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Eka Maulidia; Muhammad Suwignyo Prayogo; Tsania Nailal Ilfa; Adellia Saputri

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Science learning in elementary schools plays a vital role in fostering scientific thinking, curiosity, and critical thinking skills from an early age. However, classroom practices are still dominated by conventional methods that make students passive and less motivated, which affects their understanding of abstract concepts such as the states of matter and their changes. This study aims to describe the effectiveness of using Canva as an interactive learning medium to enhance the motivation and learning outcomes of fourth-grade elementary school students on the topic of states of matter and their changes. The research employs a qualitative descriptive method through literature review and theoretical experimentation. The study involved reviewing various scientific sources and conducting a simulated Canva-based learning activity that visualized changes in the states of matter through images, animations, and simple classroom experiments. The findings reveal that using Canva encourages active student participation, clarifies abstract science concepts, and creates an engaging learning experience. Canva has proven to be an effective and innovative medium that supports the principles of the Merdeka Curriculum, emphasizing creativity, collaboration, and independent learning.

Tabita, Dinda Hersya; Leonard Dharmawan

NALAR: Jurnal Pendidikan dan Kebudayaan 2025 Universitas 17 Agustus 1945 Semarang

This study aims to identify the factors that influence the implementation of interactive digital books as a communication medium at the Museum Kepresidenan RI Balai Kirti. The research method used is qualitative, with data collection through in-depth interviews with museum staff and surveys of visitors. Data were analyzed using the Cognitive Theory of Multimedia Learning (CTML) to understand how the design of the digital book affects the user experience, as well as SWOT analysis to map the strengths, weaknesses, opportunities, and threats related to its implementation. The research results highlight that interactive digital books offer opportunities to improve museum information accessibility and visitor engagement. Its implementation is also influenced by factors such as the quality of the book's content, audio-visual elements, language use, and the richness of the information presented. This study concludes that the success of interactive digital books as a museum communication medium requires a comprehensive strategy that considers the various aspects.

Asa Yuaziva

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

The purpose of this research is to create an interactive Augmented Reality (AR)-based educational application that can display the Indonesian folktale "Keong Mas" using Unity 3D and Vuforia SDK. Due to the dominance of modern digital entertainment that is more visually appealing, the younger generation's interest in traditional folktales is declining. The choice of AR technology is based on its ability to combine three-dimensional virtual objects with the real environment in real-time, resulting in an interactive, engaging, and memorable learning experience. The research process used is the Life Cycle of Multimedia Development (MDLC), which consists of six stages: ideation, design, material collection, compilation, testing, and deployment. 3D character models, background environments, and interactive stories appear in the application when the camera detects certain markers. Testing was conducted using the black-box method to ensure all functions, including marker tracking, scene transitions, and narration playback, run smoothly. The test results show that the AR application "Keong Mas" successfully displays the folktale interactively and engagingly, thereby increasing the learning interest of children and adolescents. This application not only serves as an innovative learning medium but also contributes to the preservation of local culture through the integration of digital technology.

Simaremare, Yuni Melati Anestasya; Br Sitanggang, Elfretty; Onyx Nifty; Roihan Anwar; Tarigan, Jenda Rizkinta +3 more

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

In German language courses at universities, students must learn four skills: reading, writing, listening, and speaking. To master these four skills, students must have a good command of vocabulary, as this is the foundation needed to master the German language. This software does not require programming code, so users can easily add graphics and sounds to the game. Without vocabulary, skills such as reading, writing, speaking, and listening cannot be performed. This study aims to create a Construct 2 application that can be used by college students to increase their A1 level German vocabulary. The data for this study is A1 level German vocabulary with the theme “Guten Appetit,” and another source of data is the book “Netzwerk neu A1 Kursbuch” published by Ernst Klett Sprachen GmbH in 2019. This research will be conducted in the foreign language laboratory at UNIMED. The application will be tested by subject matter experts and learning media experts. This research will be published in a nationally indexed journal.

