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Arizal Eka Putra; Rika Agustina; Ratna Endang Sari Pahlawan; Dela Maya Sari; Ahmad Dhani Ferdiansyah +4 more

Karya Nyata : Jurnal Pengabdian kepada Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Young generations in the digital era face serious challenges in maintaining their Islamic identity due to the rapid flow of globalization, the penetration of popular culture, and the influence of social media, which often contradict Islamic values. This condition has led some adolescents and youth to experience moral degradation, a decline in interest toward religious studies, and a tendency to be more attracted to instant entertainment content. Conventional religious studies that are monotonous are often less appealing to Millennials and Gen Z, thus requiring innovative models of religious education that are relevant, engaging, and suitable for the characteristics of the digital generation. This Community Service Program (KKN) carried the theme “Strengthening Islamic Character of Young Generations through Interactive Multimedia-Based Studies at the Youth, Sports, and Tourism Office of Central Lampung Regency.” The main objective was to improve the understanding, internalization, and practice of Islamic values through creative, participatory, and enjoyable approaches. The program was implemented over one month with eight face-to-face sessions. The methods included interactive lectures, motivational video screenings, Islamic animation, group discussions, digital quizzes, and the establishment of an online discussion group via WhatsApp to maintain continuity of learning. Evaluation was carried out through field observation, pre-test and post-test, as well as in-depth interviews with participants and partners. The results showed an increase in religious understanding from an average of 58% to 82%, with active participation reaching 87%. Moreover, a youth community named Forum Pemuda Islami Lampung Tengah (FOPILTENG) was established, which is committed to continuing monthly studies independently. Technical obstacles such as limited multimedia facilities were successfully overcome by facilitators’ creativity, including utilizing simple devices and free digital platforms. Overall, the interactive multimedia-based approach proved to be effective in enhancing learning motivation, strengthening Islamic character, and fostering togetherness among youth. This model has the potential to be replicated in other regions as a strategic effort to nurture a religious, well-characterized, and competitive young generation in facing global challenges.

Yudi Hermansyah; Mahesi Agni Zaus

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an interactive learning medium based on Augmented Reality (AR) for the subject of Basic Electronics Engineering, particularly on the topic of active and passive electronic components, in order to enhance the understanding and learning motivation of tenth-grade students at SMK Negeri 5 Padang. The development method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of conceptualization, design, material collection, production, testing, and distribution. The final product of this research is an Android application utilizing AR technology to display 3D objects of electronic components, equipped with learning materials, educational videos, interactive evaluations, and a scan marker feature. The results of the development and implementation of this learning medium show that the Android application serves as an interactive medium that supports the learning process through Augmented Reality technology. The application received a score of 93% from the Media Expert, categorized as “Valid,” and 89.3% from the Material Expert, also categorized as “Valid.” Furthermore, the practicality test conducted with students showed an overall score of 93.15%, categorized as “Very Practical.” Based on the design results and validation by the Media Expert and Material Expert, it can be concluded that this interactive learning medium based on Augmented Reality technology is highly feasible for use. Furthermore, the implementation of this application in the learning process shows an increase in student participation and enthusiasm during the learning activities. Students appear more interested in exploring the material through 3D visualizations provided by AR technology, compared to conventional methods. The interactivity offered by the application, such as evaluation features and educational videos, also helps students understand concepts in a deeper and more enjoyable way. This shows that the integration of AR technology in learning media not only improves the effectiveness of the quality of the material.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Grace Oktavia; Ifani Viola Risty Putri; Aleyda Nurvilaely; Zakia Sofi Salsa Bela Laili; Mutia Deshinta +6 more

