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Naufal Fadlan; A. Gafar Hidayat; Ratnah Ratnah

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this study is to develop illustrated story media to increase interest in learning social studies subjects for grade IV students of SDN Inpres Rabakodo. This study uses the R&D method, to develop illustrated story media as a learning media for social studies for grade IV elementary school students. By using the Borg and Gall model which includes 5 stages, namely potential and problems, collecting data, product design, product validation, and design revision. The results of the study showed that the validity of the illustrated story media from 4 media and material validators obtained an average score of 83.26 categorized as very feasible. The questionnaire response of limited test students showed the practicality of the illustrated story media with an average score of 85.16 categorized as very practical. The results of the development of illustrated story media carried out by measuring student learning interest were 82%, compared to before the use of the story media, student learning interest was only 45%. This means that the results of the development can significantly increase student learning interest

Naufal Fadlan; A. Gafar Hidayat; Ratnah Ratnah

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

The purpose of this study is to develop illustrated story media to increase interest in learning social studies subjects for grade IV students of SDN Inpres Rabakodo. This study uses the R&D method, to develop illustrated story media as a learning media for social studies for grade IV elementary school students. By using the Borg and Gall model which includes 5 stages, namely potential and problems, collecting data, product design, product validation, and design revision. The results of the study showed that the validity of the illustrated story media from 4 media and material validators obtained an average score of 83.26 categorized as very feasible. The questionnaire response of limited test students showed the practicality of the illustrated story media with an average score of 85.16 categorized as very practical. The results of the development of illustrated story media carried out by measuring student learning interest were 82%, compared to before the use of the story media, student learning interest was only 45%. This means that the results of the development can significantly increase student learning interest

Wulandari, Wulandari; Tati Haryati; Roni Irawan

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This objective is to develop valid, practical and effective Rattan media (cultural wheel) in increasing learning motivation of fourth grade students at SDN Inpres Samili. The type of research used by the researcher is R&D (Research & Development) using the ADIE development model (Analysis, Development, Implementation, and Evaluation). In this development research, the effectiveness test was carried out in class V and the practicality test was carried out on fourth grade students at SDN Inpres Samili as a test of practicality and product effectiveness. The results of the study showed that the validity of the Rattan media (cultural wheel) from 4 media and material validators obtained an average score of 93.87 (very valid). The questionnaire response of limited test students showing the practicality of the Rattan media (cultural wheel) obtained an average score of 93.33 (very practical). Thus, the rattan media learning media in sub-theme 2 can be used as a thematic learning media for fourth grade students at SDN Inpres Samili.

Wulandari, Wulandari; Tati Haryati; Roni Irawan

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This objective is to develop valid, practical and effective Rattan media (cultural wheel) in increasing learning motivation of fourth grade students at SDN Inpres Samili. The type of research used by the researcher is R&D (Research & Development) using the ADIE development model (Analysis, Development, Implementation, and Evaluation). In this development research, the effectiveness test was carried out in class V and the practicality test was carried out on fourth grade students at SDN Inpres Samili as a test of practicality and product effectiveness. The results of the study showed that the validity of the Rattan media (cultural wheel) from 4 media and material validators obtained an average score of 93.87 (very valid). The questionnaire response of limited test students showing the practicality of the Rattan media (cultural wheel) obtained an average score of 93.33 (very practical). Thus, the rattan media learning media in sub-theme 2 can be used as a thematic learning media for fourth grade students at SDN Inpres Samili.