Dorthea Maria Woga Nay; Heru Christianto; Arvinda C. Lalang; Eka C. G. Kerihi

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Technological advances provide educators with the freedom to create quality learning that meets the needs and learning environment of students. A crucial aspect for teachers to consider in realizing effective learning is the use of interactive learning media tailored to the characteristics and needs of students. The use of digital technology to develop interactive learning media is a necessity in today's learning process. Training and mentoring for teachers in Malaka to develop interactive and innovative digital media is based on the need to improve their competency and skills in utilizing technology to develop learning media. This activity aims to improve teachers' competency and skills in utilizing technology to design engaging and interactive digital-based learning using Book Creator and QuizWhizzer. Monotonous learning activities, often based on lectures and group discussions, with the use of conventional learning media, tend to make students passive and easily bored, resulting in a lack of student interest in learning and a decline in the quality and outcomes of learning. Furthermore, technological developments demand increased competency, including in preparing engaging learning media. Therefore, through this training activity, teachers are provided with guidance and training in developing interactive learning media so that the resulting products can be directly used in the learning process. The developed media is designed to be interactive and engaging, thereby increasing student motivation. Furthermore, this activity also encourages teachers to be more creative and innovative in creating learning media that can attract student interest. The training activities ran smoothly and effectively, as evidenced by the high enthusiasm of teachers and the increase in knowledge and skills related to the training material. The mentoring results also showed an improvement in the quality of learning through active student interaction in learning with the help of digital learning media, which resulted in improved interest and learning outcomes.

Ahsan Nadya; Salman Shiddiq; Gusmaneli Gusmaneli

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

In education in the 4.0 era, teachers should pay attention to the strategies used in the learning process and also the technology coverage that helps to facilitate the application of learning so that the learning goals formulated are well achieved. Interactive learning strategies can support learning processes with the use of technology as a learning medium. In this paper, the author uses the study of literature (Library Research) by collecting data from various sources such as books, scientific journals, dissertations, and online sources related to the effectiveness of the use of technology in enhancing interactive learning strategies. Conclusion The interactive learning strategy is an approach that encourages students to think critically, share opinions, and conduct research on their own questions. The use of media and technology, such as video and animation, can also improve learning effectiveness. Video enables students to understand material better, while animation can arouse students' interest in learning.

JAMRONI; Khotimah, Anis; dian, Pramukti

jurnal ABDIMAS Indonesia 2025 STIKes Ibnu Sina Ajibarang

Latar belakang : Di seluruh dunia, kemajuan teknologi digital telah mengubah perilaku, gaya hidup, dan cara orang bersosialisasi satu sama lain, terutama melalui penggunaan internet dan media sosial dalam kehidupan sehari-hari, khususnya dalam kehidupan remaja. Remaja adalah usia transisi dari anak- anak ke dewasa, berkisar antara 10 dan 20 tahun. Pada masa transisi ini, orang biasanya mengalami kegelisahan, konflik dengan orang tua, keinginan untuk mencoba hal baru, dan fantasi tentang masa depan. Kegiatan Pengabdian Kepada Masyarakat (PKM) ini dilakukan melalui penyuluhan bertema menjaga kesehatan mental di era digital yang diikuti oleh 52 siswa-siswi SMK Muhammadiyah 1 Patuk Gunungkidul Yogyakarta. Dalam penyuluhan ini diberikan paparan tentang pengaruh media sosial dan teknologi digital terhadap kesehatan mental khususnya para remaja adalah sangat beragam, dilanjutkan dengan upaya pencegahan dan dukungan kesehatan mental online, kontrol diri, peranan orang terdekat, masyarakat dan pemerintah. Kegiatan penyuluhan ini diikuti peserta dengan antusias, dibuktikan dengan banyaknya pertanyaan dan diskusi antara peserta dengan nara sumber selama kegiatan berlangsung. Pemaparan materi disampaikan secara interaktif dengan pemutaran video, permainan, diskusi dan berbagi tentang isu- isu terkini seputar masalah remaja yang sedang hangat diberitakan di media sosial. Metode yang digunakan dalam pengabdian masyarakat ini adalah dalam bentuk penyuluhan. Tujuan: agar siswa siswi dapat menjaga kesehatan mentalnya di era digital ini yang dampaknya ada yang positif juga dampak negatif. Sasaran: Siswa-siswi Kelas XII SMK Muhammadiyah 1 Patuk Gunungkidul,  Yogyakarta. Hasil: Pada Siswa-siswi kelas XII SMK Muhammadiyah 1 Patuk Gunungkidul, Yogyakarta menunjukkan pengetahuan yang meningkat setelah dilakukan penyuluhan tentang Edukasi Menjaga Kesehatan

