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Indah Damayanti; Sukirno Sukirno

International Journal of Economics, Commerce, and Management 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study aims to develop interactive PowerPoint-based audio-visual learning media for Grade X Economics and to test its feasibility and effectiveness in improving student activity and learning outcomes. The method used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of students in grades X6 and X7 at SMA N 1 Ngluar and SMA Muhammadiyah 1 Muntilan. Data were collected through interviews, questionnaires, and learning outcome tests. The feasibility test results showed that the interactive PowerPoint media was considered very feasible to use, with an average score of 4.6 from subject matter experts, 4.8 from media experts, 4.45 from teachers, and 4.5 from students. The effectiveness test showed N-Gain Scores for activity and learning outcomes of 0.42 and 0.58, respectively, at SMA N 1 Ngluar and 0.44 and 0.55 at SMA Muhammadiyah 1 Muntilan. Thus, interactive PowerPoint media is effective in increasing student activity and learning outcomes in economics learning.

Suryo Bayu Tirto Aji

World Journal of Islamic Learning and Teaching 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This study aims to develop a social media-based learning platform, specifically an Instagram account (@AIK_Muh5), for Islamic Religious Education (AIK) at Muhammadiyah Junior High School, using the first two stages of the ADDIE model (Analysis and Design). The study is based on theoretical frameworks such as social media-based learning, the challenges of AIK in the 21st century, and educational theories like constructivism and connectivism. The platform is designed to offer interactive and engaging learning through visual content like infographics, educational videos, and Instagram’s interactive features (polls, stories, comments, and live sessions). This approach aims to enhance students' digital literacy, provide relevant content, and strengthen Islamic character. While the platform has potential, it faces limitations, including a lack of empirical data to measure its effectiveness, the risk of oversimplifying complex AIK material, and an unclear evaluation system. Additionally, access issues and age restrictions hinder its use. The study suggests continuous development, integration with face-to-face learning, and inclusive strategies to ensure equitable access for all students, positioning this platform as a model for AIK learning in the digital age.

Sindhu Rakasiwi; Cahaya Jatmoko; Candra Irawan; Lalang Erawan; Suprayogi Suprayogi +1 more

Jurnal Pengabdian Masyarakat Terapan 2025 Lembaga Pengembangan Kinerja Dosen

This community service activity aims to provide insight and training to teachers and lecturers who are members of the Multimedia and Information Technology Professional Association (PPMULTINDO) regarding the use of the Quizizz application as a learning evaluation medium. The background of this activity is that there is a challenge for educators to continue to innovate in the digital era, but there are still obstacles in the form of a lack of introduction and insight into Quizizz, as well as the assumption that the development of technology-based evaluation media is complicated. This training was carried out online through the Zoom application with tutorial, guidance, and consultation methods. The results achieved are that the trainees gain basic understanding and skills in using Quizizz to support a more effective and interactive learning process. This activity is expected to motivate teachers and lecturers to develop technology-based evaluation media and contribute to the advancement of education in the future.

Tawazalul Fadilasih; Naya Chelsea Alghany

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study examines the influence of Instagram on college students' lifestyles, focusing on the discrepancy between reality and expectations formed on social media. Instagram has become an important part of college students' lives, not only as a means of communication but also as a medium for constructing self-identity and social image. Through photo and video uploads, many students strive to project an ideal life filled with happiness and success, although this does not always align with reality. This phenomenon gives rise to social pressure, self-dissatisfaction, and a tendency towards a consumerist lifestyle driven by the desire to conform to popular trends. However, Instagram also has a positive side. If used wisely, this medium can be a source of inspiration, learning, and creativity development for students. Therefore, Instagram's influence on college students' lifestyles is largely determined by the user's level of awareness and maturity in balancing the virtual world and real life.

Zhafira Zhafira; Ilun Mualifah

Jurnal Pendidikan Bahasa dan Anak Usia Dini 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to examine in depth the learning strategies implemented in the Bilingual-A class to develop early childhood language skills. The development of language skills in early childhood is an important aspect to consider, as language functions as the main medium for children to communicate, think, and express their feelings and ideas. However, language development problems often arise due to a lack of sufficient linguistic stimulation, both at home and in the learning environment. To address this issue, the study employs a descriptive qualitative approach through observation, in-depth interviews, and documentation involving teachers and children in the Bilingual-A class at RA Masjid Al-Akbar Surabaya. Through this approach, the researcher seeks to obtain a clear picture of how bilingual learning strategies are applied in daily classroom activities. The findings reveal that the applied learning strategies include communicative approaches, the use of enjoyable bilingual songs and games, and various visual media such as pictures, word cards, and teaching aids. The implementation of these strategies has proven effective in enhancing children’s vocabulary mastery, sentence construction ability, and confidence in communicating using two languages. These findings highlight the crucial role of teachers in designing engaging, interactive, and developmentally appropriate learning activities that holistically support children’s language growth.  

