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Muhammad Afian Firmansyah

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Children in Tambak Osowilangun Village have high access to digital technology, but their digital financial literacy remains very low. Technology is generally used only for entertainment and social media without an understanding of its economic value. This condition is exacerbated by limited supervision from parents, the majority of whom work in the industrial sector, leaving children vulnerable to uncontrolled consumer behavior online. This community service activity aims to equip children in Tambak Osowilangun Village with a basic understanding of modern economics. The main focus is to improve their ability to manage their finances wisely, introduce the concept of digital savings, and develop critical thinking skills so they can distinguish between needs and wants in the technology era. The program uses the Participatory Action Research (PAR) method, which involves the active participation of children through a spiral of stages: planning, action, observation, and reflection. Data was collected through participant observation to monitor the learning dynamics of participants during the educational sessions. The implementation of the activity showed a significant increase in participants' financial understanding. Children became more aware of the risks of digital fraud and began to understand how financial applications work. Through interactive discussion sessions, high enthusiasm was generated, shifting the children's mindset from mere entertainment users to financially savvy technology users. The synergy between students and the community has succeeded in fostering a disciplined and responsible economic character in the young generation in the village.

Puspita, Ni Kadek Reka; Kertih, I Wayan; Sidaryanti, Ni Nyoman Asri; Sukadi; Budiarta, I Wayan

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

This study focuses on examining the effect of using the cooperative learning model type Teams Games Tournament (TGT) assisted by Kahoot in optimizing students’ problem-solving skills. The research method applied was Classroom Action Research (CAR), conducted through several cycles with stages including planning, action implementation, observation, and reflection. The subjects of this study were students of class X.B at SMA Negeri 2 Singaraja. The results of the study indicate a significant improvement in students’ problem-solving abilities after the implementation of the TGT model assisted by Kahoot. In cycle II, the students’ average score reached 88.15, with a learning mastery level of 84.21%. Therefore, it can be concluded that the majority of students had met the minimum learning mastery indicators. In addition, the learning process became more active, interactive, and enjoyable, which increased student engagement in the classroom. In conclusion, the cooperative learning model Teams Games Tournament (TGT) assisted by the Kahoot application has a positive impact on improving students’ problem-solving abilities. Therefore, the use of game-based digital learning models and media is recommended to enhance the quality of both the learning process and learning outcomes.

Shofil Albab; Muhammad Rofiq

JURNAL ILMIAH PENDIDIKAN KEBUDAYAAN DAN AGAMA 2026 CV. ALIM'SPUBLISHING

This study analyzes the integration of turoth (classical Islamic scholarship) and digital media in moderate Islamic education through Gus Kautsar’s YouTube lectures. Amid concerns that religious digitalization may simplify Islamic teachings and reduce epistemological depth, this research examines whether turoth transmission in digital platforms maintains traditional scholarly structures. Using a qualitative approach with thematic content analysis, this study analyzes three classical text-based lecture videos published between January and March 2024. The findings show that turoth is represented through direct reading of Arabic classical texts, hierarchical argument structures (Qur’an–Hadith–Ulama), references to madhhab authorities, and contextualization of contemporary digital issues. The adaptation identified is pedagogical rather than epistemological, reflected in episodic segmentation, communicative translation, and contextual illustrations suited to Generation Z’s learning patterns. Furthermore, moderate Islamic education in the analyzed content emerges not through normative slogans, but through systematic engagement with classical texts. This study demonstrates that digital media can function as a medium for recontextualizing Islamic tradition while fostering moderate religious values among Generation Z in the digital era.

Tanti Yusviva Kusuma Wardani; Arissona Dia Indah Sari; Iqnatia Alfiansyah

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop a Puzzle Book learning media for the topic of angle measurement and to examine its validity, practicality, and effectiveness for third-grade elementary school students. The research employed a Research and Development (R&D) approach using the ADDIE model and involved 26 third-grade students as participants. Data were collected through expert validation sheets, student response questionnaires, and learning achievement tests, which were analyzed using descriptive quantitative and qualitative methods. The results showed that the Puzzle Book obtained a validity score of 98.0% from media experts and 100% from material experts, both categorized as highly valid. Student responses reached 100%, indicating that the media is highly practical and engaging. Furthermore, the analysis of learning outcomes revealed a gain score of 0.9187 in the high category, demonstrating that the Puzzle Book effectively improves students’ problem-solving abilities in angle measurement. Overall, the Puzzle Book learning media is highly feasible, practical, and effective for classroom implementation, as its interactive design and alignment with third-grade learning characteristics help students understand angle concepts more concretely, enjoyably, and meaningfully.