Sri Bona Ayu; Dadan Rosana

International Journal of Science and Mathematics Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The study aims to develop and evaluate STEM PBL-based science learning media to enhance students' critical thinking and creativity. The objectives include describing, producing, and assessing the feasibility, validity, practicality, and effectiveness of these media for grade VII students. This Research and Development (R&D) study follows the 4D model: define, design, develop, and disseminate. The developed media take the form of a digital Flipbook accessible via smartphones and PCs. A limited trial involved 22 students and one educator, while a field test included 51 students from SMPN 1 Binongko, Wakatobi Regency, divided into experimental and control groups. Data were collected through tests, interviews, questionnaires, and validation sheets. Feasibility, validity, and practicality were analyzed descriptively, while effectiveness was evaluated using the N-Gain, MANOVA, and Cohen's effect size tests. The results indicate that the STEM PBL-based Flipbook presents real-life problems, their causes, and solutions, encouraging critical thinking and creativity. It meets validity and feasibility criteria as assessed by expert lecturers. Educators and students also rated it as highly practical for learning. Finally, the Flipbook was found to be effective in improving students' critical thinking and creativity, with a significance value of 0.000 < 0.05.

Kusumo, Rino; Lutfi Syauki Faznur; Chandra Gumilar

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

This research is based on the lack of understanding in learning Indonesian in folk poetry materials, the difference between students' learning styles and unsupportive learning media is an obstacle for students in the learning process in the classroom so that students get bored easily. The purpose of this study is to describe the stages of PANDIGI learning media development with a differentiated model on folk poetry materials and to find out the validity and practicality of the development of the developed learning media. The type of research used is research and development using the ADDIE model, (analyze, design, development, implementation, evaluation). This research was conducted at SMPN 18 South Tangerang with the research subjects of grade VII.8 students totaling 41 students. The results of the study show that this learning media is valid and practical to use. The results of the assessment score of material experts were 85.71, and media experts were 86.6 which showed decent information without revision, as well as research from students conducted using a questionnaire showed a score of 84.36 which means very good, so it can be concluded that the PANDIGI website gets a very good and very decent category.

Ajeng Ayu Pramesti; Marinda Sari Sofiyana; Eva Nurul Malahayati

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study aims to develop an inquiry-based e-module as a teaching material for ecosystem topics for tenth-grade high school students. The e-module is designed to enhance student engagement in learning and foster critical thinking skills. The research method employed is Research and Development (R&D) using Sugiyono’s development model. Validation was conducted by subject matter experts, language experts, and media experts, yielding results of 86%, 93.33%, and 94.54%, respectively, all categorized as highly feasible. Practicality tests by teachers resulted in a score of 93.75%, while student practicality surveys reached 95.4%, indicating that the e-module is highly suitable for learning. The critical thinking skills test showed an overall student score average of 77.25%, classified as high. This e-module offers several advantages, including ease of access, an engaging design, and interactive content incorporating text, images, videos, and exercises. However, challenges in its implementation include limited technological access in some schools. Overall, the inquiry-based e-module is considered effective and ready for use as an alternative teaching material for ecosystem learning in high schools.

Lely Nur Fitria; Ludfi Arya Wardana; Didit Yulian Kasdriyanto

International Journal of Educational Evaluation and Policy Analysis 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The low reasoning ability of students in processing information has an impact on learning outcomes and creative thinking skills. So it is necessary to develop a valid, practical, and effective learning model to improve students' creative thinking skills. The research method used was the Borg and Gall model which was modified into 8 stages. This research was tested on fourth grade students of SD Negeri Kalisalam 2. Data collection used questionnaires for student expert validators, and teachers, non-test assessments to measure students' creative thinking skills, and interviews. This research evaluates the validity, practicality, and effectiveness of the developed learning model. The results of expert validation showed that the model and learning materials were very valid with an average score of 90.16%. In detail, the learning model validator gave a score of 93.66%, while the material expert gave a score of 86.66%. The practicality assessment before and after the trial was 84% and 80% respectively, both in the “practical” category. The effectiveness of the model was measured through student questionnaires with an average of 79% (“effective”) and non-test assessment of creative thinking skills, where 16 out of 23 students showed improvement after the application of the learning model. This guidebook/prototype of inquiry-based learning model development with scaffolding techniques is considered effective for improving students' creative thinking skills, besides that this model can also help teachers in encouraging innovation in classroom learning to be more interesting.

