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Dea Ayunda; Dhea Puspita; Lutfiah Malaya Alfa; Abdul Fattah Nasution

Concept: Journal of Social Humanities and Education 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

In madrasahs, Islamic Religious Education (PAI) plays an important role in character building for students. However, as digital technology advances, innovative methods of learning systems are needed to enhance character education. Using bibliometric research methods, this study aims to discover and analyze innovations in the PAI learning system methods in the digital era. This study summarizes various methods and techniques that can help cultivate Islamic character in madrasahs by using appropriate digital technology. The results show that the integration of technology in PAI learning, such as online methods, educational social media, and character-based learning applications, is highly likely to support the character formation of students in madrasahs to create students with noble character.

Agus Darmawan; Syamsiah Syamsiah; Halimatus’sadiah; Julizal Julizal

Jurnal Pengabdian Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Digitalization in education has encouraged the need to develop interactive and interesting learning media to increase student interest and understanding. Teaching staff at D-LLA Course, a tutoring institution, needs skills in using technology, one of which is making interactive videos. This article discusses the results of a training program held to improve teacher competency in using the Powtoon application to create interactive video learning materials. Through introductory methods, tutorials, direct practice and evaluation, this activity succeeded in improving teachers' skills in compiling digital learning content. Based on evaluations and feedback from participants, the majority felt that this interactive video learning method was more interesting for students and more effective in explaining the material. It is hoped that the results of this training can be implemented on an ongoing basis in the D-LLA Course to improve the quality of learning.

Agus Darmawan; Syamsiah Syamsiah; Halimatus’sadiah; Julizal Julizal

Jurnal Pengabdian Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Digitalization in education has encouraged the need to develop interactive and interesting learning media to increase student interest and understanding. Teaching staff at D-LLA Course, a tutoring institution, needs skills in using technology, one of which is making interactive videos. This article discusses the results of a training program held to improve teacher competency in using the Powtoon application to create interactive video learning materials. Through introductory methods, tutorials, direct practice and evaluation, this activity succeeded in improving teachers' skills in compiling digital learning content. Based on evaluations and feedback from participants, the majority felt that this interactive video learning method was more interesting for students and more effective in explaining the material. It is hoped that the results of this training can be implemented on an ongoing basis in the D-LLA Course to improve the quality of learning.

Vani Indra Pramudianto; Laily Nurlina Iskandar

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

Learning Indonesian for Foreign Speakers (BIPA) is an important means to introduce Indonesian language and culture globally. Rapid digital transformation has brought innovation in BIPA teaching methods, especially through the use of digital media. This article discusses the use of digital media in BIPA learning and the challenges faced. The research method uses literature analysis of ten relevant scientific articles, focusing on digital media innovations such as the e-Tandem model, virtual learning spaces (Cave, Campfire, Watering Hole), and social media applications and special applications. The results of the study show that digital media supports interactive and collaborative learning, expands the reach of teaching, and overcomes geographical barriers. However, there are obstacles such as access to technology and digital skills of teachers. For sustainable effectiveness, the development of digital competency training for teachers is essential. Digital media in BIPA has the potential to promote Indonesian in the international arena and strengthen Indonesian cultural diplomacy.

Viki Ardiansyah; Muhammad Farras Qoid Mufadhol; Kowiyah Kowiyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Geoboard digital as an interactive educational tool to impart the principles of geometry in elementary school mathematics education. The primary objective of this study is to assess the efficacy of integrating geoboardDigital as an interactive learning medium for teaching geometry concepts in elementary school, while also evaluating the impact of its usage on students' comprehension and visualization skills in geometry. Additionally, it aims to compare the effectiveness of geoboardDigital with traditional methodologies in geometry education, as well as assess student response and engagement levels when utilizing geoboardDigital. Employing a qualitative descriptive approach, this research delves into how the integration of technology such as geoboardDigital enhances understanding and student engagement in geometry education. Data collection is carried out through observation, interviews, and field notes, with data triangulation methods utilized for analysis. The findings of this study demonstrate that the application of geoboardDigital effectively enhances students' visualization and comprehension of geometric concepts through its interactive functionalities. Interview results indicate that students find geoboardDigital to be easily accessible and engaging, particularly in creating geometric shapes using pins and virtual ribbons.

