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Hermansyah Hermansyah; Rasuna Amirudin Dasing; Gazali Husin Rengiwur

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Digital transformation in higher education has reshaped learning patterns and students’ academic practices, including how they manage and complete academic tasks. On the one hand, digital learning offers flexibility and easy access to learning resources; on the other hand, it has intensified tendencies toward academic task procrastination. This study aims to analyze students’ academic task procrastination as a socially constructed reality within the context of digital learning. The research adopts a qualitative approach with a case study design conducted at IAIN Fattahul Muluk Papua. Data were collected through in-depth interviews with students and lecturers and analyzed using Peter L. Berger and Thomas Luckmann’s social construction theory, encompassing the processes of externalization, objectivation, and internalization. The findings indicate that task procrastination is externalized through flexible learning schedules, digital media distractions, fatigue with instructional methods, and academic pressure. These practices are subsequently objectivated through students’ collective experiences and social relations with lecturers, leading them to be perceived as normative behavior in digital learning. Furthermore, task procrastination is internalized as a habit and an adaptive, taken-for-granted strategy within students’ learning rhythms. This study affirms that academic task procrastination cannot be reduced to an individual problem alone; rather, it emerges from the complex interaction between technological structures, pedagogical practices, and academic social dynamics. The findings are expected to contribute to the development of more reflective and contextual digital learning policies and strategies.

Hermansyah Hermansyah; Rasuna Amirudin Dasing; Gazali Husin Rengiwur

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Digital transformation in higher education has reshaped learning patterns and students’ academic practices, including how they manage and complete academic tasks. On the one hand, digital learning offers flexibility and easy access to learning resources; on the other hand, it has intensified tendencies toward academic task procrastination. This study aims to analyze students’ academic task procrastination as a socially constructed reality within the context of digital learning. The research adopts a qualitative approach with a case study design conducted at IAIN Fattahul Muluk Papua. Data were collected through in-depth interviews with students and lecturers and analyzed using Peter L. Berger and Thomas Luckmann’s social construction theory, encompassing the processes of externalization, objectivation, and internalization. The findings indicate that task procrastination is externalized through flexible learning schedules, digital media distractions, fatigue with instructional methods, and academic pressure. These practices are subsequently objectivated through students’ collective experiences and social relations with lecturers, leading them to be perceived as normative behavior in digital learning. Furthermore, task procrastination is internalized as a habit and an adaptive, taken-for-granted strategy within students’ learning rhythms. This study affirms that academic task procrastination cannot be reduced to an individual problem alone; rather, it emerges from the complex interaction between technological structures, pedagogical practices, and academic social dynamics. The findings are expected to contribute to the development of more reflective and contextual digital learning policies and strategies.

Muhammad Toha; Ika Rustika Zaenah; Nisa Munajiyah; Dian Laili Rahmah; Siti Zulfa Laeliyah Bilqis Tadzkir Putri +1 more

Jurnal Inovasi Sosial dan Pengabdian 2026 Lembaga Pengembangan Kinerja Dosen

Digital transformation in education requires Early Childhood Education (ECE) teachers to develop competencies in utilizing digital-based learning media. However, in rural ECE contexts, the use of technology remains limited due to the lack of contextual and sustainable training. This community service program aims to enhance the digital learning media competencies of teachers at PAUD Ath-Thoyyibah in Pangadegan Village through the Asset-Based Community Development (ABCD) approach. The program was implemented through stages of community asset mapping, collaborative action planning, practice-based training, and post-training mentoring and reflection. The results indicate that ECE teachers were able to develop simple digital learning media based on images, videos, and audio tailored to early childhood characteristics. In addition to improving technical skills, the program increased teachers’ self-confidence and fostered collaborative networks within the educational community. These findings demonstrate that the ABCD approach is effective in strengthening ECE teacher capacity by emphasizing local asset utilization and active community participation. This program contributes to improving the quality of early childhood learning and strengthening adaptive educational communities in response to technological development.

Bagus Adi Pratama; Suyitno Suyitno; Aci Primartadi

Jurnal Riset Rumpun Ilmu Teknik 2026 Pusat riset dan Inovasi Nasional

This study aims to develop learning media for motorcycle hydraulic brake systems through three main aspects. First, it examines the development procedures covering the planning, design, and implementation stages. Second, it evaluates the feasibility of the developed media for Automotive Engineering Education students at Muhammadiyah University of Purworejo in terms of effectiveness, ease of use, content relevance, and visual and functional appeal. Third, the study analyzes the effect of the media on improving students’ learning motivation, including learning interest, active participation, and persistence in understanding automotive materials. The research employed a Research and Development (R&D) approach involving purposively selected students from the Automotive Engineering Education program. Data were collected using questionnaires to assess media feasibility and student responses. Data analysis consisted of a normality test, homogeneity test, and a t-test to identify significant differences between pre- and post-intervention learning outcomes. The results indicate that the developed learning media is feasible and effective, and has a positive impact on students’ learning motivation and learning outcomes at Muhammadiyah University of Purworejo.

