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Wulandari, Ni Kadek Riyanti; Dewi, Ni Luh Made Asri

Bali Health Published Journal (BHPJ) 2024 Sekolah Tinggi Ilmu Kesehatan KESDAM IX/Udayana

Background: The use of smartphones among teenagers is increasing greatly among teenagers, especially in high school students, who are not only studying but also entering the world of industry. The definition of cell phone addiction or in other terms is smartphone addiction is one of the common forms of technology addiction. Smartphones are devices that can help someone establish broad social relationships via the internet and web technology. The aim of this research is to determine the level of addiction among teenagers using smartphones. Methods: This research uses a descriptive method with a quantitative approach. The sample in this research was 374 teenage students at SMK N 1 Denpasar. The measuring tool in this research uses a questionnaire in the form of a goggle form which is then processed using computer-based analysis software, namely SPSS, with a descriptive method. Results: In the research results, the number obtained from filling out the questionnaire was 374 respondents, with the age category found that most were in the 17-25 year old age category (late teens), namely 58% and in the gender category, the majority were male, namely 74.5%. Meanwhile, in the major category, the majority of categories were multimedia majors, 33.1%. Conclusion:  Based on research, most respondents have a level of addiction to using smartphones.

Muhammad Yafi D; Rusindiyanto Rusindiyanto

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

PT XYZ) is a company which focuses on integrated aquaculture. Operating since 1987, PT XYZ has a fish and shrimp feed factory, fish and shrimp breeding and rearing as well as marine fish food processing and cold storage for local and global markets. At PT XYZ, especially the Quality Control division, there are still ineffective analysis activities, namely piece length analysis. An effort to increase productivity is by designing an automatic cut length analysis machine with the aim of maximizing efficiency and effectiveness. Therefore, the objective function of this research was carried out to design and increase productivity and reduce inefficient activities. From this, it is necessary to design and optimize activities to have a positive impact on the company. This research uses Blender software and the Multimedia Development Life Cycle (MDLC) method which includes concept, design, material collecting, assembly, testing and distribution. The results of this research show that this machine design is very effective and practical for the company and allows the company to improve maximum performance

Vivi Sutinalvi; Annisa Harahap; M.Yusri Ali Lubis; Sahkholid Nasution

Mutiara : Jurnal Penelitian dan Karya Ilmiah 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Learning Arabic in the digital era faces great challenges and opportunities. The main challenges include limited technological infrastructure, low skills of educators in utilizing technology, and limited internet access, especially in remote areas. Additionally, technical issues such as the use of Arabic letters and the distraction of non-educational content affect learning effectiveness. The quality of digital learning materials also needs to be improved to make them more interactive. On the other hand, technology provides opportunities such as flexible access to learning resources, gamification to increase motivation, as well as more personalized and multimedia-based learning. Digital learning allows wider access to education, especially for students in remote areas. To maximize this potential, training for educators, improving infrastructure and developing quality content is needed. Policy support and collaboration between government, educators and technology developers are very important to optimize Arabic language learning in the digital era.

Romelah Romelah; Latifatul Azizah

Hikmah : Jurnal Studi Pendidikan Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The learning of the Qur'an and Hadith plays an important role in shaping the character and morals of the younger generation, especially at the Elementary School level. The learning of the Qur'an and Hadith is expected to instill values of faith, diversity, as well as foster attitudes of tolerance and social concern among students. This study aims to describe the learning of Surah An-Nas using the drill method, the steps of its implementation, and its execution at SDN 1 Slaharwotan Ngimbang Lamongan. This research uses a qualitative approach with a case study design, involving Islamic Education teachers and students as research subjects. Data were collected through observation, interviews, and documentation. The results of the study show that learning through the drill method is effective in improving students' ability to read and memorize the Qur'an, especially Surah An-Nas, with correct pronunciation (tartil) and fluency. The learning model is technology-based or a multimedia learning model, where teaching takes place using tools and media such as LCD projectors, active speakers, notebooks, and interactive learning CDs, demonstrating the application of technology to support the teaching and learning process, as well as increasing interactivity and effectiveness. The learning method uses repetition (drill), so it is hoped that the material being taught will be retained in students' memory. This study provides insights into the importance of teacher competence in developing teaching materials that suit the developmental needs of students, as well as the importance of adjusting teaching methods to the curriculum and the characteristics of children in Elementary Schools.