Barokah, Novita; Slamet Untung

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

This research is motivated by the challenges of learning in the digital era, which encourage schools to improve 21st century skills which include collaboration and communication skills by utilizing digital technology which will have a major impact on student success. The use of digital technology in learning is currently a major concern at various levels of education, including elementary schools (SD). The aim of the research is to determine the effect of using digital technology, types of effective digital technology media, and challenges in using digital technology to improve collaboration and communication skills for elementary school students. This research is based on literature study, namely a series of activities related to collecting library data, reading and taking notes, and processing research materials. The results of this research show that the use of digital technology has a big influence on improving the collaboration and communication skills of elementary school (SD) students. Types of effective digital technology media include WhatsApp groups, YouTube, TikTok, Google Classroom, Zoom, Google Meet, Canva and Powerpoint. The challenges in using digital technology are limited technological infrastructure, lack of skills and knowledge of teachers, management and maintenance of technology, choosing appropriate technological methods and media, the digital divide, safety for students and teachers, and concerns about disrupting the values ​​of local wisdom.

Rizki Hasanah; Zaitun Qamariah

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2024 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

English proficiency is a crucial skill in the globalization era, especially in business, communication, and industry sectors, which demand this international language as a competitive advantage. Over the past decade, advancements in Information and Communication Technology (ICT) have significantly impacted English learning, including through online platforms like YouTube and Canva. This study examines the utilization of these two platforms in English teaching at MA Hidayatul Insan Palangka Raya, particularly on the topic "Word Order of Adjective." The methods used include visual presentations with Canva and interactive videos from YouTube. In its implementation, students engaged in dialogues, watched instructional videos, and participated in quizzes as a form of comprehension assessment. The study results indicate that using YouTube and Canva significantly enhances students' participation and learning motivation while reinforcing vocabulary acquisition and comprehension through an interactive approach. Recommendations are provided for the application of these digital media in high school English learning, with suggestions for further research involving long-term impacts and variations in teaching methods across different educational contexts.

Jasmari Jasmari

International Journal of Education and Literature 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze digital-based Indonesian language learning strategies in higher education through a systematic review of articles published between 2020 and 2024. Based on a literature search in Google Scholar, 100 relevant articles were found, of which 84 articles met the inclusion criteria. The analysis results show that the technologies used in Indonesian language learning include ICT, Artificial Intelligence (AI), digital learning media, social media platforms (YouTube, TikTok, Instagram), and interactive applications such as Kahoot and quizzes. Popular learning methods include flipped classroom, Problem-Based Learning (PBL), and Project-Based Learning (PJBL), which support the development of 21st-century skills such as critical thinking, creativity, communication, and collaboration. Furthermore, the COVID-19 pandemic accelerated the adoption of digital learning, which significantly influenced Generation Z students' learning methods. However, limited access to the internet in remote areas remains the main challenge in implementing digital learning. Therefore, improving technology infrastructure and providing training for lecturers to optimize the use of technology in learning, as well as policies that support equitable access to digital education across Indonesia, are essential. This study provides insights for the development of digital-based learning strategies in higher education.

Anindya Oktaviona Ervinawati; Astri Widyaruli Anggareni

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

One of the learning activities that can improve the quality of student learning is to provide a variety of teaching methods and learning media that can engage students' enthusiasm during the learning process. Based on the results of reading literacy tests, Indonesia has not yet reached the standard score of 493 set by the OECD. Literacy is very important for daily life, therefore the Ministry of Education in Indonesia provides opportunities for students to develop their creativity in improving literacy, numeracy, and the quality of learning in schools. Students assist educators in varying teaching methods or media to make learning active, interactive, and enjoyable. One enjoyable learning media is utilizing technology, such as the Let's Read digital library. This research uses a qualitative research method with a case study research design, and the techniques used in this research include observation, practice, and direct documentation in teaching activities in the classroom using the Let's Read media.

Iis Siti Salamah Azzahra

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of Information Technology, Industrial Revolution 4.0, and the impact of the Covid-19 Pandemic have changed students' behavior and learning styles, making them more accustomed to using technological devices. However, their interaction with the physical environment is reduced, hindering their ability to predict and observe. Therefore, media is needed that encourages students' viewing abilities while maintaining interaction with the objects being studied. This research aims to provide an overview of an alternative microsite-based QRcode interactive digital learning media designed with procedures for its application in the language learning process, especially in audience language skills. The research method used in this paper is literature study and also uses quantitative descriptive methods. The research results show that currently an alternative media is needed to help improve language skills, especially viewers. In response to this need, this paper was written to provide an overview of the design of an interactive application to help increase viewing of elementary school students using QRcode and microsites. With this interactive media, it is hoped that students will become more interested and improve their viewing abilities.

Lailatul Nuraini; Jalis Syarifah; Halimatus Sa’diyah; Moh Kelvin; M. Athar

Technological developments in the 21st century have had a significant impact on various fields, including education. This study examines the effectiveness of the use of Augmented Reality (AR)-based learning media integrated with neuroscience and Qur'anic values in improving students' understanding of physics and spiritual attitudes in the Society 5.0 era. The research was conducted in two Islamic-based schools, namely SMA Darussalam Blokagung and MA Al-Amiriyyah Blokagung, using quantitative methods with pre-test and post-test. The results showed that AR learning media significantly improved students' understanding of physics concepts and spiritual attitudes, as evidenced by the difference in pre-test and post-test scores as well as the results of the N-Gain test which showed the effective category, with an average N-Gain score of 77.12% at SMA Darussalam Blokagung and 76.05% at MA Al-Amiriyyah Blokagung. In addition, students' spiritual attitudes also increased with the average questionnaire score showing the category of "Very Good". This study concludes that the integration of AR technology in learning is effective in improving academic understanding and the development of students' spiritual character.