Alannah Grace Kuhn

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Attention span and cognitive focus in young minds these days are increasingly structured by the growing influence of digital distractions. Drawing from the ideas of Foucault and Nietzsche, this paper examines how technology molds behavior and, at the same time, is used as a tool of control through power relations. This digitally fosters a form of nihilism, the sense life has no purpose. By using a mixed-methods approach, this research combines the surveying and in-depth interviewing of students and instructors about how technology influences attention, learning, and academic performance. Results indicate that while technology brings many benefits, it also provides significant challenges-most notably via social media and smartphone distractions. These distractions reduce attention spans, decrease deep learning, and contribute to cognitive overload. This study therefore calls for the integration of technology into education in a balanced way, highlighting digital literacy, mindful use, and distraction-reduction strategies. In the process, self-awareness, self-regulation, and responsible use will allow people to use its benefits rather than fall into disengagement and cynicism. Technology should serve as a tool for learning and growth-not a barrier to focus and intellectual development.

Dzikra Tsabita Azalea; Aisyatun Munawaroh; Didik Tri Setiyoko

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

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

Lu'luil Maxnun; Ati Sadiah; Rendra Gumilar; Astri Srigustini; Kurniawan +4 more

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

The policy to implement the deep learning approach in Indonesian schools starting from the 2025/2026 academic year requires teachers to be well prepared to design and conduct meaningful and in-depth learning. This community service program aimed to enhance the understanding and pedagogical competence of senior high school and madrasah economics teachers in Tasikmalaya City in implementing the deep learning approach comprehensively. The program employed a community-based science and technology application scheme through training and mentoring activities conducted in face-to-face, online, and hybrid modes, consisting of planning, implementation, and evaluation stages. The training materials covered the concept and implementation of deep learning, lesson planning, instructional design and models, learning evaluation, development of innovative technology-based learning media, and reinforcement of microeconomic and macroeconomic content. A total of 78 economics teachers participating in the MGMP of Tasikmalaya City were involved in the program. The results indicate that the training improved teachers’ understanding of deep learning, lesson planning, and assessment strategies that support meaningful learning. Participants’ reflections revealed high motivation and strong relevance of the training materials to their professional duties. This program contributes to strengthening teachers’ readiness to implement deep learning sustainably and supports the improvement of economics learning quality in schools.

Nur Halimatus Sa'diyah; Ani Afifah; Keto Susanto

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to develop a deep learning-based mathematics e-module with the integration of the context of the Suramadu Bridge in scale and comparison materials for grade VII junior high school students. The development model used is the 4D (Define, Design, Develop, Disseminate) model which includes the stage of defining learning needs, designing e-modules, product development, and limited deployment. The research instruments used included validation sheets of media and material experts, observation sheets of teacher and student activities, learning outcome tests, and student response questionnaires. The results of the study showed that the e-modules developed met the valid criteria with a media validity level of 94.29% and material of 95%. In addition, the e-module is considered practical with teacher practicality of 78.67% and students of 86.67%, and effective with a learning effectiveness rate of 83.83%. The students' response to the e-module was also very positive, which showed that the integration of the local context of the Suramadu Bridge and the deep learning approach was able to increase student engagement, learning motivation, and understanding of mathematical concepts in a meaningful way. These findings indicate that local context-based e-modules can be an innovative alternative in mathematics learning that is relevant to students' real lives as well as support the implementation of 21st century learning.

Alvi Setya Kurnia Dewi; Anita Qoiriah

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

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

Mega Anastasya Diska Mokoginta; Elya Nusantari; Jusna Ahmad

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

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

Syahrir Syahrir; Aidil Akbar Iskam; Risnawati Risnawati

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

Meaningful learning is a crucial requirement in 21st-century education, particularly in the face of the increasingly rapid development of digital technology. However, teachers' limited knowledge and skills in utilizing digital learning media remain a challenge, particularly in junior high schools. This study aims to analyze the strengthening of meaningful learning through training on the Canva-based deep learning model at SMP Negeri 2 Mappakasunggu. This study used a quantitative approach with a one-group pretest–posttest pre-experimental design. The subjects were teachers at SMP Negeri 2 Mappakasunggu who participated in the training as part of the Community Service Program (KKN). The research instrument was a knowledge test on Canva administered before (pretest) and after (posttest) training. Data were analyzed using descriptive statistics and N-Gain calculations. The results showed that the average pretest score for teachers was 42.3 with a range of 30–55, while the average posttest score increased to 70.8 with a range of 65–76. The N-Gain calculation of 0.49 is in the moderate category. These findings indicate that training on the Canva-based deep learning model is effective in enhancing teacher knowledge and supporting meaningful learning. This study recommends the continued implementation of similar training to improve the quality of technology-based learning in schools.  