Ainun Nadiva Salsabila; Angel Deswita Elia Ngasi; Maria Ulfa; Ahmad Jamaluddin; Chandra Malik +1 more

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

The digital era has transformed communication patterns among millennials and Gen Z in Indonesia. This study analyzes the phenomenon of code-mixing and code-switching on social media among students at STIE Balikpapan as representatives of the digital generation in a multiethnic environment. Employing a qualitative method with a virtual ethnography approach, data were collected through six months of virtual participant observation and systematic digital documentation across multiple social media platforms. The findings reveal that code-mixing predominantly occurs in intra-sentential and intra-lexical forms, while code-switching takes inter-sentential forms according to communication contexts. The primary factors driving mixed language use are social identity, communication efficiency, and audience adaptation. Balikpapan's multiethnic context enriches these practices through interactions among Indonesian, regional languages, and English. These findings contribute to the field of digital sociolinguistics and serve as a reference for language learning in higher education institutions and the development of Indonesian language policies.  

Halawa, Sovantri Putra Paskah; Sinaga, Rizal Muslim; Simbolon, Agata Putri Handayani; Priscilia, Selfi Audy; Perdana, Adidtya +5 more

JUISI : Jurnal Ilmiah Sistem Informasi 2025 LPPM Universitas Sains dan Teknologi Komputer

Peningkatan minat masyarakat Indonesia terhadap bahasa Jepang mendorong kebutuhan akan media pembelajaran yang lebih interaktif dan fleksibel. Namun, banyak aplikasi yang tersedia masih terbatas pada penyajian materi tanpa sistem progres belajar yang adaptif. Penelitian ini bertujuan untuk mengembangkan aplikasi mobile “Andana” sebagai platform pembelajaran bahasa Jepang interaktif berbasis Flutter dan Firebase. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan pendekatan software engineering. Proses pengembangan mencakup analisis kebutuhan, perancangan sistem, implementasi, dan pengujian fungsional. Data penelitian bersumber dari hasil uji coba fungsionalitas dan evaluasi performa aplikasi oleh pengguna. Aplikasi Andana dirancang dengan dua peran utama, yaitu pengguna dan admin, serta dilengkapi fitur pembelajaran berbasis multimedia (PDF, video, audio), flashcard, latihan mendengarkan, berbicara, dan sistem catatan pribadi. Hasil penelitian menunjukkan bahwa seluruh fungsi aplikasi berjalan dengan baik, dengan sinkronisasi data real-time dan tampilan antarmuka yang responsif. Integrasi antara Flutter dan Firebase terbukti mendukung pengelolaan data pengguna dan pembaruan konten secara dinamis. Kontribusi penelitian ini terletak pada pengembangan model aplikasi pembelajaran berbasis cloud yang adaptif dan mudah dikembangkan. Implikasinya, aplikasi Andana berpotensi menjadi media belajar bahasa Jepang yang efisien, menarik, serta dapat diadaptasi untuk bahasa asing lainnya di masa mendatang.

Ajeng Dara Anindya; Fidella Alexandra Purba

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the role of digital media in the dynamics of teaching and learning interactions in educational environments. The development of information and communication technology has brought about significant changes in the learning system, where digital media has now become an integral part of teaching and learning activities. The research method used was descriptive qualitative, with data collected through journals and books related to digital-based learning. The results indicate that digital media plays a significant role in increasing the effectiveness and flexibility of the learning process. Digital media helps teachers deliver material more engagingly, facilitates two-way communication between teachers and students, and supports faster and more efficient learning evaluation. However, the use of digital media also creates new dynamics, such as reduced direct social interaction and the emergence of challenges in maintaining student learning motivation. The effectiveness of digital learning is greatly influenced by teachers' digital literacy readiness, student discipline, and the support of school infrastructure and policies.