Nur Budi Nugraha

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Physical Education, Sports and Health are subjects that equip students with physical skills, health understanding and healthy living habits. This subject not only emphasizes the development of physical fitness, but also the formation of character, discipline and teamwork. Traditional teaching methods often face challenges in maintaining student interest and participation. Students who are used to digital technology feel that conventional methods are less interesting and irrelevant to their digital world. This research uses the waterfall method and aims to develop interactive learning media that integrates various elements such as animation, video tutorials, motion simulations and interactive quizzes. The results of the research produced interactive learning media with validation results from material and media experts showing a high level of feasibility, with an average score of 85%, exceeding the minimum criteria of 75%. Student responses were very positive, with 87% stating that this media increased their understanding and interest in learning.

Nik Haryanti; Endah Siswati; Dhafa Andrian Saputra

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

This research departs from the phenomenon that occurred in Islamic boarding schools that are still not strong in developing a literacy culture in creating a generation that is waiting through educational leadership. The purpose of this research is to find out the literacy culture for students in the digital era, literacy facilitation for students and the impact of literacy culture for students at the Sirojut Tholibin Plosokandang Islamic boarding school.  The methods used in this service activity are the lecture method, question and answer method, and discussion method. The cottage-based literacy movement is carried out in three stages, namely the habituation stage, the development stage, and the learning stage.  The results of the implementation of service at Sirojut Tholibin Plosokandang related to literacy culture in this all-digital era can be held properly and smoothly in accordance with the work program that has been prepared. The purpose of this work program is so that Indonesian youth, especially students in Sirojut Tholibin Plosokandang, do not abandon the reading culture even though the times are increasingly sophisticated, especially in social media. Utilizing the technology they have for positive things for future provisions. Continue to develop a literate culture so that it can create a work that can be enjoyed by the general public. And the hope is that in the future when they become alumni students, they will be able to compete with the outside world. That is the hope of the community service implementation team and the caregivers of Sirojut Tholibin Plosokandang.

Maria Ulfa

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2024 Universitas Muhammadiyah Manado

Education today has increasing challenges due to the rapid development of technology and access by kindergarten children. Interest in digital media is higher than the learning process in the classroom which is monotonous or less interesting than digital media. So there is a need to reform the learning process by creating a pleasant learning atmosphere, namely teachers need to have creativity and innovation in building an active learning atmosphere. Efforts that can be made by teachers are to direct the learning process to play with the media of educational game tools by using used items such as cardboard. However, teachers at RA Darussalam have not implemented it. The purpose of this community service is to motivate and provide innovation to teachers in making APE media using used goods, namely cardboard. This research was conducted through community service research methods. The result of this service is to provide teachers with motivation and innovation and provide creative ideas in making APE media without high costs, namely through the use of used barracks around such as cardboard.

Mohamad Azhar Annawa; Wulan Feronika Maharani

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The rapid development of technology in recent decades has had a significant impact, on the field of education. The integration of educational technology in today's era emphasizes developing skills such as problem-solving, creativity, collaboration, criticism, and systematic thinking. But with the advancement of technology, it also presents various challenges. The qualitative descriptive method is one of the research methods used to understand a phenomenon in depth by collecting non-numerical data, such as words, images, or documents. This method focuses on describing and interpreting the phenomena being studied, collecting data through observations, interviews, or study of documents. Adapting to digital learning in this technological age where students have to develop independent skills, while teachers play an important role in understanding digital tools and integrating them into the learning process. With the advancement of technology, teachers can also have more varied media choices in learning and can collaborate and develop new skills according to the materials they are taught. It involves the use of techniques such as time blocking to set a specific time for learning, setting up a learning environment that minimizes distractions, using technology wisely, disciplining in using smartphones, and using applications or learning tools that help improve concentration.