Faidha Mauliya Khasanah; Fahruddin Fahruddin

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

The film Habibie & Ainun not only presents a love story of two important national figures but also represents Indonesia’s historical journey through an emotional and inspiring personal narrative. The film combines elements of romance with social, political, and national development contexts, giving it significant potential as a popular medium for historical learning. This study aims to analyze how the film can be utilized as a medium for historical education, particularly in instilling values of nationalism, exemplary leadership, and the spirit of innovation among the wider public, especially the younger generation. This research employs a qualitative approach using narrative analysis to explore visual representations, character dialogues, and storylines that portray B.J. Habibie’s struggle to develop the national technology industry amid political and social dynamics and limited resources. The results indicate that Habibie & Ainun functions as an effective historical learning medium because it successfully connects historical facts with emotional elements that are easily understood and accepted by the public. Through the depiction of the main character’s exemplary qualities, values of dedication, and love for the nation, the film makes a significant contribution to strengthening national identity and enhancing public appreciation of contemporary Indonesian history.

Khoiru Rizqi Fitri Hadiyanur; Karina Amelia; Fahra Afthina; Nandria Elsya Syarif Hidayah; Dina Amalia

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

The widespread use of TikTok across all age groups, including schoolchildren, has raised concerns regarding their social-emotional development. This study aims to analyze the impact of TikTok use on the social-emotional development of elementary school children aged 7-12. The study used a descriptive qualitative method. Data were collected through questionnaires with 17 students in the Jepara area, as well as questionnaires with 10 parents as supporting data. The results indicate that TikTok use has both positive and negative impacts. Positively, TikTok increases self-confidence, creativity, and facilitates conversation in social interactions. However, negatively, 64.7% of students use TikTok for more than two hours per day, 70.6% of children feel anxious if not accessing TikTok, and 47.1% experience sleep disturbances. Furthermore, the social-emotional aspect presents a serious challenge, with anger or irritation arising when usage time is limited. This study concludes that although children prioritize learning, the negative impact of TikTok on social-emotional learning requires active parental supervision.

Zhaima saputri; Ika Putra Viratama

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

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

Indra Syah Putra; Feri Ranja; Fatimah Qadarsih

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

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

Musa’adatul Khoiriyah; Tho’ifatul Chimayah

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to determine the effectiveness of the Problem Based Learning (PBL) model integrated with Canva in improving students’ reflective thinking skills in the Aqidah Akhlaq subject at MTsN 3 Tuban. Reflective thinking is an essential competency that enables students to analyze moral behavior, evaluate decision-making processes, and connect Islamic ethical concepts with real-life experiences. However, preliminary observations indicated that students’ reflective thinking skills were still low and tended to remain at the level of theoretical understanding without deeper analysis. This research employed a pre-experimental design using a one-group pretest–posttest model. The subjects consisted of 30 eighth-grade students. The research instrument was a reflective thinking test developed based on indicators of moral evaluation, situation analysis, and experiential reflection, which had been validated through expert judgment. The learning process was conducted by applying the stages of Problem Based Learning integrated with Canva as a visual media to organize problem-solving steps and present students’ reflective outputs. Data were analyzed using descriptive statistics and a paired samples t-test. The findings showed a significant improvement in students’ reflective thinking skills after participating in PBL learning supported by Canva. Pretest scores ranged from 48 to 71 with an average of 59.67, while posttest scores increased to a range of 60 to 89 with an average of 71.20. The mean gain of 11.53 points was statistically significant as indicated by the t-test results (t = 10.39; sig. = 0.000), further supported by Cohen’s d value of 1.90, which falls into the category of a very large effect size. Qualitatively, students demonstrated enhanced abilities in identifying core problems, analyzing alternative actions, evaluating their cognitive processes, and visualizing moral reflections systematically through Canva. In conclusion, the PBL model integrated with Canva is effective in improving students’ reflective thinking skills in the Aqidah Akhlaq subject. This model not only enhances academic outcomes but also strengthens character development, creativity, and higher-order thinking skills, which are essential for 21st-century learning.

Yuniarta Permatahati Widyanti; Nasywa Natasya Az Zahra; Soraya Rahmadhani; Nita Vitriana

Jurnal Manajemen Bisnis Digital Terkini 2026 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The development of digital marketing has become a strategic factor in the growth of creative culinary businesses, particularly for micro, small, and medium enterprises facing increasing competition and changes in consumer behavior in the digital era. The use of digital platforms, such as social media and online marketplaces, enables business owners to expand market reach, enhance customer interaction, and optimize promotional strategies more efficiently. Nevertheless, various studies indicate that the implementation of digital marketing has not always produced optimal outcomes due to limitations in digital literacy, human resource capacity, and organizational adaptability. This study aims to systematically examine the role of digital marketing in the development of creative culinary businesses through a Systematic Literature Review approach. The review maps key concepts, research trends, and empirical findings related to digital marketing and organizational learning within the context of creative culinary enterprises. In addition, this study identifies existing research gaps and formulates recommendations for future research issues. The findings are expected to provide theoretical contributions in the form of comprehensive conceptual mapping as well as practical contributions for business practitioners, MSME facilitators, and policymakers in designing adaptive and sustainable digital marketing strategies.

Dede Ardian Tarigan; Aser Heber Ginting; Juwita Etika Laia

Jurnal Pengabdian dan Solidaritas Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

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

Anak Agung Gde Ekayana; Ni Kadek Puspita Dewi

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

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

M Bambang Purwanto; Satriah Satriah

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

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