Ahmad Husain; Lisa Afrilia Simarmata

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study aims to determine the effect of digital media use on children's academic achievement. Rapid technological developments have made digital media a crucial part of the modern educational process. Using a qualitative descriptive approach, this study provides an in-depth description of how digital media is used in learning activities and its impact on student learning outcomes. Data were collected through observations, interviews, and documentation of students, teachers, and parents involved in the technology-based learning process. The results indicate that digital media plays a significant role in increasing children's interest and motivation in learning, enriching their knowledge base, and helping them understand the material more effectively. However, the study also found that excessive, unsupervised use of digital media can lead to decreased concentration, the development of procrastination, and decreased social interaction among students. Therefore, the use of digital media needs to be balanced with guidance and supervision from teachers and parents to ensure its use remains aligned with educational goals. In conclusion, digital media has significant potential to improve children's academic achievement when used wisely, purposefully, and in accordance with each student's individual learning needs.

Fadiatur Rosidah; Muhammad Suwignyo Prayogo; Risa Fitria Agustina; Faiqotun Ni’mah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop an interactive learning media based on Genially Hybrid for the topic of the Human Reproductive System in senior high schools, aligned with the 2024 National Curriculum. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the development stage. The final product consists of three main media: (1) interactive presentation, (2) digital board game, and (3) “Family 100” game show. Each medium was designed according to Mayer’s Multimedia Principles and Cognitive Learning Theory to enhance students’ engagement and conceptual understanding. The results show that Genially Hybrid media successfully integrates visual, verbal, and interactive components that support both face-to-face and online learning flexibly. These media not only enrich learning experiences but also improve students’ motivation and collaboration in mastering abstract biological concepts. This innovation is expected to serve as an initial model for developing effective and adaptive digital learning media that meet the demands of the Society 5.0 era and the 2024 National Curriculum.

Adelia Adelia

Jurnal Hukum, Administrasi Publik dan Negara 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study is motivated by the rapid development of social media, which has become an inseparable part of children’s lives in the digital era. While children gain educational and creative benefits from social media, they are also exposed to risks from negative content such as violence, pornography, and consumerist behavior, as reported by KPAI (2023) and data from We Are Social & Hootsuite (2024). To analyze this phenomenon, a library research method with a qualitative approach related to the development of children’s thinking patterns, and child protection regulations, aiming to gain a comprehensive understanding of social and juridical implications. The results indicate that social media plays a dual role in shaping children’s thinking: providing positive impacts through learning and creativity, while also posing potential negative influences if not properly supervised. Therefore, synergy is required between law enforcement based on Law Child Protection and Law Information and Electronic Transactions, parental supervision, and adequate digital literacy, so that social media can be used as an educational and safe tool for healthy child development.

Rio Rizkiansyah; Asep Purwo Yudi Utomo; Rustono Rustono; Haryadi Haryadi; Audya Nilam Nariswari +1 more

Jurnal Pengabdian Masyarakat Terapan 2025 Lembaga Pengembangan Kinerja Dosen

Digital literacy is a crucial competency for teachers. Accelerating digital literacy for elementary school teachers is not only about mastering digital tools and applications, but also about changing mindsets and approaches to teaching. There are three impacts for teachers and students if teachers are unable to master digital competencies: 1) teachers are less able to keep up with the latest technological developments; 2) teachers are unable to filter and process the latest information, resulting in a tendency towards misinformation; 3) students are less able to absorb the latest information and thus misuse the wrong sources of information. Given these impacts, training and mentoring are needed for elementary school teachers in Songgom District to acquire the right digital skills so that elementary school teachers can maximize their potential. Elementary school teachers in Brebes Regency still do not have good digital competencies. If left unchecked, more and more teachers will lack digital competency. This can lead to a lack of technology-related information that students can use to support their learning. Furthermore, inadequate technology skills can hinder differentiated learning within the independent curriculum. The Community Service Program, initiated by professors and lecturers with expertise in digital literacy and language, is highly relevant to the needs of teachers in Brebes Regency. Elementary school teachers are developing digital competencies by implementing interactive quiz-based learning and Canva-based learning media. These competencies can be applied by teachers in the classroom. Students are expected to absorb the material more meaningfully. Learning through the application of digital literacy by teachers will increase student interest and engagement in learning the material.