Muthia Arini Hasibuan; Nurdiana Siregar; Rora Rizky Wandini

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

This research aims to find out how to develop animated video learning media to improve the mathematical problem solving abilities of class VI students. This research is based on several problems, namely students who do not understand the discussion of learning material because mathematics is considered boring and it is difficult to memorize formulas. This made students unable to solve problems in the learning process. This research used research method and development using 4D research model. The sample of this research consisted of 25 students, with the first step not using animated videos and the second step using animated videos. The research instruments used in this research were tests (essays) and questionnaires. The research results showed that the feasibility level was 92% in the "very valid" category, the practicality level was 92% in the "very practical" category, and the effectiveness level was 88.52% in the "effective" category. These results can also be seen from the pretest with an average value of 34 and posttest with an average value of 92, so the average N-Gain Score was 88.52%. So, it can be concluded that the development of animated video learning media can improve the Mathematical problem solving abilities of 6th Grade of Elementary School students.

Khaeriyah Anwar; Kana Hidayati

International Journal of Mathematics and Science Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to (1) describe the characteristics of e-LKPD based on realistic mathematics education on system of linear equations with three variables oriented towards critical thinking skills and self-efficacy of vocational school students, (2) describe the feasibility of e-LKPD based on realistic mathematics education on system of linear equations with three variables oriented towards critical thinking skills and self-efficacy of vocational school students in terms of validity,  practicality and effectiveness. This type of research is research and development (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were 34 students of class X TKP SMKN 2 Tarakan. In this research, One Group Pretest - Posttest Design was used. The research instruments used were validation sheets, practicality assessment sheets by teachers and students, learning implementation observation sheets, critical thinking ability tests and self-efficacy questionnaires. The results of the research show: (1) the e-LKPD developed contains characteristics found in the RME approach to the material of on system of linear equations with three variables oriented towards critical thinking skills and self-efficacy. The characteristics contained in RME-based e-LKPD include integrated learning, use of context, mathematization and construction processes and interactivity. (2) the RME-based e-LKPD developed meets the criteria for feasibility in terms of validity aspects with a percentage of feasibility according to material experts of 93.4% and media experts of 98.9% with the validation result criteria being very feasible; practicality with a very practical category based on the results of student and teacher responses; effectiveness based on critical thinking skills with classical completeness of students reaching 82.4%, the results of the T-test paired samples-test with a significance level of 5% obtained that there was an influence on students' critical thinking skills after treatment using RME-based e-LKPD, the N-Gain result was 0.73 with a high category, and the effectiveness of e-LKPD on self-efficacy with an increase in each self-efficacy indicator,  the N-Gain result was 0.3 in the moderate category, and the results of the Wilcoxon test on self-efficacy data with a significance level of 5%, it was obtained that there was an influence on students' self-efficacy after treatment using RME-based e-LKPD.

Widayati, Widayati; Mega Mardarisa

Jurnal Pendidikan, Bahasa dan Budaya 2025 Pusat Riset dan Inovasi Nasional

Many students have difficulty in learning mathematical concepts, especially in the material of curved-sided spatial figures, in addition, knowledge of regional culture is still lacking. This is due to the limited use of teaching materials in learning which has an impact on students' interest in learning. The purpose of this study is to develop teaching materials in the form of e-modules with an ethnomathematics approach to curved-sided spatial figures that are suitable for use, as an alternative to other teaching materials that can be used in learning. The type of research method used is the Research and Development (R&D) method with a 4D development model (Define, Design, Develop, Disseminate). The subjects of this study were grade IX students at SMPN 2 Kaledupa. The instruments used to measure the validity and practicality of the teaching materials developed were in the form of a validation questionnaire from material experts and media experts and a student response questionnaire. The data obtained from measuring validity and practicality were then processed using quantitative and qualitative descriptive analysis. The results of the research on the development of teaching materials with an ethnomathematics approach show that the developed learning e-module is declared feasible to use based on the assessment results of the material expert and media expert validators. The average score percentage obtained from the material expert validator is 89.06% with very valid criteria. While the average score percentage from the media expert validator is 86.45% with very valid criteria. In addition, the learning e-module with an ethnomathematics approach is also declared practical to use based on the results of the student response assessment. The average percentage of the overall student response assessment score is 89.93% with very practical criteria.