Tambing, Nabila Yusril Ihza Lestari Sallu; Syaharani Altrisnisa, Anindya; Nuraini, Farah Hanifah; Atikasari, Dewi Ayu; Abidah Aristawati, Salwa +1 more

jurnal ABDIMAS Indonesia 2025 STIKes Ibnu Sina Ajibarang

Anak dengan Down Syndrome (DS) menghadapi berbagai hambatan perkembangan, baik secara fisik, kognitif, sosial, maupun emosional, sehingga memerlukan layanan khusus. Salah satu masalah utama yang dialami adalah rendahnya keseimbangan akibat hipotonia, kelemahan otot, gangguan postural, serta keterbatasan sistem sensorimotor, yang berimplikasi pada risiko jatuh dan keterlambatan motorik. Selain itu, anak DS juga cenderung mengalami hambatan dalam sosialisasi yang berdampak pada rendahnya rasa percaya diri. Penelitian dan kegiatan pengabdian masyarakat di SLB D1 Surakarta ini dirancang untuk meningkatkan keseimbangan dan rasa percaya diri melalui intervensi menari di atas landasan dengan berbagai tekstur permukaan serta pemberian buku cerita interaktif. Metode yang digunakan meliputi baseline assessment, sosialisasi, latihan motorik, serta evaluasi melalui pre-test dan post-test terhadap pengetahuan guru pendamping dan orang tua. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada pemahaman orang tua dan guru mengenai pentingnya keseimbangan dan rasa percaya diri, dengan capaian pengetahuan baik meningkat dari 57,9% menjadi 89,5%. Selain itu, anak menunjukkan keterlibatan aktif dalam latihan yang menyenangkan, yang diyakini dapat memperbaiki kontrol postural sekaligus memupuk rasa percaya diri melalui pengalaman positif. Dengan demikian, kegiatan menari dan membaca buku cerita bergambar dapat menjadi strategi komplementer yang efektif untuk mendukung tumbuh kembang anak DS secara holistik.

Aristamy, I Gusti Ayu Agung Mas; Mutiarani, Rizkita Ayu; Winatha, Komang Redy; Naratama, I Made Edo

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

This study aims to develop an interactive mobile application-based learning media to introduce Devanagari Sanskrit script to Indonesian teenagers. The background of this research is the lack of communicative, contextual, and engaging learning media for the digital generation in learning traditional scripts. The development method uses the ADDIE model modified with a visual communication design approach and integration of local Balinese cultural values. The results show that this media successfully combines strong visual elements, interactive voice narratives, and Balinese cultural iconography in one mobile-friendly platform. Validation from design and cultural experts shows a very high level of feasibility, supported by positive responses from student users at the Dvipantara Samskrtam Foundation. This research makes a real contribution to the preservation of traditional scripts through a digital educational approach that is adaptive to the learning needs of today's teenagers. In addition, this research also opens opportunities for the development of similar learning media for other traditional scripts, thereby increasing awareness and understanding of Indonesia's rich culture among the younger generation. By integrating technology in learning, it is hoped that the preservation of Indonesian culture can go hand in hand with the progress of the times.

Patricia Wira Lestari

Nusantara: Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

The spirituality of today’s church youth encounters multidimensional challenges, particularly the pervasive influence of digital culture, the gradual decline in interest toward spiritual disciplines, and the weakening of involvement in ecclesial ministry. Such dynamics often create a gap between theological knowledge and lived faith experiences. This Community Service (PkM) initiative was designed to respond to these issues by implementing an interactive model aimed at enhancing the spiritual understanding of the youth at GKSI Trimorejo Congregation. The model emphasizes participatory learning processes, in which youth are not merely passive recipients of teaching but active contributors to collective faith formation. The methodological framework consisted of three main stages: initial observation to identify needs and spiritual conditions; preparation of training modules contextualized with the congregation’s realities; and the implementation of interactive activities such as group discussions, thematic Bible studies, role-play, and collective reflection. Evaluation strategies integrated both quantitative and qualitative approaches, including pre-tests and post-tests to measure cognitive growth, alongside participatory interviews to capture experiential insights. The findings reveal a notable increase in youth comprehension of biblical principles, heightened enthusiasm and participation in church programs, and the establishment of a more cohesive spiritual learning community. Furthermore, the process encouraged a deeper sense of belonging and responsibility among the participants toward their ecclesial environment. In conclusion, the interactive model demonstrates significant effectiveness in fostering youth spirituality and may serve as a viable alternative strategy for churches encountering similar challenges within contemporary contexts of ministry.