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Gunungsari Village, Windusari District, is one of the areas facing quite serious challenges in efforts to develop basic literacy in school-age children. The main problems faced are low interest in reading, limited access to adequate reading materials, and learning methods that are still conventional. These conditions have implications for many children who are not able to read and write fluently despite having received an elementary school education. In response to this situation, the community service team took the initiative to implement a literacy program that uses an interactive learning approach through the development of a literacy park. This program is not only designed to be a learning platform, but also to create a learning atmosphere that is fun, contextual, and involves the active participation of children. Various activities are implemented, including storytelling, the provision of a reading corner, educational games such as math games, vocabulary quizzes, and the provision of simple rewards to maintain high learning motivation. This program activities are carried out periodically with the involvement of the school, the surrounding community, and also the village government, so that its sustainability has the support of various parties. The results of the implementation show a significant increase in children's literacy skills. Not only are they reading more fluently, but they are also better able to comprehend story content and write simple ideas. Furthermore, the children appear more confident in expressing themselves, are more active in every learning activity, and are beginning to demonstrate positive reading habits. A culture of literacy is also slowly growing through the existence of child-friendly and inclusive literacy parks. This proves that a fun, community-based literacy approach is highly relevant in rural areas with limited resources and can be a simple yet impactful means of educational transformation for children's futures.

Annisa Sulistiyaningrum; Muhammad Maulidin Khair; Ali Iskandar Zulkarnain; Aghnaita

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

Mengajarkan etika dan moral kepada anak sejak dini sangat penting untuk membentuk karakter mereka agar menjadi individu yang jujur, bertanggung jawab, dan peduli terhadap orang lain. Anak-anak belajar melalui lingkungan sekitar mereka, baik di rumah, sekolah, maupun dalam interaksi sosial sehari-hari. Oleh karena itu, orang tua dan guru perlu menggunakan strategi kreatif untuk menanamkan nilai-nilai etika dan moral. Penelitian ini menggunakan metode kualitatif dengan studi literatur untuk menganalisis berbagai sumber tentang pendidikan etika dan moral pada anak. Beberapa strategi efektif yang dapat digunakan antara lain memberikan keteladanan, membiasakan anak dengan perilaku baik, menggunakan cerita untuk mengajarkan nilai moral, serta melibatkan anak dalam kegiatan interaktif dan teknologi. Dengan pendekatan yang tepat, anak-anak dapat memahami perbedaan antara perilaku baik dan buruk, serta membangun sikap yang sesuai dengan norma sosial. Harapannya, mereka akan tumbuh menjadi individu yang berintegritas, bertanggung jawab, dan memiliki kepedulian terhadap sesama. Teaching ethics and morals to children from an early age is essential to shape their character to become honest, responsible, and caring individuals for others. Children learn through their environment, whether at home, school, or in everyday social interactions. Therefore, parents and teachers need to use creative strategies to instill ethical and moral values. This study uses a qualitative method with a literature study to analyze various sources about ethical and moral education in children. Some effective strategies that can be used include setting an example, accustoming children to good behavior, using stories to teach moral values, and involving children in interactive and technological activities. With the right approach, children can understand the difference between good and bad behavior, as well as build attitudes that conform to social norms. The hope is that they will grow into individuals with integrity, responsibility, and concern for others.  

Dona Martilova; Atika Atika; M. Rendy Ramadhan; Putri Nur Annisa; Salma Asilah

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Clean and Healthy Living Behavior (PHBS) is an important component in creating healthy living habits, especially in elementary school children. Education about PHBS needs to be instilled from an early age to form a sustainable healthy lifestyle. This study aims to determine the effect of interactive education on improving the understanding of second-grade students at Dharma Loka Elementary School Pekanbaru regarding PHBS. In this study, 50 students were involved using a pre-experimental design through the One Group Pretest-Posttest Design method. The educational intervention was carried out using interactive instructional games such as snakes and ladders, animated films, and PowerPoint presentations. The results showed an increase in students' understanding of PHBS after the intervention. The average score of students in the initial test was 93.2, while after the intervention, the average score increased to 100, with an increase of 6.8 points. This indicates that interactive learning has a positive impact on students' understanding of PHBS. Learning that involves teaching aids and games is proven to be more interesting for elementary school students, making them more active in the learning process. Interactive education not only improves students' understanding but also encourages them to apply PHBS more in their daily lives. The use of media such as games, animated films, and PowerPoint presentations facilitates a more comprehensive and enjoyable understanding. Therefore, this approach can be an effective strategy for teaching children healthy lifestyles, while providing a fun and rewarding learning experience. This interactive education also provides students with the opportunity to learn in a more enjoyable and less boring way. Through the snakes and ladders game, students can learn the concept of healthy living (PHBS) directly in a lighter and more entertaining way. Animated films and PowerPoint presentations add variety to the learning method, making the information conveyed more easily by students.

