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Sri Wahyuni; Martin Kustati; Gusmirawati, Gusmirawati

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The learning process that engages students greatly influences their interest in learning. The integration of technology in education can enhance students’ interest and motivation to learn, and technological advancements provide significant support in delivering education on Islamic religious knowledge. Various social media platforms can serve as learning resources. With technological assistance, it becomes easier to spread religious knowledge in innovative and creative ways. This technology can also capture students’ attention, as it enables the creation of animated videos to enhance students’ comprehension of religious knowledge. An example of such a platform that can serve as an educational resource is YouTube Kabi. YouTube Kabi is an interactive medium that offers engaging audio-visual content with animations that capture students’ interest. The delivery of Sirah Nabawiyah material can be accomplished easily because this application can be accessed on laptops or smartphones. The purpose of this study is to examine the utilization of YouTube Kabi in teaching Sirah Nabawiyah material. The method employed in this study is qualitative with a descriptive approach. This research is field-based, and the data collection process involves observation, interviews, and documentation. The findings of this study demonstrate that YouTube Kabi serves as an example of an Islamic educational resource that can enhance students’ motivation to learn, especially in learning Sirah Nabawiyah material, because during the learning process, students demonstrate enthusiasm and engagement.

Dzikra Tsabita Azalea; Aisyatun Munawaroh; Didik Tri Setiyoko

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze the obstacles in Social Studies (IPS) learning related to global issues influenced by technological advancement through a literature review method. Social Studies plays an essential role in shaping students’ understanding of social, economic, cultural, and political life while fostering global awareness in the digital era. However, in practice, IPS learning often faces various challenges that reduce its effectiveness and attractiveness. One of the main problems is students ’low interestin IPS, as it is often perceived as boring and overly theoretical, combined with the influence of technology that diverts students’ attention toward digital entertainment. Other contributing factors include non-interactive teaching methods, limited learning facilities, unconducive classroom environments, and a lack of parental support. Through a comprehensive literature review, this study found that relevant strategies to overcome these issues include Project-Based Learning, Technology Integration, and Contextual Approaches. These strategies enable students to learn actively, critically, and collaboratively by linking IPS material to global issues and real-world phenomena. The recommended solutions include implementing project-based education, utilizing interactive digital media, and fostering intercultural dialogue within the learning process. The results of this study are expected to provide theoretical contributions to the development of adaptive IPS learning models in response to technological progress, as well as practical benefits for teachers, schools, and policymakers in creating Social Studies learning that is engaging, meaningful, and relevant to the global challenges of the 21st century.

Alvi Setya Kurnia Dewi; Anita Qoiriah

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Mathematics is a core subject that develops critical thinking skills; however, many third to fifth-grade elementary school students face difficulties with conventional teaching methods that tend to be uniform and less adaptive. This study aims to develop and implement a mobile-based educational game, "Ethno Run," which integrates the Bayesian Knowledge Tracing (BKT) algorithm to provide an adaptive learning experience. The method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) framework. The system uses BKT to track students' mastery in real-time by analyzing their responses to pre-tests and exercises within the game, which then adjusts the difficulty level and focuses the post-test on areas identified as weak, such as arithmetic operations and geometry. The findings show that this adaptive approach significantly improves learning outcomes, with the average score increasing from 44.33 on the pre-test to 85.33 on the post-test among 30 students. This study concludes that the integration of Artificial Intelligence through BKT effectively personalizes learning, enhances student motivation, and provides data-driven insights for teachers regarding students' progress. The implication of this research is that adaptive game-based learning serves as a feasible interactive solution to bridge the gap in conventional basic mathematics education.