Sinta Nurlela

JURNAL ILMIAH PENDIDIKAN KEBUDAYAAN DAN AGAMA 2026 CV. ALIM'SPUBLISHING

This study examines the use of YouTube Streaming in large-class Sunday School as a medium for children’s faith education at Gereja Kalimantan Evangelis (GKE) Nazaret Palangka Raya. The background of this research is the growing integration of digital media into church education, which brings both opportunities and challenges for children’s spiritual formation. The objective of this study is to describe the implementation of YouTube-based Sunday School and to analyze its benefits and challenges related to children’s participation, understanding of faith, and learning concentration. This research employs a descriptive qualitative approach, with data collected through observation, in-depth interviews, and documentation involving Sunday School teachers and parents. The findings indicate that YouTube Streaming helps maintain continuity of faith education and enhances children’s interest through audio-visual content. However, children’s participation tends to be passive, their understanding of faith often remains at a cognitive level, and their learning concentration is relatively limited. The study concludes that YouTube Streaming functions effectively as a supportive medium but cannot replace direct interaction and relational aspects essential in children’s faith education

Yusuf Wahyu Setiya Putra; Mira Fitriana

Jurnal Inovasi Sosial dan Pengabdian 2026 Lembaga Pengembangan Kinerja Dosen

Abstract: The digital era demands that every individual possess visual literacy competencies, but in Islamic boarding schools (pesantren), access to technology is often limited to maintain focus on worship. The main problem at the Salafiyah Al-Furqon Islamic Boarding School in Sawangan, Magelang Regency, is the digital skills gap among 12th-grade students. This is caused by the boarding school's policy of only allowing mobile phone use during semester breaks, leaving students lacking practical multimedia skills prior to graduation. This community service activity aims to provide a solution through basic photography and videography training as a soft skill for alumni independence. The method used is a workshop that combines theoretical explanations and direct practice (experiential learning). The results of this activity show a significant increase in students' technical competency; participants are able to operate smartphone cameras with stable shooting techniques, understand the principles of visual composition (such as the rule of thirds and leading lines), and are able to perform basic video editing using mobile-based software applications. Through this training, Islamic boarding school graduates are expected to become individuals who are adaptive to technological developments and able to utilize visual media as a means of creative economics and digital da'wah after graduation.

Yana Hauri; Haryanto Haryanto; Akhmad Fikri Rosyadi

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

Early reading skills are visual activities that involve the process of translating written symbols into sounds. Children's early reading skills will be developed through learning media that are appropriate to the child's developmental stage. This study aims to identify the need for developing pop-up syllabic learning media to improve the early reading skills of children aged 5-6 years. This study uses a descriptive qualitative approach. Identification of needs is based on three aspects, namely learning media, learning strategies, and analysis of early reading skills. The subjects of this study consisted of 3 teachers and the principal of Kindergarten Al Falah Islamic Kindergarten, Pelita Doktora Kindergarten, and Rizani Putra Kindergarten. Data collection techniques used were interviews and documentation. Data analysis was carried out using the Miles Huberman Technique which includes the stages of data collection, data reduction, data display, and drawing conclusions/verification. The results of the study indicate that identification of needs is based on three aspects, namely learning media, learning strategies and analysis of early reading skills. In identifying learning media, it is necessary to develop interesting learning media. Then, in identifying learning strategies, a fun strategy is needed to achieve children's beginning reading skills, and is child-centered. Meanwhile, the analysis of children's beginning reading skills revealed the need for pop-up book media to improve children's relevant beginning reading skills.