Andik Prakasa Hadi; Rudjiono Rudjiono

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

This study explores the development and implementation of an Augmented Reality (AR)-based learning medium to enhance students’ understanding of tajwid at Madrasah Aliyah. The background of this research stems from the limited effectiveness of conventional teaching methods and the relatively low interest of students in learning tajwid. AR-based learning was chosen because it provides a more interactive and contextualized learning experience that actively engages learners. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The participants were Madrasah Aliyah students selected as the experimental group. The findings reveal that the AR learning medium significantly improves students’ comprehension of tajwid rules compared to traditional learning approaches. Moreover, students reported high levels of satisfaction, noting that the media was engaging, user-friendly, and capable of visualizing abstract tajwid rules in a clear and accessible manner. In conclusion, integrating AR technology into Islamic education, particularly tajwid learning, holds great potential to improve learning quality while fostering students’ motivation to explore the subject more deeply.

Salsabilah, Audyva

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study examines how interactive storybooks can help children aged 7 to 9 years learn about the dangers of excessive sugar consumption in packaged drinks. The book is designed with interactive techniques such as pop-up, pull-the-tab, and lift-the-flap to enhance the effectiveness of learning for children. Each mechanical method is aimed at capturing the children’s attention and delivering an educational message in an engaging and easy-to-understand way. The results show that the pull-the-tab technique was the most commonly used because of its ease of use and effectiveness in illustrating gradual changes. This technique allows children to visually see how excessive sugar consumption affects the body through changes that occur when they pull the tab on the book. Additionally, the use of pop-up and lift-the-flap methods provides a visually and physically engaging experience, which makes children more involved in the learning process. Based on the findings, interactive storybooks have proven to be a highly effective learning tool for educating children about important health issues. Therefore, book developers are encouraged to continue innovating by incorporating various interactive methods, such as adapting the books into digital formats. By doing so, a broader and more effective educational impact can be achieved, allowing children to learn in a fun, interactive, and easily accessible way.

Ana Musta'ana; Septi Wulandari; Selma Riski Nur Laili; Vita Nugrah Septiana

Jurnal Suara Pengabdian 45 2025 LPPM Universitas 17 Agustus 1945 Semarang

Pengabdian masyarakat Universitas Bojonegoro di Desa Mojoagung menunjukkan bahwa pendekatan pendidikan berbasis feminisme, diskusi interaktif, dan distribusi tablet penambah darah (TTD) yang didukung oleh penyuluhan pola makan sehat dapat membantu meningkatkan kesadaran akan gender dan gizi perempuan.kesehatan. Program ini mampu menurunkan prevalensi anemia hingga 30%, memberdayakan perempuan secara sosial, dan meningkatkan kesadaran akan hak-haknya. Selain itu, keberlanjutan dan pertumbuhan program bergantung pada kerja sama dengan fasilitas medis dan organisasi masyarakat non-pemerintah. Menurut hasil dari beberapa penelitian terkait, pemberdayaan perempuan melalui kesadaran gender yang lebih besar dan akses ke perawatan kesehatan inklusif dapat membantu meningkatkan kesehatan dan status gizi perempuan sekaligus mendorong perubahan sosial yang tahan lama. Strategi berbasis komunitas yang melibatkan keluarga dan komunitas sangat penting untuk mencapai tujuan ini, terutama dalam hal mencegah anemia, meningkatkan kesehatan anak-anak, dan memajukan hak-hak perempuan di masyarakat.

Probohudono, Agung Nur; Suhardjanto, Djoko; Bandi, Bandi; Winarna, Jaka; Cahya Nusantara, Aji +1 more

Adi Widya: Jurnal Pengabdian Masyarakat 2025 Lembaga Penelitian dan Pengabdian Masyarakat