Khansa Hafidza; Rachel Fatma Maharani Putri; Alvin Demas Arethusa; Sri Hastuti

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

In the current era, digital learning media began to be developed along with the rapid development of information technology. Educators are indirectly required to make adjustments to the development of information technology-based learning media. Gudang Teks is a Indonesian learning media program designed through the world wide web precisely on google-sites which is a place for storage of negotiation text materials. With this, this study was conducted to analyze information technology-based learning media on the use of LMS in the form of google-sites under the name "Text Warehouse" in the negotiation text learning process at the Class X high school level. The research methods used in this study are qualitative descriptive methods based on data analysis and literature studies. The development model used in research uses the type of research and development or Research and Development (R &D) with the 4-D development method developed by S. Thiagarajan and consists of 4 main stages, namely define, design, develop, and disseminate. The Text Warehouse is also analyzed using SWOT analysis in the form of strengths and weaknesses, opportunities, and threats so that they can be further evaluated and considered in their use. The results of the analysis show that the Text Warehouse is quite feasible to be used in the negotiation text learning process, especially in grade X high school students.

Wolfgang Asindo Seran; Stefania Sonia Manek; Ivony Sarlin Asa

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

This research is motivated by the gap between the demands of the digital era on cutting-edge geography and the geography learning process at SMA Plus St. Albertus Agung Weleun, Malaka Regency. The learning process tends to be verbal and teacher-centered, the use of media with cutting-edge technology is still lacking in attention so that educators have minimal or lack of variation in using learning models and media. This has an impact on learning that is often boring and this condition affects student learning outcomes which are not yet satisfactory, which is the problem of this research. This study aims to determine: 1) the effect of the e-learning learning model assisted by the Kahoot application on student learning outcomes at SMA Plus St. Albertus Agung Weleun; 2) the difference in the effectiveness of the e-learning learning model assisted by the Kahoot application on student learning outcomes at SMA Plus St. Albertus Agung Weleun. This research is a quasi-experimental study with a Nonequivalent-Group Pretest-Posttest Design. The sample in this study were students in grades XA and XB where class XA was the experimental class and class XB was the control class. The data collection technique was carried out using a test instrument consisting of a pretest and posttest developed based on teaching materials. The instrument has met the requirements for validity and reliability. The difference in learning outcomes between the control group and the experimental group was analyzed using the T-test, while in this study it was the independent sample t-test and the n-gain score test. The various analysis techniques were analyzed using SPSS version 24.00. The results of the study showed that: 1) there is a significant effect of the e-learning learning model assisted by the Kahoot application on the learning outcomes of students at SMA Plus St. Albertus Agung Weleun with a sig value (2-tailed) of 0.000 ≤ 0.05. 2) the e-learning learning model assisted by the Kahoot application is less effective in improving student learning outcomes, the experimental class value is 54.9550 and the control class using conventional methods is not effective in improving student learning outcomes, the value is 15.1133.

Salma Fatimah; Dina Salsabila; Ummi Amalia Al karim; Muhammad Aniq Nazhif

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The use of technology in the learning process can have a positive impact on the student's understanding process, but it also certainly has obstacles. Therefore,  it is necessary to explore how students view the use of technology in learning so that learning can be adjusted to their wishes. To find out, this study uses interview methods and data analysis using descriptive and qualitative methods. The results show that most students have a positive view of the integration of technology in learning and learning activities. Technology is considered to make it easier for students to find the material they want to learn and also make learning more efficient and interesting. Even so, students feel challenged and feel that with the existence of technology, there will be a gap between students that causes disparity and in limitations to technology ownership or internet access. In addition, students' preferences regarding the technology used vary greatly; some students prefer the use of technology in learning, such as videos or other interactive media.

Rizki Fitriani; Nadella Lesmana

This study aims to investigate the impact of technology usage on the development of Indonesian language skills among the millennial generation. Millennials are a group that has grown up in a rapidly advancing digital technology era, which significantly affects their ways of learning and communicating, including in language aspects. By utilizing survey and interview methods, data were collected from a representative sample of millennials who actively use technology. The results of the study indicate that the use of technology, such as smartphones, social media, and online learning platforms, has a significant impact on the development of Indonesian language skills among millennials. Although technology provides easy access to information and learning resources, this research also highlights several challenges, such as the misuse of language on social media, which can negatively affect both written and oral language skills. The implications of these findings offer valuable insights for educators, parents, and policymakers in designing effective language learning strategies for the millennial generation.

Sumardiyanto Sumardiyanto; Agusti Agusti; M Maulidan Abi A; Achmad Fawaid; Budi Purnawan +2 more

Jurnal Pengabdian dan Solidaritas Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

It is natural that science and technology are currently developing, therefore it is required to be able to determine appropriate learning methods and media to facilitate the teaching and learning process. Until now, the selection and fulfillment of technology-based learning media is still very rarely carried out and implemented. To develop learning media for PBPMD student activities in Patemon village, namely holding community service where the main program is training in making e-books or digital books using multimedia applications as learning media in elementary schools in Patemon village. To maximize the use of Information and Technology (IT)-based media in learning and the supporting facilities available, training and assistance in creating IT-based media is carried out so that education in villages, especially Petemon village, also competes in IT developments.