Mega Anastasya Diska Mokoginta; Elya Nusantari; Jusna Ahmad

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Biodiversity represents the condition and level of ecosystem complexity in a particular area, reflecting the presence of various living organisms and their interactions with the environment. Based on its ecological conditions, Mooat Lake in East Bolaang Mongondow Regency serves as a habitat for various plant species, one of which is moss (Bryophyta), which plays an important role in maintaining ecosystem balance. The presence of Bryophyta in this area has the potential to be utilized as a contextual learning resource in biology education. This study aims to determine the validity level of an interactive e-book based on Bryophyta research conducted at Mooat Lake, East Bolaang Mongondow Regency, as a biology learning material for tenth-grade senior high school students. This research employed a Research and Development (R&D) method using the ADDIE development model, which consists of the stages of analysis, design, development, implementation, and evaluation. The product developed in this study was an interactive e-book containing biodiversity material based on field research findings. The results showed that the material expert validation obtained a percentage of 94.2%, categorized as very valid, while the media expert validation obtained a percentage of 83.7%, also categorized as very valid. Based on these findings, it can be concluded that the interactive e-book based on moss research meets the criteria of being very valid and is suitable for use as a learning resource in biology subjects, particularly on biodiversity topics.

Zhaima saputri; Ika Putra Viratama

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

The development of digital technology requires elementary school teachers to design learning activities that are active, collaborative, and meaningful in accordance with the Merdeka Curriculum. This study aims to describe the design of collaborative learning media on the topic Benefits of Plants for Humans and Animals for third-grade elementary students by utilizing Seesaw as a project collection platform and Qreatif Educative as an interactive learning material media. This study employed a qualitative approach using a literature study method. Data were collected through the review of textbooks, national and international scientific journals, and curriculum documents relevant to the research topic. The results indicate that the integration of Qreatif Educative and Seesaw aligns with constructivist and contextual learning theories. Qreatif Educative supports students’ conceptual understanding through visual and interactive content, while Seesaw facilitates collaborative learning through project submission, reflection, and feedback. This collaborative learning media design has the potential to enhance students’ engagement, collaboration skills, and conceptual understanding in IPAS learning for third-grade elementary school students. Therefore, the use of Seesaw and Qreatif Educative can serve as an alternative digital learning media to support active and meaningful learning in elementary education.

Muhamad Saifudin; Ika Putra Viratama

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

One effort to enhance students’ engagement, learning interest, and conceptual understanding in Natural Science learning at the elementary school level is through the use of interactive learning media that are aligned with learners’ characteristics. Interactive learning media are considered capable of creating a more active and meaningful learning environment. This study aims to evaluate the use of ClassPoint as an interactive learning medium based on live quizzes on the topic of Energy and Its Transformations for fifth-grade elementary school students. The research method employed is a Systematic Literature Review (SLR) by examining various relevant and credible scientific articles obtained from the Google Scholar, Garuda, and Directory of Open Access Journals (DOAJ) databases. The findings indicate that the use of ClassPoint in science learning can significantly increase students’ participation, activeness during the learning process, and learning motivation. In addition, students’ responses to the use of ClassPoint generally show positive attitudes, as learning is perceived to be more engaging, interactive, enjoyable, and easier to understand. However, the successful implementation of ClassPoint in elementary school science learning requires adequate facilities and infrastructure as well as teacher training. The challenges encountered include limitations in technological infrastructure, the readiness of supporting devices, and teachers’ ability to effectively optimize the features of learning media.

Saskia Melia; Kireina Zaira Nur Alpiah; Zahraina Melati Resmaya; Sri Mulyeni

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to examine and compare various findings from previous research on the effectiveness of online learning among university students in higher education settings in order to obtain a comprehensive general conclusion. The research method employed is a literature review using a content analysis approach of scholarly publications published between 2019 and 2025. The data sources include relevant national and international journal articles focusing on online learning in higher education. The results of the review indicate that the effectiveness of online learning is influenced by three interrelated main factors. Psychological factors include learning motivation, students’ perceptions of online learning, and the emotional conditions experienced during the learning process. Pedagogical factors encompass lecturers’ creativity in designing learning activities, the selection of appropriate teaching methods, and the use of interactive and varied learning media. Meanwhile, technical or environmental factors include the availability and ease of access to learning platforms, the quality of internet connectivity, and supportive learning environments. Online learning offers several positive impacts, such as flexibility in learning time, cost efficiency, and enhanced student experience in utilizing digital technology. However, it also has the potential to generate negative effects, including boredom, stress, and difficulties in understanding course material when technical barriers are not resolved and learning activities are monotonous. Therefore, optimal management of psychological, pedagogical, and technical factors is essential to improve the effectiveness of online learning for university students.