Kegiatan pengabdian ini bertujuan untuk meningkatkan literasi dan keterampilan perencanaan keuangan bagi pelaku industri rumahan, khususnya penjahit perempuan dan ibu rumah tangga di sentra konveksi Desa Kalitengah, Kecamatan Wedi, Klaten. Permasalahan rendahnya literasi keuangan, tidak adanya pencatatan keuangan, serta tumpang tindih antara keuangan pribadi dan usaha menjadi hambatan utama dalam pengambilan keputusan finansial dan keberlanjutan usaha. Program ini dilaksanakan melalui pendekatan edukatif dan partisipatif yang meliputi penyuluhan interaktif, pelatihan pencatatan keuangan, simulasi perencanaan anggaran, diskusi kelompok, serta pendampingan individual. Materi disampaikan secara kontekstual menggunakan bahasa sehari-hari dan narasi kehidupan nyata, serta mengintegrasikan nilai kearifan lokal seperti prinsip “kembali ke akar”. Hasil evaluasi menunjukkan peningkatan pemahaman peserta terhadap pentingnya pencatatan pemasukan-pengeluaran, penyusunan anggaran rumah tangga, serta perubahan sikap terhadap konsumsi dan manajemen keuangan keluarga. Kegiatan ini terbukti efektif dalam mendorong transformasi perilaku keuangan yang lebih bijak dan dapat direplikasi dalam pemberdayaan ekonomi rumah tangga berbasis komunitas

Suerni; Melati Rahma Suri; Riswan Syahputra Damanik

Sevaka : Hasil Kegiatan Layanan Masyarakat 2025 STIKES Columbia Asia Medan

Vocabulary mastery is a fundamental component in English language learning that determines comprehension, speaking, and writing skills. However, in the context of district-level communities, including the Regional Library of Labuhan Batu, vocabulary learning still faces various challenges such as the lack of contextual teaching materials, the dominance of rote learning methods, and the limited use of local resources. To address these issues, this Community Service Program (PkM) proposes the application of lexical analysis on 100 local library documents as the basis for developing interactive media used in vocabulary training. The method employed is a community-based participatory approach, with stages including preparation, lexical analysis, media development, training, and evaluation. Corpus analysis produced 27,800 word types with 200 high-frequency words and 1,350 distinctive local vocabulary items. The interactive media developed include multimedia modules, Wordwall quizzes, mobile-based gamification, and bilingual infographics. The training was attended by 40 participants, with evaluation results showing a significant improvement in the average post-test score (76.8) compared to the pre-test (42.5), and 82.5% of participants achieving scores ≥70. Furthermore, 90% of participants reported increased motivation to learn, and 85% considered the locally based materials more relevant. Thus, this PkM provides a tangible contribution to enhancing English literacy through local vocabulary and offers an interactive learning model that can be replicated in other regional libraries in Indonesia.

Yosua Mordekhai Hutabarat; Isna Damayanti; Shyavara Aisyah; Fatiha Azka Ghassani; Indrawati Indrawati

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2025 Lembaga Pengembangan Kinerja Dosen

This Community Service Program aims to strengthen the basic English language skills of children aged 5-12 in RW 03 Kalibaru, Cilincing, North Jakarta. Initial observations revealed low vocabulary mastery and a lack of confidence in communication among these children. With foreign language literacy rates for primary school-aged children in coastal North Jakarta at only 27.5%, non-formal educational intervention is crucial to support their school learning. As part of a university community service program (KKN), this initiative was carried out over three meetings with 30 children. The method used was Participatory Action Research (PAR), which emphasizes active collaboration between program facilitators and the community. The program's implementation included introducing basic materials such as the alphabet, numbers, colors, and vocabulary related to animals and family members, as well as practicing simple conversations like self-introductions and greetings. The learning methods applied were highly interactive, integrating educational games, songs, visualization, and role-playing. The evaluation, using pre-test and post-test instruments, showed a significant improvement in the participants' understanding. The average initial score increased sharply from 68.5 to 85.7, representing a 17.2-point or approximately 25% increase. This improvement proves the effectiveness of the interactive methods used in strengthening material mastery. Furthermore, the program successfully fostered an inclusive and enjoyable learning environment. A social change was observed in the form of increased self-confidence among the children when using English, a willingness to speak in front of their friends, and positive interactions among participants. Overall, this program not only succeeded in enhancing basic English skills but also fostered social transformation through increased confidence and positive interaction. Although challenges such as varying levels of understanding and limited learning media were encountered.

Atika Sadariah; Melati Rahma Suri; Indah Cahyani

Sevaka : Hasil Kegiatan Layanan Masyarakat 2025 STIKES Columbia Asia Medan

The application of interactive media in classifying Indonesian poetry based on stylistic devices aims to enhance students' understanding in identifying and analyzing the stylistic elements used in poetry. Stylistic devices such as metaphors, personification, hyperbole, and similes play a significant role in enriching the meaning of poetry and deepening the reader’s interpretation. The use of interactive media offers a more dynamic and effective approach compared to traditional methods. Through digital platforms and interactive learning applications, students can become more engaged in an active and enjoyable learning process, making it easier for them to recognize and comprehend various stylistic devices in poetry. This media also supports diverse learning styles, such as visual, auditory, and kinesthetic, enabling students to learn according to their preferences. This study aims to explore the effectiveness of interactive media in teaching the classification of stylistic devices in poetry and how it can enrich the learning experience while improving students' analytical skills in literary works. It is hoped that the application of interactive media can create a more engaging learning environment, boost students' motivation, and deepen their understanding of Indonesian poetry.