Wildan Mubahzah; Maya Rayungsari; Keto Susanto

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The mathematics learning process at high school level often faces challenges in terms of difficulties in understanding concepts. Conventional learning media is not interesting and interactive enough so it is less effective in understanding the material. This research aims to produce learning media using PowerPoint on the subject of statistics for class X. The development model used is the R&D model with the ADDIE development pattern, which consists of five stages: analysis, design, development, implementation and evaluation. The data collection technique used was a questionnaire. Data collection instrument that will obtain quantitative and qualitative data. Qualitative data was obtained from suggestions and input, while quantitative data was obtained from questionnaire calculations. The data analysis technique used is validation data analysis and learning media practicality data. The results of research validation analysis by three validators, namely media experts, material experts and learning experts using a Likert scale, show that the average validation of learning media is in the very feasible category. Apart from that, the results of the analysis of student response questionnaires, which involved thirty-two students, showed that the learning media obtained an average that fell into the very practical category. The conclusion of this research is that the interactive PowerPoint learning media on the subject of statistics, the material focusing on single data, has been tested and proven to be very feasible and very practical.”

Sulfan Sulfan; Sri Andayani

International Journal of Studies in International Education 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study is (1) to describe the characteristics of a good mobile learning application to improve computational thinking and learning independence of high school students. (2) to produce a mobile learning application that is oriented towards computational thinking skills and student learning independence with good quality. The quality of the development results is determined based on Nieveen's criteria, namely valid, practical, and effective. This study is a research and development (R&D) that uses the Borg & Gall development model with 8 development steps, namely preliminary study, planning, initial product development, small group trials, main product revision, limited scale trials, operational product revisions and large-scale trials. The subjects in this study were 36 students from one class at SMA Negeri 1 Gamping, Sleman Regency. The instrument used to measure the validity of the mobile learning application is the expert validation sheet. The instrument to measure the practicality of the mobile learning application is the student response questionnaire. The instrument to measure the effectiveness of the application is the computational thinking test and the student learning independence questionnaire. Validity and practicality data analysis was conducted by converting quantitative data into qualitative form in the form of four standard scale values, while effectiveness data analysis based on test and questionnaire results was conducted using paired sample t-test. The results of the study showed that (1) Mobile learning applications have the characteristics of being easy to apply, flexible to time, lightweight and easy to carry anywhere and also implementing each computational thinking indicator in each stage of the material. (2) The results of expert validation showed that the developed mobile learning application met the valid criteria as seen by the Aiken's validity test score for media experts of 0.83 and 0.68 for material experts. The practicality of the mobile learning application is included in the very good category as seen from the average results with an average percentage of student responses of 87.17%. The effectiveness of the computational thinking test obtained a t-value of 47.22 greater than t (35,0.05) with a score of 1.69, the effectiveness of the learning independence test based on the t test obtained a t-value of 4.85 greater than t (35,0.05) with a score of 1.69. Based on the results obtained, it can be concluded that the developed mobile learning application meets the criteria of validity, practicality and effectiveness.