Alisia Zahroatul Baroroh; Diyah Andini Kusumastuti; Rahmat Kamal

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The use of technology in learning has become an increasingly important phenomenon in the world of education, especially in today's digital era. Technology not only improves accessibility and flexibility in learning, but also enriches the learning experience by presenting more interactive and engaging materials. This research aims to analyze the application of technology in learning and explore the benefits, challenges, and opportunities that exist. Based on the results of research conducted in several educational institutions, it was found that the use of online learning platforms, educational applications, and multimedia-based media is able to increase student engagement, provide wider access to learning resources, and create a more personalized learning experience. However, challenges such as the digital divide, limited infrastructure, and low digital literacy among educators are still obstacles that need to be overcome. In conclusion, while technology offers a variety of advantages, its use must be done wisely taking into account the local context and efforts to improve digital access and skills for all parties involved.

Septantiningtyas, Niken; Nafisah, Ruqoyyah; Rofiah, Khofidatur

Penelitian kuantitatif ini mengeksplorasi penerapan media audio-visual berbasis video pembelajaran dalam meningkatkan minat belajar siswa di era disrupsi teknologi. Fokus utama penelitian adalah untuk memahami bagaimana video pembelajaran dapat memengaruhi motivasi dan keterlibatan siswa dibandingkan dengan metode pembelajaran tradisional. Data dari berbagai sumber, termasuk literatur akademik, laporan penelitian, dan wawancara dengan ahli pendidikan teknologi dianalisis. Hasil penelitian menunjukkan bahwa video pembelajaran secara signifikan meningkatkan minat belajar siswa yakni adanya hubungan positif antara penggunaan video dan peningkatan motivasi serta keterlibatan siswa dalam materi pelajaran. Video pembelajaran terbukti lebih efektif menarik perhatian siswa dan meningkatkan keterlibatannya dibandingkan metode konvensional. Temuan ini mendukung hipotesis bahwa media audio-visual dapat memperkaya pengalaman belajar dan meningkatkan minat siswa. Hasil analisis menunjukkan bahwa video pembelajaran relevan digunakan. Namun, terdapat inkonsistensi dengan penelitian terdahulu yang melaporkan hasil kurang signifikan, karena perbedaan dalam metode atau kualitas video. Penelitian ini berkontribusi penting dalam studi multimedia, khususnya mengenai peran video dalam meningkatkan motivasi belajar siswa. Rekomendasi untuk praktik pendidikan mencakup pemilihan video yang relevan dan interaktif serta pelatihan bagi pendidik. Penelitian lanjutan sebaiknya mengeksplorasi variabel yang mempengaruhi efektivitas video pembelajaran

Teguh Handoyo; I’anatul Ashriyah; Rahmat Kamal

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This article discusses the urgency of effective multimedia-based teaching materials in improving students' learning experience as a solution to the challenges of the times. By looking at the challenges of stagnant traditional education and the lack of utilization of technology in developing teaching materials. By utilizing various multimedia elements such as text, images, audio, and video, this research explores the use of multimedia on student motivation and understanding in the learning process. This article uses the Systematic Literature Review (SLR) method to explore various studies related to the use of Multimedia in the preparation of teaching materials. The results show that the use of multimedia-based teaching materials not only increases students' interest in learning but also significantly improves learning outcomes. Feedback from users shows that interactive and visual elements in learning materials are very helpful in understanding complex concepts. This study concludes that the integration of multimedia in education can be an effective strategy to improve the quality of learning in the digital era.

Kaila Azzahra Yasmin; Chintia Lafaezah Sihaloho; Filomena Nova Julianti Sinurat; Erfanintiya Siringoringo; Tesalonica Evelin Br Sitorus +2 more

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

This study aims to analyze the models and strategies of prose teaching, specifically Hikayat, at SMK Negeri 4 Medan. The teaching of prose plays a significant role in enhancing students' literacy, deepening appreciation for literary works, and instilling moral and local cultural values. The method used in this study is descriptive qualitative, which includes observation, interviews, and documentation, with an emphasis on the implementation of teaching strategies by Indonesian language teachers. The results of the study show that the learning process at this vocational school faces various challenges, such as low student interest and limitations in literacy. To address these issues, teachers integrate theory with practice, utilize multimedia-based technology, and implement group discussions to encourage active student participation. Evaluation is conducted through student work presentations, combining literacy assessment and speaking skills. Recommendations from this study include the development of innovative, technology-based approaches and increased student engagement in the learning process to create more effective and meaningful learning experiences.