Indra Syah Putra; Feri Ranja; Fatimah Qadarsih

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of digital technology highlights the importance of introducing computational thinking skills from an early age, including at the elementary school level. One effective approach to introducing basic programming concepts is through block-based coding learning media that are visual, interactive, and engaging. This community service activity aimed to improve elementary school students’ understanding and interest in basic coding through hands-on training using block-based coding media. The program was implemented with sixth-grade students at Yayasan Kemala Bhayangkari 1 Medan. The activity employed a hands-on training approach consisting of several stages, including an introduction to basic coding concepts, familiarization with the Blockly Games interface, and practical exercises involving puzzle and maze challenges designed to develop logical thinking, sequencing, and problem-solving skills. The evaluation was conducted through direct observation of student participation and assessment of students’ ability to complete the given challenges. The results demonstrated that the use of Blockly Games effectively increased students’ enthusiasm, active engagement, and understanding of basic programming logic. Students who initially perceived programming as difficult showed greater interest and confidence due to the colorful, visual block-based instructions that were easy to understand and enjoyable. This community service activity is expected to serve as an effective introductory model for coding education and to support the development of digital literacy among elementary school students.

M Bambang Purwanto; Satriah Satriah

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Teaching fiction in Indonesian language classrooms is often constrained by text-centered instruction and limited use of engaging digital media. In the era of Generation Z learners who are visually and digitally oriented, innovative learning materials are needed to enhance motivation, interpretation, and comprehension of literary texts. This study aims to develop and evaluate a Scribus-based digital magazine for fiction learning by integrating the ADDIE model within a qualitative descriptive framework. The research adopted a qualitative descriptive design comprising five stages of the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. The study was conducted at SMP Negeri 10 Semarang, involving one Indonesian language teacher and fifteen Grade VIII students, who were selected through purposive sampling. Data were collected through observation, interviews, and documentation, and analyzed using the Miles and Huberman model (data reduction, data display, conclusion drawing). Media and content experts conducted validation to assess the feasibility, usability, and pedagogical quality of the content. Findings revealed that the Scribus-based learning media effectively increased students’ engagement and comprehension in analyzing fictional elements such as plot, character, and setting. Expert validation results indicated a high feasibility level, with mean scores above 85% in design and content quality. Teachers reported improved classroom interaction and creativity, while students expressed enthusiasm for the visual and interactive format. The study concludes that open-source tools, such as Scribus, can provide cost-effective and pedagogically sound alternatives for developing literary learning media. The integration of ADDIE and multimodal design promotes contextual, engaging, and sustainable learning experiences. Future research should explore multimedia enhancements, such as audio storytelling and cross-curricular applications, to broaden the pedagogical impact.

Anak Agung Gde Ekayana; Ni Kadek Puspita Dewi

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Electronics learning in higher education continues to face various challenges, particularly in the provision of interactive learning media capable of concretely and engagingly visualizing the form, characteristics, and working principles of electronic components. The limitations of conventional learning media often result in abstract learning processes, which in turn lead to a low level of student understanding of basic electronics concepts. This study aims to develop the AMPERE as an innovative and technologically relevant interactive learning medium. The research employed R&D approach using the Borg & Gall model, which includes the stages of needs analysis, design, product development, validity testing, and limited implementation. The AMPERE application was developed using marker based AR technology, in which a smartphone camera detects markers to display and interact with 3D electronic component objects in real time. The results indicate that the AMPERE application achieved a high level of validity, with a score of 0.88 from subject-matter experts and 0.84 from media experts, and was therefore deemed suitable for use as a learning medium. The small-group trial results showed a practicality level of 82.07%, while the practicality test during the implementation stage reached 85.67%. These findings demonstrate that AMPERE is effective in enhancing learning interactivity and assisting students in understanding the form, function, and working principles of electronic components through smartphone-based digital visualization. Theoretically, these results are consistent with constructivist learning theory, which emphasizes active knowledge construction through direct experience and interaction with learning objects.