Joko Purwanto; Umi Faizah; Dea Permataningtyas; Riska Amelia; Tarisa Finanda

Jurnal Pengabdian dan Perubahan Sosial 2025 Lembaga Pengembangan Kinerja Dosen

The need to strengthen literacy in Indonesian language learning requires teachers to be innovative in designing assessment instruments that are relevant to current developments. One approach that can be used is the application of multimodal texts, namely texts that combine various communication modes such as writing, images, sound, and symbols to convey meaning more comprehensively. This community service program was carried out with the aim of improving the competence of Indonesian language teachers at the junior high school level throughout Sragen Regency in developing literacy questions based on multimodal texts that align with the demands of the Independent Curriculum. The activity was carried out through two months of intensive training and mentoring, which included a theoretical understanding of the concept of multimodal texts, analysis of sample questions, and practice in developing literacy-based assessment instruments. The results of the activity showed a significant increase in teachers' understanding of the principles of multimodal texts and their ability to design questions that challenge students' critical and creative thinking skills. Through this program, teachers not only gained new knowledge but also were motivated to be more adaptive to developments in digital media and innovation in learning. Thus, this activity contributed to improving the quality of Indonesian language learning that is contextual, interactive, and meaningful for students.

Fitriani, Namiyah; Badruz Zaman

Al Irfan: Jurnal Ilmu Pendidikan dan Penelitian 2025 IAI Sunan Giri Trenggalek

This qualitative library research aims to analyze the pedagogical structure of the adapted "An-Nashor" textbook, focusing on the gradation, selection, presentation, and repetition of its Nahwu and Shorof (Arabic grammar and morphology) materials. The study was motivated by a identified research gap: despite its widespread use, there has been a lack of in-depth analysis of the textbook's pedagogical claims, particularly its systematic organization of complex grammatical concepts. Using content analysis, with the digital and print versions of the "An-Nashor" textbook as the primary data source and 15 supporting journal articles and academic publications as secondary data, this research evaluates the material against principles of learning evaluation and Arabic language material development. The findings confirm that the textbook's content is organized in a systematic and gradual sequence, progressing from fundamental rules (qawa'id) to advanced discussions across nine thematic conversation groups. The study's novelty lies in its comprehensive examination of material gradation in an adaptive Arabic textbook, contributing to the theory of Arabic learning media development by demonstrating the effective implementation of pedagogical principles in a digital format. These results provide a crucial foundation for creating more structured and effective Arabic teaching materials.

Yerica Resty Anjaly, Caca; Meilla Dwi Nurmala; Alfiandy Warih Handoyo

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to develop an innovative learning medium in the form of a board game titled “ReproQuest: Adolescent Reproductive Health” to introduce and enhance students’ understanding of adolescent reproductive health at SMP Negeri 16 Kota Serang. The development process employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) with eighth-grade students as research subjects selected through purposive sampling. The stages included analyzing student needs, designing an interactive game concept, and conducting feasibility and effectiveness tests. The feasibility assessment results showed an average score of 86.3% (categorized as highly feasible), consisting of 72.87% from linguists, 92.85% from media and material experts, and 87.5% from practitioners. A limited trial involving 10 students demonstrated improved understanding of reproductive health, with 70% of students achieving a moderate level and 30% reaching a high level of comprehension. These findings indicate that the “ReproQuest” board game is feasible, engaging, and effective as a learning medium and guidance tool to promote reproductive health education among adolescents. Moreover, it serves as an enjoyable and participatory learning alternative that fosters positive attitudes and awareness of reproductive health among junior high school students.

Marwati, Utami; Paidi Paidi

International Journal of Education and Social Sciences 2025 International Forum of Researchers and Lecturers

This research aims to: (1) differentiated biology learning tools with ethnoscience content, (2) determine the practicality of differentiated biology learning tools with ethnoscience content and (3) determine the effectiveness of differentiated biology learning tools with etnoscience content in improving critical thinking skills and environemantal literacy of phase E student. This study is a development research using the Design and Development Research model, which adopts the ADDIE development model comprising five stages: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The research method used is the Quasi-Experimental Design with a Nonequivalent Control Group Design approach. Data analysis includes normality tests, Levene's homogeneity test, and the Normalized Gain Score (N-Gain Score) test. The limited trial involved 30 eleventh-grade students from SMA Negeri 1 Simpangkatis. The field trial involved tenth-grade students from the same school, consisting of 31 students in the experimental class and 30 students in the control class. The data collection instruments consisted of questionnaires to gather responses from experts, teachers, and students regarding the biology learning tools, as well as tests to measure students' critical thinking skills and environmental literacy. Instrument validity was ensured through content validation by subject matter experts and media experts. The practicality of the learning tools was evaluated based on feedback from teachers and students. The results of the study showed that: (1) the developed biology learning tools were rated as highly feasible by experts; (2) the tools were considered highly practical by both teachers and students; and (3) the tools were effective in improving students' critical thinking skills and environmental literacy. This effectiveness was supported by the average gain score analysis in the experimental class, which was 0.71 for critical thinking skills (high category) and 0.57 for environmental literacy (moderate category).