Rani Fira Yunita; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of intelligent multimedia technology has had a significant impact on various sectors, especially in education, social, and cultural fields. This article discusses the latest trends in the use of intelligent multimedia and related technologies such as Artificial Intelligence (AI), Internet of Things (IoT), and Virtual Reality (VR), which have transformed the way we learn and interact with the world around us. In the context of education, intelligent multimedia enables a more personalized and adaptive approach to students' needs, enhancing educational accessibility, and reducing the educational gap between urban and rural areas. This technology also contributes greatly to creating a more interactive and engaging learning environment. On the other hand, the use of intelligent multimedia in social and cultural fields opens up opportunities to enrich local identities in the face of globalization, by incorporating traditional cultural elements into technology-based product designs. However, despite its many benefits, the implementation of intelligent multimedia technologies faces various challenges, such as infrastructure issues, limited budgets, and resistance from some educators who are not yet familiar with new technologies. Therefore, it is essential to ensure adequate digital literacy so that future generations can fully utilize this technology responsibly. In conclusion, intelligent multimedia has great potential to improve the quality of life, but its application must be carried out wisely, taking into account long-term impacts on society and culture.

Raymundus Allan Nuari Putra Pratama; Sukirno Sukirno

International Journal of Management Science and Entrepreneurship 2024 International Forum of Researchers and Lecturers

The objectives of this research are: (1) Producing interactive learning media based on articulate storyline 3 in high school accounting learning subjects. (2) Producinh interactive learning media based on articulate storyline 3 which is feasible in learning high school accounting. (3) Knowing the effectiveness of interactive media development based on articulate storyline 3 in high school accounting subjects in increasing students' learning motivation.The type of the research used is research and development with the ADDIE model. The media trial design used a nonequivalent control group experimental design. The feasibility of the product was tested by media experts, material experts, learning practitioners namely teachers, and media users namely students. The media was tested on the research subjects, namely students of class XII IPS 3 SMA N 1 Seyegan. Data collection was carried out by using observation, interviews, and questionnaires. The data collection instruments used interview guidelines, expert validation questionnaire, material validation questionnaire, teacher response questionnaire, student response questionnaire, and student motivation questionnaire. The feasibility of the learning media produced was analysed by using 4 scales, namely very feasible, feasible, inappropriate, and very inappropriate. The results of the study show: (1) Interactive learning learning media based on Articulate Storyline 3 has been successfully developed to increase students‘ learning motivation in high school; (2) Interactive learning learning media based on Articulate Storyline 3 is considered feasible by media experts with a score of 3.66; material experts with a score of 3.47; teacher practitioners 3.65; and students 3.38; (3) Based on the difference in gain score of the experimental group (0.61) from the control which is (0.45), learning media can increase students’ learning motivation.

Khiyaratun Nadhifah; I Wayan Widana

International Journal of Educational Technology and Society 2024 Asosiasi Periset Bahasa Sastra Indonesia

The implementation of this learning aims to be able to implement the Blended Learning learning model through interactive learning multimedia in improving the understanding of the concept of Harmony in Ecosystem material for fifth grade students of UPTD SD Negeri Bluru. The purpose of blended learning is to increase flexibility, optimize time and increase interaction. To obtain accurate results, the implementation procedure is carried out using an experimental method with a pretest-posttest design with a control group. The implementation of learning is carried out by integrating two types of online and face-to-face learning based on interactive learning multimedia which is expected to create a more meaningful learning experience and improve students' understanding of ecosystem concepts. The results of the study showed a significant increase in students' understanding of concepts after participating in blended-learning learning. In addition, students also showed a higher interest in learning and were more active in participating in learning activities. Blended learning will continue to be improved and updated so that it can be used in other subjects with relevant material. In this case, there needs to be reflection, evaluation and follow-up systematically and comprehensively.