Dewi Indriany; Karimatus Saidah; Muhamad Basori

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2025 Pusat Riset dan Inovasi Nasional

This study is based on the results of observations made at SDN Lirboyo 1 Kediri City, teachers in delivering material, especially the Solar System, only use the lecture method and student books. Many students have difficulty in explaining and mentioning the constituent members of the Solar System. student difficulties are seen when students are asked questions only silent, and the value at the end of learning is far from the Minimum Completeness Criteria (KKM). The formulation of the problem developed is how the process, practical validity and effectiveness of pop up book media on solar system material for grade VI elementary school students in its use as media during learning. This research uses the Research and Development (R&D) research method with the ADDIE model (Analyze, Design, Develop, Implementation, and Evaluation). The subjects of this study were teachers and students of grade VI SDN Lirboyo 1 Kediri City. There are two instruments used in this study, namely using questionnaires and tests. Questionnaires are used to determine the validity and practicality of pop up book media, while tests are used to determine the effectiveness of pop up book media. The results of the pop up book media development research are as follows: (1) The results of the pop-up book media validity trial were carried out by media experts and material experts and received a percentage of 90% very valid or can be used without revision. (2) The results of the pop-up book media practicality trial in the limited trial were carried out by teachers by 92% and from students by 95%, then the results of the pop-up book media practicality in the broad trial were carried out by students by 93.5%. The percentage of scores from teachers and student responses is in the range of 81.00% - 100.00% which can be categorised as very interesting/valid. (3) The results of the effectiveness of pop-up book media obtained from the results of pretest and post test scores and getting a percentage of 81.65% are in the vulnerable range of 81.00% - 100.00% declared very effective can be used without improvement.

Neneng Hadawang; Nursina Sya’bania; Kartini Rahman Nisa

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

The purpose of this research is to create e-module teaching materials with a discovery learning approach on the topic of oxidation-reduction reactions. These materials will be assessed for validity, practicality, and effectiveness in educational settings. This research uses the assurance development model which includes student character analysis, identification of learning objectives, selection of appropriate methods, media, and materials, utilization of media and materials in the learning process, active involvement of students, and evaluation phase. The e-module has successfully undergone a rigorous validation process conducted by a panel of validators and respected experts in the field. In addition, it has been thoroughly field tested to ensure that the resulting e-module is valid and effective, as well as practical in its application. The results showed that: 1) the assessment of media validity by media and material experts is included in the very valid category; 2) at the field trial stage involving 17 students of class X MIA 1 SMA Muhammadiyah Maumere, the class completeness rate was 81.3%. In addition, the electronic module (e-module) has been found to have a beneficial effect on student learning outcomes. Based on the descriptive analysis results, it can be concluded that the average student learning completeness rate is 87%. This indicates that e-modules used in an educational setting can be considered effective. The e-modules received positive responses from both students and teachers, indicating their practicality.

Israa Shakir Seger; Amjad Mahmood Hadi; Alaa Abd Ali Hadi

Konstruksi: Publikasi Ilmu Teknik, Perencanaan Tata Ruang dan Teknik Sipil 2025 Asosiasi Riset Ilmu Teknik Indonesia

Augmented Reality (AR) applications are rapidly gaining popularity across various industries, including education and marketing. By integrating real-world environments with virtual objects, AR enhances user understanding and information display for products. This paper explores Diminished Reality (DR) techniques, which are used to visually remove real objects from AR environments. Despite growing interest, much of the DR research predominantly focuses on maintaining consistency between real and virtual elements, particularly in texture handling on marker areas. Our study addresses the preservation of depth consistency using edge detection and planar segmentation to construct a depth map, essential for developing effective DR methods. We introduce a two-stage process involving depth mask construction, each stage equipped with error measurement for iterative refinement. Our proposed techniques, Planarity and Boundary Depth, are evaluated on a dataset of high-quality RGB images captured by digital cameras. Experimental results validate the effectiveness of our methods across various performance metrics, confirming the practicality of our approach in enhancing AR experiences.