Navisa Navisa; Siti Halima Sineri; Rahma Nur Khalifah3; Halimatus Sadiyah; Salza Putri Amelia Jaidi +2 more

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of the Crossword Puzzle Game Application (TTS) as a learning medium to increase students' involvement and understanding in the learning process. The rapid development of technology demands educational innovation, and gamification, especially in the form of mobile TTS game applications, offers attractive and accessible solutions. Using qualitative research methods with a phenomenological approach, data was collected through in-depth interviews, observations, and document analysis from selected groups of students and teachers who had used the application. The results of the study show that this application effectively increases the motivation, activeness, and vocabulary memory of students. In addition, TTS games provide challenges that spark curiosity and encourage collaboration between learners while solving puzzles. The app also provides a fun, interactive, and adaptive learning environment to individual learning needs, moving away from traditional methods that tend to be monotonous. This study concludes that the TTS Game Application is a very effective, interesting, and relevant educational tool for modern learners and has the potential to be applied to a wide range of subjects.

Syauqiatul Latifah; Ilmi Amalia Maghfiroh; Esa Nur Faizah

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2025 STIKes Ibnu Sina Ajibarang

The development of digital technology has made social media an integral part of children's lives, including students of Madrasah Ibtidaiyah (MI). This study aims to explore the impact of social media on the language patterns of class 5C students at MI Hasyim Asy'ari. Using a qualitative method with a case study approach, data were obtained through semi-structured interviews and participant observations of 14 students who regularly access social media. The findings show that platforms such as TikTok, Instagram, and YouTube are the main sources of new vocabulary acquisition, such as the terms "kepo", "narsis", and "anjir". These words reflect changes in students' language styles that are increasingly informal and often deviate from standard Indonesian language rules. Although social media can contribute to enriching vocabulary and increasing children's interest in communicating, negative impacts such as the dominance of slang, misuse of meaning, and reduced concern for the correct use of Indonesian are also very real. Therefore, the role of educators and parents in supervising and directing the use of social media is very important. The language learning curriculum in schools needs to be adjusted to the development of the digital era without abandoning appropriate linguistic values. With the right strategy, social media can be used as a useful language learning tool without reducing the essence of Indonesian as a national identity.

Diah Maharani, Ni Putu; Wedayanthi, Luh Made Dwi

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This community service activity aimed to enhance the self-confidence of early childhood learners through the Janger Dance Movement, used as an art- and culture-based learning medium. The program was implemented at TK Prawidya Dharma in Demulih Village, Bangli, involving children aged 5–6 years and their teachers. A qualitative descriptive method was applied using the Participatory Action Learning System (PALS) approach, which emphasizes active engagement, reflection, and participatory learning. The results showed a significant improvement in the children's self-confidence, evidenced by their increased willingness to perform in public, improved social interaction, and more expressive emotional behavior. Teachers also benefited from enhanced pedagogical competence, particularly in integrating cultural and artistic elements into meaningful classroom practices. The Janger Dance Movement proved to be an effective pedagogical strategy for fostering self-confidence, independence, and social development in early childhood education. This approach not only helped children build self-esteem but also encouraged them to engage in creative expression, while allowing teachers to gain valuable experience in incorporating cultural arts into their teaching practices.

Maria Liana Bili; Stefanus Dwi Istiavan Mau; Lidia Lali Momo

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Village infrastructure development plays an important role in improving community welfare. However, public opinion regarding the condition of infrastructure is often not analyzed comprehensively and based on data. This study aims to analyze public opinions toward infrastructure in Malitidari Village using the Unsupervised Learning method with the Orange application. The data were collected from public comments on social media and digital surveys, which were then processed in text format. The analysis process includes data preprocessing, tokenization, vectorization, and the application of a clustering algorithm to group opinions into several categories without prior labeling. The Orange application was used due to its ability to visualize data analysis workflows interactively and efficiently. The results of this study show that public opinions can be grouped into several main clusters: positive opinions related to the development of roads and public facilities, and negative opinions concerning delays and unequal quality of infrastructure. Based on these findings, the Unsupervised Learning method is proven effective in illustrating public perceptions of village infrastructure conditions. The results are expected to serve as a reference for the village government in planning and improving the quality of infrastructure development in Malitidari Village