Desty Endrawati Subroto; Siti Nurelisah; Sabrinah Meilani; Nadiva Dewi Maulina

Jurnal Riset Rumpun Ilmu Bahasa 2026 Pusat riset dan Inovasi Nasional

The development of digital technology provides new opportunities for learning innovation, including in literature learning at Sma Negeri 1 Serang City. This study aims to describe the use of Blogger as a literature learning medium in improving short story writing skills of high school students in the digital era. This study uses a qualitative approach with descriptive methods. The subjects of the study were students of SMA Negeri 1 Serang City with a population of approximately 1,756 students who participated in short story writing learning based on Blogger as a publication and learning medium. Data collection techniques were carried out through observation, interviews, and document analysis of the results of students' short stories published on Blogger. The purpose of this study is to determine the benefits of using Blogger in literature learning to increase student learning motivation, provide space for creativity in writing, and make it easier for students to publish and share their literary works digitally. In addition, Blogger media also encourages students to be more active in the learning process because of interactions through comments and feedback from teachers and peers. Thus, the use of Blogger as a literature learning medium can be an innovative alternative in improving short story writing skills of high school students in the digital era.

Safira Laila Wulandari; Salsa Bila Ivanda; Nur Azizah

Ikhlas : Jurnal Ilmiah Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to describe the strategies of Islamic Religious Education (PAI) teachers in increasing the learning participation of low-ability students at SDN 008 Tebing Karimun. Learning participation is an important indicator of learning success, but in reality there is still low student involvement in the learning process. Inhibiting factors come from internal aspects such as low confidence and limited cognitive abilities, as well as external aspects in the form of less varied learning strategies and less supportive classroom environments. This study uses a qualitative approach with a descriptive type, involving PAI teachers as the main informants and students as supporting informants. Data was collected through observation, interviews, and documentation, then analyzed with an interactive model that included data reduction, data presentation, and conclusion drawn, and tested for validity through triangulation. The results of the study showed that teachers' strategies include active learning, group discussions, individual approaches, and the use of learning media. The obstacles faced include low student confidence, cognitive limitations, and lack of variety of methods. The solutions carried out by teachers are in the form of providing motivation, applying innovative methods, and creating a conducive learning environment. This study concludes that PAI teachers' strategies play an important role in increasing the learning participation of low-ability students through innovative, interactive, and student-centered learning.

M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus

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

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.

Evi Susanti Bakri; Idris, Idris; Andi Tenris Sua; Irna Fitriana; Muh. Safar

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This study aimed to determine the effectiveness of using E-Short Story media in teaching children’s story reading skills to fifth-grade students of SD 12/79 Batu Gading, Mare District. The research employed a quasi-experimental method with a one-group pretest–posttest design. The research subjects consisted of 32 fifth-grade students. The instrument used was a reading comprehension test administered before and after the implementation of the E-Short Story media. The data were analyzed using descriptive statistics and a t-test to identify differences in students’ learning outcomes before and after the treatment. The results showed an improvement in students’ ability to read and understand children’s stories after the use of E-Short Story media. The mean posttest score was higher than the mean pretest score, indicating that the E-Short Story media was effective in improving reading skills. The use of E-Short Story media also increased students’ learning motivation, comprehension of story content, and active participation in the learning process. Therefore, E-Short Story media is recommended as an alternative learning medium for teaching reading in elementary schools.

Aulia Azka Septyana; Lesa Paranti

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

Dance instruction in schools still does not fully support students' ability to understand techniques and movement sequences independently. In the "Semarang Rumah Kita" dance material in grade VIII of SMP N 7 Semarang, the learning process tends to rely on classical methods guided by printed books. This condition indicates the need to develop more varied, interesting, and effective learning media. This study aims to develop and test the feasibility and effectiveness of the "Semarang Rumah Kita" dance video tutorial as a learning medium. The method used is Research and Development (R&D) which includes the stages of needs analysis, product planning, revision, and field trials. The research subjects were grade VIII students of SMP N 7 Semarang. Data were obtained through interviews, observations, validation questionnaires from material experts and media experts, and assessment of student practice. The data were analyzed using quantitative and qualitative descriptive approaches. The results of the study indicate that the developed video tutorial meets the criteria of very feasible and has been proven effective in increasing movement accuracy, cohesiveness, and student self-confidence. These findings are an innovative alternative to support dance learning and improve the quality of dance education in schools.