Nora Nora; Darul Ilmi; Wedra Aprison; Arifmiboy Arifmiboy

Moral : Jurnal kajian Pendidikan Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This research is motivated by several problems that the author found at SMP N 5 Bukittinggi, especially in Islamic religious education subjects in class IX where in learning, educators are still minimal in utilizing learning media, the learning media used still uses powerpoint media and lecture methods, so that in the learning process students feel bored, bored and not enthusiastic about learning. To attract students’ interest, teachers must be more creative in using learning media. This research aims to develop audio visual learning media using the Kinemaster application on the subject of the hajj and Umrah pilgrimages that is valid, practical and effective. This research is development research which has 4 stages, namely the definition stage, design stage, development stage, and dissemination stage. The results of this research are that audio visual learning media using the kinemaster application received a final validation score of 0.84 in the valid category, the practicality score obtained by the teacher was 95 in the very practical category, the practicalitu score by students was 86 obtained in the very practical category, and the effectiveness score was 0.74 obtained in the very practical category effective.

Oktaviani Rajalawo; Abubakar Sidik Katili; Marini Susanti Hamidun; Elya Nusantari; Ani M. Hasan +1 more

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This study aims to develop erfina game as ecosystem learning media and to know and describe the results of expert validation, teacher responses, student responses and student learning outcomes of the developed media. This research uses the research and development method (Research & Development). The model used in this research is ADDIE consisting of 3 stages, namely Analysis, Design, and Development. The trial was conducted on 10 students of Class VII of SMP Negeri 02 Satu Atap Suwawa Selatan. The results of the study found: (1) validity test based on the percentage of media validation of 85% (Very Valid) and material expert validation obtained a percentage of 87% (Very Valid). (2) Practicality test based on teacher response results obtained a percentage of 91% (Very Practical) and the results of students' responses of 93% (Very Practical). (3) Student learning outcomes test obtained from the results of student learning tests through Preetest and Posttest evaluations, based on the N-Gain scale obtained a value of 0.53 or 53% which is included in the moderate category

Desriyanti Tane; Ramli Utina; Marini Susanti Hamidun; Masra Latjompoh; Frida Maryati Yusuf +1 more

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to describe the validity, practicality and capability of student learning outcomes using Contextual Teaching and Learning (CTL) based learning modules . The test subjects in this research involved 20 class X students of SMA Negeri 1 Tilango for the 2023/2024 academic year. The CTL-based module developed refers to the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model which is limited to the limited-scale trial development stage. The research results based on the CTL-based Module show the feasibility value of the valid criteria, the practicality of obtaining a score in the score range of 81%-100%, the learning outcomes of students using the N-Gain formula obtain a percentage value of 0.61% with medium criteria, so that the CTL-based Module is developed suitable for use as a learning medium to improve student learning outcomes on interaction material in ecosystems in class X SMA Negeri 1 Tilango.

Jahja, Sukma Dewanty; Fitryane Lihawa; Dewi Wahyuni K. Baderan

Hidroponik : Jurnal Ilmu Pertanian Dan Teknologi Dalam Ilmu Tanaman 2024 Asosiasi Riset Ilmu Tanaman Dan Hewani Indonesia

The increase in human activities, such as industrialization, urbanization, and transportation, has led to air pollution, including heavy metal contamination such as lead (Pb). Lead originates from vehicle emissions, industrial activities, and fossil fuel combustion, which have detrimental effects on the environment and human health. One effective method for monitoring air pollution is biomonitoring using bioindicators, such as lichen. Lichen is sensitive to air quality and can absorb pollutants, including heavy metals, through its surface. This study uses a literature review to analyze the role of lichen as a bioindicator of heavy metal pollution, specifically lead. Several lichen species, such as *Xanthoparmelia xanthofarinosa* and *Canoparmelia aptata*, are known to accumulate heavy metals from the environment. The results show that the lead content in lichen varies depending on the pollution level in the location. Areas with high traffic have higher lead concentrations compared to areas with low traffic. The advantages of using lichen as a bioindicator include low cost, practicality, and its ability to provide long-term data on air quality. With this understanding, lichen data can be used for pollution mitigation and evidence-based policies to reduce the impact of air pollution. Further research is recommended to explore the potential of lichen in detecting other heavy metals, such as cadmium (Cd) and copper (Cu).