Manafe, Nonce Julianti; Rezeki, Sri; Madjan, Herman

Jurnal Silih Asah 2025 LPPM - STT Kadesi Bogor

Penelitian ini berjudul “Pengaruh Penggunaan Multimedia Interaktif Terhadap Motivasi Belajar Siswa Berdasarkan II Timotius 3:14-17 pada Mata Pelajaran PAK di SMK Negeri 3 Kota Bogor”. Skripsi ini mengkaji apakah adanya pengaruh dan sejauh mana penggunaan multimedia interaktif  berdasarkan II Timotius 3:14-17 diaplikasikan dalam konteks pendidikan saat ini untuk meningkatkan motivasi belajar siswa pada mata pelajaran PAK. Latar belakang penelitian ini didasarkan pada realitas meningkatnya penggunaan teknologi terlebih multimedia interktif dalam dunia pendidikan. Namun, meskipun di SMK Negeri 3 Kota Bogor akses terhadap multimedia interaktif sangat tinggi namun dalam pembelajaran PAK kurang penggunaannya.Penelitian ini bertujuan untuk dapat mengetahui dan menjelaskan penggunaan multimedia interaktif yang dapat meningkatkan motivasi belajar siswa dan menjelaskan manfaat yang akan diperoleh dengan adanya penggunaan multimedia interaktif berdasarkan II Timotius 3:14-17 serta dapat membuktikan bahwa dengan adanya penggunaan multimedia interaktif dapat mempengaruhi motivasi belajar siswa.Metode penelitian yang digunakan adalah penelitian kuantitatif melalui wawancara, observasi, dan angket. Implikasinya adalah peneliti telah menerapkan penggunaan multimedia interaktif dalam proses pembelajaran PAK di SMK Negeri 3 Kota Bogor, Pendidik memiliki kemampuan dalam mengelola kelas, menguasai materi dengan penggunaan multimedia interaktif, Mahasiswa STT Kadesi Bogor dapat menerapkan penggunaan multimedia interaktif dalam kegiatan di tempat tersebut, dan bagi peserta didik untuk menambah wawasan melalui membaca arya ilmiah ini sehingga menjadi sumber belajar supaya meningkatkan motivasi belajar.

Chika, Gracie Beatrice; Sutrisna, Ayu

Jurnal Silih Asah 2025 LPPM - STT Kadesi Bogor

Penelitian ini bertujuan untuk mengetahui tingkat minat belajar siswa terhadap mata pelajaran Pendidikan Agama Kristen dan Budi Pekerti di SMP Negeri 2 Cianjur. Minat belajar merupakan salah satu faktor penting yang memengaruhi keberhasilan siswa dalam proses pembelajaran. Metode yang digunakan dalam penelitian ini adalah deskriptif kuantitatif dengan melakukan observasi di kelas dan menggunakan google form sebagai media pengumpulan data. Responden dalam penelitian ini adalah siswa-siswi Kristen kelas VII hingga IX dengan jumlah 8 siswa. Hasil penelitian menunjukkan bahwa minat belajar siswa tinggi. Para siswa menunjukkan ketertarikan terhadap materi yang disampaikan, khususnya ketika metode pembelajaran yang digunakan bersifat interaktif dam kontekstual dengan kehidupan sehari-hari, siswa aktif bertanya di dalam kelas jika ada materi yang tidak dimengerti, siswa menunjukkan kedisiplinan dalam mengerjakan tugas belajar serta hadir ke sekolah tepat waktu. Dalam konteks pendidikan agama Kristen, minat belajar membantu siswa menghayati nilai-nilai iman, kasih dan tanggung jawab secara nyata dalam hidup.