Efifani Krismitha Saroro; Indah Setyo Wardhani

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

Amid the demands of the 21st-century industrial revolution and digital skills, integrating innovative learning media is vital in education. This study highlights its role in promoting interactive learning and enhancing student engagement. A literature review of books, articles, and journals shows that digital technology and multimedia tools boost motivation, understanding, and collaboration. The article emphasizes selecting the right media to create an engaging and effective learning environment.

Lailatus Shajidah; Arni Yuniar Prastika; Muhitotun Nadhifah; Icha Deshira Fitrianni; Angger Satrio Agung Jayadipa +1 more

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The implementation of digitalization of learning at SMK Hasyim Asy'ari has proven to be effective in improving the quality of education. Online platforms like Kejar.id make it easy to access materials, improve student comprehension, and encourage active interaction. The integration of multimedia and learning videos proved to be interesting and effective, with an increase in academic grades by up to 20%. While there are challenges such as technology access gaps, collaborative efforts can overcome them. The integration of pesantren values in digital learning is important to shape the character of students. The holistic model of SMK Hasyim Asy'ari can be an inspiration for other schools. This research opens up opportunities to study the long-term impact of digitalization of learning on academic achievement, social development, and student character. Digitalization of learning in pesantren-based schools has great potential to create a generation that is ready to face the future.

Siti Raudah; Asrul Bahar; Sri Handajani; Any Sutiadiningsih

Jurnal Motivasi Pendidikan dan Bahasa 2024 International Forum of Researchers and Lecturers

Learning media is one of the most important things in the learning process, so innovation is needed so that the media can overcome problems that exist in schools. This study focuses on the development of interactive learning multimedia assisted by lectora inspire on the sub-element of food safety for students of SMK Kuliner Phase E. The purpose of this study was to determine the feasibility of interactive learning multimedia assisted by lectora inspire software based on media expert tests, material expert tests and student responses. This research method uses R&D with the ADDIE development model, the process used through four stages, namely analysis, design, development and implementation. The data collection instruments used are material expert validation sheets, media expert validation sheets, and student response questionnaires. The data analysis technique used is quantitative descriptive analysis using a Likert scale. The results of this study show the percentage of material expert eligibility of 92%, media expert validation of 90% and student responses of 83% with very feasible criteria. Thus, interactive learning multimedia assisted by lectora inspire on the sub-element of food safety for students of SMK Kuliner Phase E that has been developed is feasible for use in learning

M Arief Rahman; Amir Yusuf Arbain; Ade Dwi Prayoga

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

The PC FEST 2024 Campus Website Competition successfully combined competitive and educational elements in order to enhance students' skills and creativity in web design and development. With wide participation from various universities in Indonesia, this competition highlighted the importance of responsive, informative, and interactive websites as digital representations of educational institutions. Through a series of intensive workshops, seminars, and mentoring sessions, participants were trained in the technical and aesthetic aspects of website creation, including coding, SEO, and multimedia integration. The competition focused on the practical application of the theory learned, with teams competing to create websites that were not only visually appealing but also functional and user-friendly. Evaluations from judges who are experts in the fields of information technology and web design provided valuable feedback for participants, allowing them to hone and refine their work further. The results of the competition showed significant progress in participants' skills and opened new insights into the potential use of digital technology in education. The competition not only showcased students' creativity and innovation, but also encouraged continued growth and development in the field of educational technology.

Ulin Ni'am; Yuni Yuni

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to find out how Abu Bakar As-Siddiq, the fifth grade winner of MIN 04 Trimo Rejo creates interactive learning multimedia on SKI subjects by using video. Learning media must complement other learning components as part of the system. The aim is to facilitate learning activities as efficiently as possible. Abu Bakar As-Shiddiq, the fifth grade winner of MIN 04 Trimo Rejo, explains video-based interactive learning on SKI material in this post. The ADDIE model is used in this research. According to ADDIE, learning design creates learning through analysis, design, development, implementation, and evaluation phases. Learning system design development methodology is used to explain the research and development design process. Primary data collected through distributing questionnaires is the required data source. Participants in this study include media experts, material experts, and students. Nurul Huda University Sukaraja PGMI 6B students participated in this study. The interactive video is suitable for the application of learning, and the results of learning validation are rated as good.