Dede Ardian Tarigan; Aser Heber Ginting; Juwita Etika Laia

Jurnal Pengabdian dan Solidaritas Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The era of digitalization demands that the world of education adapt quickly to technological developments. One of the basic skills that elementary school students need to have is the ability to operate a computer, particularly in typing and using word processing applications. Community service research was conducted at the Kemala Bhayangkari Foundation 1 Medan with the aim of improving students' digital literacy thru typing training using Microsoft Word and the interactive media 10fastfingers.com. The training method is conducted using a workshop model, which consists of two main topics. The first material is a basic introduction to typing using the ASDF;LKJ pattern and the use of important keyboard keys. The second material is an introduction to basic Microsoft Word features, such as changing font type and size, using Bold, Italic, Underline, changing text color, and highlighting. Additionally, students are trained to use 10fastfingers.com to interactively improve their typing speed and accuracy. The research instruments are pretest-posttest, observation, and student response questionnaires. The research results show a significant improvement in typing skills. Average speed increased from 8–10 words per minute to 20–25 words per minute, with over 85% accuracy. Student responses were also very positive; they felt more confident, more motivated, and able to use Microsoft Word more effectively. This training program has proven effective in improving digital literacy among elementary school students while also fostering an interest in technology-based learning.

Arsito Ari Kuncoro; Siswanto Siswanto; Siti Kholifah; Ratma Dewi

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

This study explores the integration of deep learning based approaches in real time video content analysis for intelligent human computer interaction (HCI) in multimedia systems. Traditional video analysis techniques, such as rule-based methods and offline processing, struggle with real time performance and adaptability to complex video data. In contrast, the deep learning model used in this research, particularly Convolutional Neural Networks (CNNs), provides high accuracy in object detection, feature extraction, and real time processing. The integration of CNNs with interactive visualization modules enables dynamic adjustments to video content based on user interactions, ensuring a seamless and engaging user experience. The system was benchmarked in terms of its processing speed, accuracy, and responsiveness, showing significant improvements over traditional approaches in real time video analysis. Moreover, the study demonstrates that combining deep learning with real time visualization enhances the efficiency of interactive multimedia applications, making it suitable for dynamic environments such as surveillance, security monitoring, and interactive media. Despite the system's strong performance, challenges such as computational demands in high-resolution video processing were identified, highlighting the need for further optimization. Future work will focus on optimizing the system for different hardware platforms, incorporating multimodal inputs, and refining deep learning models to address computational bottlenecks. This research contributes to advancing HCI by providing insights into the integration of deep learning for real time video content analysis, which is pivotal for enhancing the interactivity and adaptability of intelligent multimedia systems.

Aulia Sava Kamila; Indriana Dwi Saputri; Sofyan Hadi Saputra; Rani Setiawaty

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2026 Asosiasi Periset Bahasa Sastra Indonesia

Indonesian language learning in elementary schools, especially on figurative language, still faces various problems, such as difficult to understand material, limited learning media, and low student interest and understanding. This is also experienced by fifth-grade students of SD 1 Mlati Lor who have difficulty recognizing types of figurative language and understanding their meaning well in context. This study aims to develop an interactive flipbook media about figurative language that highlights the local wisdom of North Sulawesi and test its feasibility and practicality for semantic learning. The method used in this study is research and development (R&D) with the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The research subjects were fifth-grade students of SD Negeri 1 Mlati Lor. Data collection was carried out through interviews, observations, validation by material and media experts, questionnaires for teachers and students, and learning outcome tests. Data were analyzed using qualitative and quantitative descriptive approaches. The results of the study indicate that the interactive flipbook media inspired by the local wisdom of North Sulawesi was considered very valid by experts. Furthermore, practicality testing demonstrated that teachers and students responded in the "very practical" category, indicating that the media was easy to use and well-received in learning. The application of local cultural elements has been shown to help students understand figurative language concepts more clearly and meaningfully. Therefore, the developed flipbook can be used as an alternative Indonesian language learning medium to improve students' semantic understanding and cultural knowledge in elementary schools.

