigm shift where learning develops with the application of technology that continues to grow rapidly, so it is not outdated and boring. This learning requires active learning, interactive communication and participation between students and teachers. Learning activities must also be created to achieve learning objectives.

Kevin Cahya A. U.; Neta Dwi Wulandari; Rery Irmawati; Lisna Laylatul A.; Shofira A. +3 more

Learning media greatly determines the effectiveness and efficiency of achieving learning objectives. This development was carried out with the aim of making PBL-based physics worksheets on parabolic motion material and its application as an alternative medium for physics lessons. Parabolic motion is circular motion whose trajectory is a parabola. This study uses a research design methodologyResearch and Development or research and development. Based on the research results assessed by material experts and media experts that PBL-based physics worksheets on parabolic motion material and its implementation have a feasibility index of 80 and 87 which fall into the feasible category.

Felicia Azzahra Kusdinar; Ratna Dewanti; Ilza Mayuni; Dieni Nurhasanah

Problems in learning writing did not seem to find a bright spot in education. Teachers tried to find solutions by evaluating learning materials and learning media. Recently, the solution of the writing problem had become a major concern. Thus, this research aimed to design technology-based learning materials referred to interactive videos with target learner seventh graders. This methodology used design development research (DDR). Data were sourced from junior high schools in Jabodetabek. The main data for designing were the results of the analysis learning materials, learning objectives, and interview result with teacher. The design of interactive video paid attention to the main aspects including the characteristics of interactive video, learning objectives, and students' needs. In addition, time efficiency was also important to maintain students' motivation in learning. Through interactive video, students' engagement in interacting with the learning content was the key to successful learning. Therefore, the result of this design showed this media has high potential to be implemented in writing class.