Dwi Rahmawati; Iqnatia Alfiansyah; Afakhrul Masub Bakhtiar

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to (1) describe the development process of the Smart Box I Obey the Rules media; (2) describe the validity of the Smart Box I Obey the Rules media; and (3) describe student responses to the Smart Box I Obey the Rules media. This study uses the ADDIE (Analyze, Design, Development, Implementation, and Evaluation) model. This research was conducted at the UPT SD Negeri 253 Gresik during the odd semester. The subjects were 25 students, 10 boys and 15 girls. Data collection techniques used included interviews, media expert validation questionnaires, material validation questionnaires, and student response questionnaires. The results of the study indicate that the Smart Box media I Obey the Rules achieved a validation result of 96,25% from media experts, categorized as very valid, a validation result of 98,75% from material experts, and a student response result of 96,8%, categorized as very good. Based on these results, the Smart Box learning media I Obey the Rules is declared valid and pravtical, making it suitable for use as a learning medium for Pancasila Rducation for first-grade elementary school students.

Alia Maharani; Istikomah Difinubun; Melinda Cahyani

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to examine the effectiveness of interactive board game learning media in improving Arabic writing skills among fifth-grade students at MI Islamiyah 02 Madiun. The research employs a quantitative approach using a quasi-experimental design involving an experimental group and a control group with a total sample of 47 students. Data were collected through pretest and posttest instruments and analyzed using the Mann–Whitney U test with the assistance of SPSS software. The findings reveal a statistically significant difference between the experimental and control groups, with a significance value of 0.000 (<0.05). Students in the experimental group demonstrated higher improvement in writing skills compared to those in the control group. The use of interactive board game media enhances student motivation, engagement, and participation in learning activities. This study implies that game-based learning media can serve as an effective alternative for improving Arabic writing skills at the elementary school level.

Dea Afrilia; Ewi Lestari Harahap; Miftahul Jannah Harahap; Sri Mulyeni

Jurnal Mahasiswa Kreatif 2026 International Forum of Researchers and Lecturers

The rapid growth of short-video-based social media platforms, particularly TikTok, has significantly influenced students learning behavior and productivity. This study aims to analyze the relationship between TikTok usage and students learning productivity. A qualitative literature review method was employed by examining relevant national and international scholarly articles published between 2021 and 2026. The data were analyzed using thematic synthesis to identify consistent patterns and key factors shaping learning productivity in the context of TikTok usage. The findings reveal a consistent pattern indicating that TikTok usage exerts an ambivalent impact on students learning productivity. Excessive and entertainment oriented use is associated with decreased concentration, increased academic procrastination, and poor time management. In contrast, purposeful use of TikTok through educational content and microlearning formats contributes to higher learning motivation, academic engagement, and creativity. These effects are strongly influenced by usage objectives, duration of consumption, and students self regulation abilities. This study concludes that TikTok is not a single determinant of learning productivity but functions as an amplifier of students learning behaviors. The findings contribute to the literature on social media and education by providing a conceptual foundation for developing digital literacy and time management strategies in higher education.

Fahrur Rijal Ardiyanto; Ginanjar Rochmad Mulyanto; Erlandy Singgih Pradana; Rizky Dany Setyawan; Rini Dwi Lestari +21 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The internship program of Universitas Mayjen Sungkono in Begaganlimo Village introduced a training initiative focused on the Development of an Adaptive Learning Platform Based on D-PACK as an effort to enhance the quality of digital learning in Begaganlimo elementary schools. This training was designed to assist teachers in strengthening their ability to design and utilize interactive learning media supported by artificial intelligence (AI). Through this socialization activity, teachers were not only introduced to the use of adaptive technology but also guided to apply it in teaching practices so that the learning process becomes more effective, easier to understand, and more engaging for students. In addition, the socialization activities provided a deeper understanding of how technology can be used and integrated into teaching. Teachers not only learned to operate AI-based applications or devices, but they also gained insight into the pedagogical principles within the DPACK framework, which ensures that technology is applied appropriately. As a result, learning is expected to become easier to understand, more engaging, and capable of increasing students’ participation and motivation in the classroom.