Musaddad, Reyno Bustami Musaddad; Irawan Setyo; Anisatun Fajriah; Rani Setiawaty

Publikasi Para ahli Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study was based on the low ability of third-grade students at SD Negeri 2 Wonorejo to understand syntactic material, particularly the use of conjunctions, due to a lack of interactive and contextual learning media. This study aimed to develop EKUJARSI E-Flipbook learning media based on Kudus local wisdom that has been tested for feasibility and practicality to improve student understanding. The research method used was Research and Development (R&D) with the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model. The test subjects included subject matter experts, media experts, classroom teachers, and third-grade students. Data collection instruments used validation sheets and user response questionnaires. The results showed that the EKUJARSI media was highly valid for use, as evidenced by a validation percentage of 89.6% from media experts and 86.15% from subject matter experts. The practicality test also showed positive responses, with teachers giving a score of 80% and students giving a score of 85.9%, which is considered very feasible. Specific findings show that the ease of use aspect received a perfect score of 100% from students, indicating that this media is very user-friendly. It is concluded that the EKUJARSI E-Flipbook is feasible and practical to be implemented as an innovative learning media that effectively integrates local cuisine to facilitate understanding of language concepts.

Rimba Rahmawati; Ika Putra Viratama

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

Technology-based learning media have now become a primary choice in supporting the learning process in elementary schools, in line with the development of the digital era and the growing demand for more innovative learning approaches. The utilization of technology in education is expected to enhance the quality of teaching and learning processes and encourage active student engagement. One technology-based learning medium considered effective and engaging is BrainPOP, a digital learning platform that presents educational content through interactive animated videos, quizzes, simulations, and various supporting activities designed to suit the characteristics of elementary school students. The selection of BrainPOP is based on its advantages in increasing students’ learning interest, facilitating the understanding of abstract concepts by making them more concrete, and enhancing students’ motivation and retention of learning materials. The visual, communicative, and interactive presentation of content enables students to learn in a more enjoyable and less monotonous manner. This medium is capable of creating an engaging, effective, and student-centered learning atmosphere, thereby fostering an active, creative, and enjoyable learning environment. Therefore, the use of BrainPOP in the learning process is expected not only to improve students’ learning outcomes but also to optimally and sustainably develop their interest, motivation, and engagement in learning.

Andrea Gafiria Permata Putri; Ika Putra Viratama

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Students often have difficulty understanding the Solar System material given in elementary school science lessons using only conventional methods due to its abstract nature. This study creates and explains the advantages of "3D Solar System" learning materials with interactive puzzles and quizzes for sixth-grade elementary school students using the Qreatif Educative platform. Qualitative research methodology is applied to this type of library research. Scientific articles from the DOAJ and Google Scholar databases are scanned to collect data. After that, content analysis methods such as data reduction, classification, theory synthesis, and drawing conclusions are applied in this paper. The results of this study, the use of 3D media significantly increases students' cognitive interest and understanding because it provides more realistic and detailed visuals compared to 2D media. Qreatif Educative's interactive puzzle and quiz elements have successfully created a fun and engaging learning environment based on the psychological characteristics of elementary school children who like to learn through play. The conclusion of this study is that the "3D Solar System" media is worth considering as a creative alternative to improve the standard of science teaching and make it more interactive and student-centered.

Jodi Iskandar; Ai Cahyani; Wita Adia Amelia; Yuni Ertinawati

Jurnal Ilmuan Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study analyzes efforts to develop and foster the Indonesian language through the use of standard and nonstandard words at MTS Bahlul Ulum. The increasing use of nonstandard words among students, influenced by social media and cross-regional interactions, has led to a decline in the awareness of using standard language in academic contexts. A descriptive qualitative approach was used with teachers and students of Class VII H at MTS Bahlul Ulum during the first semester of the 2025/2026 academic year. Data were collected through observation, interviews, and documentation of Student Worksheet (LKPD) results containing 50 questions on standard and nonstandard words. The findings showed that before the language development program, students had an average score of 62.4 in understanding standard and nonstandard words, with errors in commonly used informal words like vidio (standard: video) and antri (standard: antre). After the program, which included class discussions, conversation simulations, and interactive worksheets, the average score increased to 78.6, with 82% of students scoring above 78. The error rate decreased from 45% to 18%, indicating that interactive and contextual language development is effective. Continuous training and curriculum integration are essential to strengthening the use of standard language in the digital era.