Marchelle Nhatanael Walangitan; Herry M. Sumampouw; Anita C. Tengker

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

Improving the quality of biology learning in secondary schools requires pedagogical innovations that connect academic content with real-life contexts and leverage digital technology. This study aims to analyze the effect of a contextual teaching approach assisted by interactive PowerPoint on students’ learning outcomes in the human respiratory system topic. A true experimental design with a pretest–posttest control group was employed at SMA Negeri 1 Langowan, involving two eleventh-grade classes selected through simple random sampling. The experimental class received contextual instruction integrated with interactive PowerPoint, while the control class was taught using conventional methods. Data were collected through validated achievement tests and analyzed using normality and homogeneity tests, followed by independent and paired t-tests. The results indicate a significant improvement in learning outcomes for students in the experimental class compared to the control group. The experimental group’s posttest scores were substantially higher, and the difference was statistically significant. Integrating a contextual approach with interactive visualization effectively enhanced students’ understanding of abstract biology concepts, promoted active participation, and strengthened learning motivation. These findings support constructivist theory and highlight the relevance of contextual teaching in science education aligned with the Merdeka Curriculum. The study implies the importance of implementing context-based strategies combined with simple digital media to improve biology learning effectiveness. Future research may explore its impact on non-cognitive skills such as critical thinking and scientific attitudes. Furthermore, the results of this study provide opportunities for teachers to be more creative in designing teaching materials that are not only informative but also interactive and relevant to students' lives. By utilizing media such as interactive PowerPoint, teachers can present complex biological content in a more engaging and understandable way.

Edi Sumardi; Harkat Aulia Harbi; Misnan Jaelani; Muh Zazin

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

The rapid development of information technology has triggered significant changes in communication patterns, including in da'wah activities. Amidst digital dominance and the rapid flow of information, a da'wah approach relevant to the communication characteristics of Gen Z is crucial. Gen Z is known for its fast, interactive communication style and preference for digital media. Therefore, this community service program is designed to introduce da'wah as an effective two-way communication process in addressing these dynamics. The main objective of this program is to improve digital da'wah literacy and foster motivation and practical skills in creatively conveying Islamic messages through social media platforms. This community service activity is carried out through a series of activities, including outreach, interactive discussions, and practical simulations for creating digital da'wah content. The outreach is intended to provide a basic understanding of da'wah in a digital context. Interactive discussions allow participants to share views and understand how da'wah can be carried out effectively in cyberspace. Meanwhile, the da'wah content creation practice provides participants with the opportunity to directly engage in creating da'wah messages that can be disseminated through social media. Evaluation of the activity is carried out through pre- and post-tests held before and after the program implementation. The analysis results showed an increase in participants' understanding of more than 35% across all tested indicators. The highest increase (56.3%) was recorded in their understanding of the importance of two-way communication in da'wah. Previously, many participants considered da'wah to be an activity limited to religious leaders. However, after participating in this program, they began to understand that da'wah is a task for every individual, and can be carried out through media closely related to their daily lives. Overall, this program succeeded in increasing knowledge, critical awareness, and enthusiasm for contextual da'wah among Gen Z.