Lilla Puji Lestari; Gregorio Antonny Bani; Raveenthiran Vivekanantharasa

International Journal of Mathematics and Science Education 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research investigates the development and testing of an interactive e-module based on inquiry learning, designed to improve students’ understanding of derivatives in calculus. The study adopts a Research and Development (R&D) approach, which involves several stages: design, prototype creation, testing, and revision. The e-module incorporates interactive exercises, real-time feedback, and multimedia elements to engage students in active learning. A pre- and post-test assessment was conducted to measure the effectiveness of the e-module, revealing a 20% improvement in students’ conceptual understanding of derivatives. Feedback from students indicated that the e-module’s interactive features, including visual representations, problem-solving activities, and immediate corrections, significantly enhanced their learning experience. The results were compared with traditional printed materials, showing that the interactive e-module was more effective in improving students' problem-solving skills and overall understanding of abstract concepts in calculus. The findings suggest that technology-enhanced tools, such as interactive e-modules, offer a promising approach to calculus education, fostering deeper engagement and providing immediate feedback, which traditional methods fail to offer. These tools are particularly beneficial in bridging the gap between theoretical understanding and practical application in higher education. The study also recommends expanding the use of inquiry-based learning and interactive modules to other areas of mathematics and STEM education. Future research should focus on refining the e-module to include more personalized learning pathways and explore its long-term effects on students' performance across various subjects.

Amelia Permata Sari

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The author discusses this title on the background that preschool children in the process of learning to read have difficulty understanding reading teaching materials, one of which is about letter recognition because this is a new experience. Based on these problems, the author aims to design/design a reading learning media for preschoolers (kindergarten) based on Multimedia using Adobe Flash. The method used in the research is the research and development (R&D) method, which is a research method used to produce certain products and test the effectiveness of products with Blackbox. The research results of this reading learning media design for preschoolers (kindergarten) are: (1) This reading learning media uses the Luther-Sutopo multimedia development model which is carried out in six stages, namely the concept, design, material collecting, assembly, testing and distribution stages. (2) The final result of this reading learning media design is a compact disk (CD) that can be run using media on a computer and does not require another system to run it.  

Asshafah, Biqi

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2024 Fakultas Teknik Universitas Maritim AMNI Semarang

This study aims to enhance the competence of RA/TK/PAUD teachers in teaching basic Arabic through training based on the digital application Google Classroom in Desa Kembang, Pacitan Regency in 2024. The training was designed as an interactive learning medium that allows teachers to access, manage, and deliver materials online, while also monitoring student progress. The research employed a Community Service (PKM) approach with data collection through observation, questionnaires, and documentation of teaching practices. The results indicate that the training improved teachers’ ability to create virtual classes, assign tasks, utilize discussion forums, and deliver Arabic language materials interactively. Teachers became more confident and creative in developing learning modules, while student engagement increased through digital interaction and multimedia materials. Nevertheless, challenges related to teachers’ digital literacy and internet connectivity need to be addressed for long-term implementation effectiveness. The study confirms that integrating Google Classroom as a learning medium can strengthen the basic Arabic learning process at the PAUD level, while also promoting the development of interactive and easily accessible digital learning modules. These findings can serve as a reference for other educational institutions in implementing digital learning for early childhood education.

Raudatul Janna; Jamaluddin Jamaluddin; Fridiyanto Fridiyanto

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

State High School 4 Batang Hari found the phenomenon that the school has complete educational facilities, supported by Representative Classrooms, Counseling Guidance Room, Multimedia Room, Computer Laboratory, Science Laboratory, Sports Facilities and Prayer Room that supports the learning process. This research uses a qualitative descriptive approach, collecting data through observation, interviews, and documentation. The collected data is analyzed through the process of data reduction, presentation, and conclusion drawn. The results of the research findings show that the Principal Quality Leadership Experience has been applied by the Principal through various activities, namely having previous experience as a Deputy Principal in the curriculum field, always active in the activities of the Teacher Professional organization, having experience in forming teamwork in paying attention to and Have experience in improving the quality of education through the learning process.