Susanti Maysura; Suryani Pulungan; Sabarita Br Tarigan; Anita Adinda

International Journal of Educational Development 2026 Asosiasi Periset Bahasa Sastra Indonesia

The development of digital technology and the demands of 21st-century learning require teachers to implement meaningful and student-centered learning through an immersive learning approach. However, many elementary school teachers still face limitations in understanding the concept of immersive learning and utilizing technology-based learning media, especially three-dimensional (3D) and Artificial Intelligence (AI)-based media. Therefore, this Field Study activity aims to improve the knowledge and skills of teachers and students in implementing immersive learning through the use of 3D-based learning media and AI technology at the UPTD of SD Negeri 155684 Lubuk Tukko 1, Pandan District. The activity was implemented through a four-day workshop involving teachers and students, using an approach of socialization, demonstrations, hands-on practice, discussion, and reflection. The workshop materials covered the concept of immersive learning, the use of 3D-based learning media, gamification of learning through 3D Media applications, and the use of Artificial Intelligence in developing teaching materials and learning media. Evaluation of the activity was conducted through pre- and post-tests, participant observation, and analysis of the resulting learning products. .The results of the activity showed an increase in teachers' understanding and skills in designing and implementing technology-based immersive learning. Teachers were able to produce interactive learning media, teaching modules, and evaluation questions using 3D media, 3D media, and AI. Furthermore, this activity also increased teachers' motivation, creativity, and awareness of the importance of digital literacy in learning. This Field Study activity made a positive contribution to improving teacher competency and supporting the creation of more innovative, interactive, and relevant learning that reflects the characteristics of 21st-century learners.

Mohammad Ridho'i; Fahmi Abdul Halim; Nimas Dian Fitria; Yasinta Dwi Adinda; Aros Ta’ala

Nusantara: Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

This Community Partnership Program (PKM) aims to improve the competence of mathematics teachers at Madrasah Tsanawiyah (MTs) in Lumajang Regency in developing ethnomathematics-based teaching materials integrated with Augmented Reality (AR) technology. This program was initiated due to the minimal use of local culture in mathematics learning and the low ability of teachers to develop innovative teaching materials. The activity was carried out in four main stages: socialization, training, technology application, and mentoring and evaluation. The training included an introduction to the concept of ethnomathematics, the preparation of differentiated teaching materials, and the creation of AR-based learning media using Unity 3D, Blender, Geogebra, and Vuforia. The results of the activity showed an increase in teachers' understanding of the concept of ethnomathematics and their ability to integrate the local cultural values of Lumajang into mathematics learning. In addition, teachers successfully produced contextual AR-based interactive teaching materials in line with the spirit of the Merdeka Curriculum. This activity also strengthened collaboration between lecturers, students, and teachers of the MTs Wilker III Mathematics MGMP and became a model for continuous training in the development of innovative learning media based on local wisdom and digital technology.

Riswanda Arneta Pratiwi; Alfi Manzilatir Rohmah

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to determine the appropriate choice of Fiqh learning media for eighth-grade students at MTs Manbail Futuh Jenu. The background of this study is the low ability of students to remember Fiqh material due to the dominant use of lectures and textbooks. The method used in this study was descriptive qualitative, with data collected through observation, in-depth interviews, and documentation. The research findings indicate that the majority of students prefer audio-visual, visual, and interactive learning media such as videos, animations, illustrative images, flashcards, and educational games. The use of these media facilitates students' understanding and retention of practical Fiqh material, such as ablution, tayammum, and prayer. Conversely, the use of lectures without engaging media quickly causes students to become bored and struggle to retain the material. This study concludes that selecting learning media that aligns with students' preferences can improve their memory and comprehension of Fiqh material.