Atika Sadariah; Baginda Restu Al Ghazali

Sevaka : Hasil Kegiatan Layanan Masyarakat 2025 STIKES Columbia Asia Medan

Indonesian language learning at the junior high school level often faces challenges such as low student motivation, participation, and comprehension in reading, writing, and listening materials. The predominance of lecture-based methods and textbooks leads to suboptimal student engagement, especially in online or hybrid learning. This community service activity at SMP S Methodist 1 Rantau Prapat aims to enhance students’ understanding as well as teachers’ capacity through the application of interactive learning media. The media used include interactive PowerPoint, Wordwall, and H5P, which allow adaptive quizzes, writing exercises, and game-based activities. The implementation methods involve initial observation, development of interactive curriculum-based materials, socialization, teacher training, classroom implementation, and evaluation using pre-tests and post-tests. Data were collected through comprehension tests, classroom participation observations, and short interviews. The results showed a significant improvement: the students’ average post-test scores increased compared to the pre-test, with more active classroom participation in interactive quizzes and discussions. Teachers also felt more supported in delivering lessons and gained new skills in using digital media. In conclusion, the application of interactive media proved effective in improving the quality of Indonesian language learning and can serve as a sustainable model for secondary schools.

Asy Syifa Tsaniya Adha; Aditya Januarsa

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Pop-up is a visual delivery technique in the form of three dimensions that falls under paper engineering, where paper is folded in such a way that it emerges or expands when a page is opened. This technique not only provides aesthetic value but also offers a more interactive reading experience for readers. Pop-up storybooks are designed to make the narrative within them come alive through the raised effects produced by folding techniques. Thus, readers not only enjoy the text but also gain a visual experience that supports their imagination of the story’s content. A well-designed pop-up book is determined by the effectiveness of the pop-up models used in clearly conveying the story’s message. The choice of folding models must align with the narrative so that the visual elements presented are not only aesthetically appealing but also communicative. This study aims to analyze the selection of pop-up models and to assess the extent to which these models successfully depict the story adapted from the Harry Potter film. The analysis results show that five types of pop-up models are used, namely magic box, V-folds, multiple layers, floating layers, and moving discs. Among these five, multiple layers are the most frequently used model, with a percentage of 35.3%. Meanwhile, effectiveness analysis indicates that 58.8% of the pop-up models employed successfully illustrate the story, both in terms of character visualization and storyline. In conclusion, the Harry Potter pop-up book demonstrates innovative and effective paper engineering techniques in storytelling. This proves that interactive media such as pop-up books can serve as a creative medium to enhance both the appeal and comprehension of readers toward a literary work or film adaptation.

Rahmah Tika Syurya; Hadi Purwanto; Defrizal Hamka; Widodo Widodo

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The effect of the integrated interactive Education for Sustainable Development (ESD) module on learning interest and creative thinking skills of class VII students at SMPN 23 Pekanbaru was the focus of this study. One of the learning resources that is particularly suitable for the 21st century is interactive modules. These modules serve as detailed learning packages designed to help students achieve their learning objectives. The Education for Sustainable Development (ESD) approach used in this study aims to not only increase students' interest and readiness to learn but also enhance their creative thinking skills. The purpose of this research was to examine and analyze the effect of the integrated interactive ESD module on learning interest and creative thinking skills, and to describe the correlation between learning interest and creative thinking skills in students. The study employed a quasi-experimental design combined with correlation analysis, using instruments such as a learning interest questionnaire and a creative thinking skills test. The findings of the study indicated that the integrated interactive ESD module had a significant effect on both the learning interest and the creative thinking skills of students. Furthermore, there was a positive correlation between learning interest and creative thinking skills, suggesting that enhancing students' engagement in the learning process through interactive modules can foster the development of their creative thinking abilities. These results highlight the importance of interactive learning resources in supporting student achievement in the 21st century