Resti Patinggi; Sri Mulyati; Utari Sanda Pare; Resky Wilfa B; Tius Kogoya

Sabar : Jurnal Pendidikan Agama Kristen dan Katolik 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Learning motivation is very important for students’ academic success, especially at the senior high school level. At SMA Negeri 3 Tana Toraja, there are still problems that cause low student motivation. These problems include lack of interest in learning, low self-confidence, and the use of technology mostly for entertainment purposes. This study aims to identify ways to improve students’ learning motivation through technology-based group guidance services. The research uses a library study method by collecting and analyzing scientific sources such as books and previous research journals. The results show that learning motivation is influenced by both internal and external factors. Internal factors include self-efficacy, while external factors include the fulfillment of needs for autonomy, competence, and social relatedness. Technology-based group guidance services can be an effective alternative because they combine social interaction with digital media that are familiar to students. Through discussions, sharing experiences, and the use of digital platforms, students become more active, open, and motivated in learning. Guidance and counseling teachers play an important role as facilitators in creating a supportive group dynamic. They provide positive reinforcement and help students develop self-confidence. Healthy group dynamics encourage supportive interactions, which in turn enhance students’ intrinsic motivation. Therefore, the integration of group guidance services and technology can be an effective strategy to improve students’ learning motivation and support optimal learning outcomes.

Ari Diana; Wiko Antoni; Susilawati Susilawati

Jurnal Riset Rumpun Ilmu Bahasa 2026 Pusat riset dan Inovasi Nasional

Pantun, as a form of traditional oral literature, plays a crucial role in the development of regional literature learning and character education. This study aims to analyze the application of pantun as a learning medium capable of revitalizing students' character values ​​in the modern era. The study was conducted through a literature review of several relevant scientific articles, including those by Purnama et al. (2023), Andayani (2024), Yoga (2024), and Rozani (2025), all of which discuss the relationship between pantun, learning, and character development. The analysis shows that pantun contains character values ​​such as religiosity, honesty, responsibility, courtesy, hard work, and love of country. Through pantun reciprocal activities, the creation of thematic pantun, and the integration of pantun into a local wisdom-based curriculum, regional literature learning can be an effective means of developing polite, creative, and cultured personalities. The application of pantun in the classroom not only strengthens appreciation for regional literature but also serves as a concrete strategy for revitalizing national character. Thus, pantun is no longer merely a legacy of oral tradition, but rather an instrument for moral and cultural education relevant to the needs of 21st-century education.    

Muhtar Luthfie Al Anshory

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2026 STIKes Ibnu Sina Ajibarang

The increasingly sophisticated development of technology in the current digital era has had a significant impact on various aspects of life, particularly in education. The integration of digital technology has become essential to improving the quality of education and adapting teaching methods to contemporary advancements. This study aims to explore the perceptions of sixth-grade students regarding the use of digital media in Islamic Religious Education (IRE) subjects at Gambiranom State Elementary School. A qualitative approach was employed, utilizing interviews and questionnaires to collect data from both students and IRE teachers. The results revealed that most students shared a common view, stating that the use of digital media in IRE made lessons more engaging, interactive, and easier to understand. Digital media’s potential to enhance the learning experience was widely acknowledged. However, the study also identified several challenges, including limited access to facilities and technical difficulties in effectively utilizing digital media. These findings suggest that while digital media has the potential to enrich the learning experience, addressing technical and infrastructural barriers is crucial for its successful implementation in education.

Tiarnita Maria Sarjani Br Siregar; Tetty Aprilya Rezeki Simatupang; Rani Natalia Purba; Niko Alriadi Sinaga

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

English learning at the elementary school level plays an important role in developing students’ early language competence, particularly in listening skills as the foundation for other language abilities. However, many learning processes still rely on conventional teaching methods that do not fully accommodate the developmental characteristics of young learners, resulting in limited engagement and listening comprehension. Therefore, this study aims to analyze the role of storytelling in improving English listening skills among elementary school students and to identify effective implementation strategies in classroom learning. This research employs a library research method by reviewing and analyzing various relevant literature sources, including books, scientific journals, and previous research findings related to storytelling in English language learning. The analysis shows that storytelling contributes significantly to improving students’ listening comprehension, vocabulary acquisition, attention, and learning motivation. Through structured narratives, expressive delivery, and the support of visual media, storytelling creates a contextual and meaningful learning environment that helps students understand spoken English more effectively. The findings also indicate that the effectiveness of storytelling is closely related to the developmental characteristics of elementary school students who learn better through concrete, imaginative, and engaging experiences. Furthermore, the implementation of storytelling through systematic stages pre-listening, while-listening, and post-listening can enhance students participation and comprehension during the learning process. In conclusion, storytelling can be considered an effective instructional strategy for improving English listening skills among elementary school students while also supporting vocabulary development and creating an engaging learning atmosphere.