Delice Vebrida Pobas; Reashly Mokola; Christina Nayoan; Noorce Ch. Berek

Compromise Journal : Community Proffesional Service Journal 2025 LPPM STIKES KESETIAKAWANAN SOSIAL INDONESIA

Mental health counseling is a vital strategy to enhance adolescents’ understanding of psychological well-being. This activity was carried out by postgraduate students from Nusa Cendana University at STIKes Maranatha Kupang, involving 10 participants. The method used was participatory counseling through seminars and group discussions. Evaluation was conducted using pre-test and post-test instruments to measure changes in knowledge, attitude, and behavior. The results showed an increase in knowledge scores from 62.3 to 84.7; attitude from 68.1 to 80.2; and behavior from 60.5 to 74.3. This program proved effective in improving mental health literacy among adolescents.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Wa Ode; Iluminata Iluminata +1 more

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

This service activity aims to improve the digital literacy of students and teachers through training in making interactive teaching materials based on the Thunkable application. The activity was carried out in Malibela Complex, Klawalu Village, Sorong City, Southwest Papua Province, with a participatory and hands-on approach. The training was carried out in three stages, namely introduction to the concept of mobile learning and Thunkable application, assistance in the practice of making digital teaching materials, as well as presentation of results and evaluation. The results showed that all participants, both students and teachers, were able to understand and implement the main features of Thunkable, and successfully create prototypes of interactive teaching materials, such as local history applications, junior high school quizzes, and Indonesian teaching materials. In addition to improving technology skills, this activity also encouraged creativity, collaboration and confidence in utilizing digital media for learning. Technical challenges such as limited devices and internet networks were successfully overcome through cooperation between participants. This program proves that no-code-based technology training such as Thunkable can be an effective strategy to encourage digital education transformation, especially in areas with limited access to technology. This program is recommended to be replicated in similar contexts to expand the impact and shape a more adaptive and inclusive learning ecosystem.

Ariska Fauzianty; Friza Novita Sari Situmorang; Sonia Novita Sari; Rismalia Tarigan; Nova Isabella Mariance Br Napitupulu

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Anemia in pregnancy remains a public health problem in Indonesia, with a prevalence of 48.9% (Riskesdas, 2018). Low adherence to iron and folic acid tablet (TTD) consumption is one of the main causes of high anemia rates among pregnant women. This community service activity aimed to improve TTD consumption compliance among pregnant women through interactive educational media at Sarfina Sembiring Clinic in 2025. The implementation method applied a participatory learning approach, consisting of preparation, education delivery, evaluation, and follow-up. A total of 30 pregnant women participated in the activity. Pre-test and post-test evaluations showed an increase in knowledge scores from 62.5 to 85.3 (+36.4%), while compliance with TTD consumption increased from 46.7% to 83.3% (+36.6%). Additionally, 90% of participants stated that interactive media was easier to understand compared to conventional lecture methods. These findings indicate that interactive educational media effectively improves knowledge and compliance with TTD consumption among pregnant women, making it a viable alternative for health education to support anemia prevention programs in Indonesia.

Solehudin; Nur Eni Lestari; Irma Herliana

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Penyakit asam urat (gout) adalah gangguan metabolik yang sering dialami oleh lansia, yang dapat menyebabkan rasa sakit yang hebat, keterbatasan gerakan, serta penurunan kualitas hidup. Penyakit ini terjadi akibat penumpukan kristal asam urat di persendian, yang dapat menyebabkan peradangan dan nyeri yang parah. Faktor risiko utama termasuk pola makan yang kaya purin, obesitas, gangguan ginjal, serta penggunaan obat-obatan tertentu. Namun, banyak lansia yang kurang memahami penyebab, gejala, dan penanganan penyakit ini dengan baik, sehingga kondisi mereka seringkali memburuk. Untuk itu, kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan dan keterampilan lansia dalam merawat penyakit asam urat secara mandiri. Program ini diselenggarakan melalui penyuluhan kesehatan yang interaktif, dengan materi yang mencakup etiologi penyakit asam urat, manifestasi klinis, komplikasi yang dapat ditimbulkan, serta berbagai strategi pengelolaan yang efektif. Salah satu aspek penting yang dibahas adalah modifikasi gaya hidup, yang meliputi diet rendah purin, hidrasi yang cukup, serta pentingnya aktivitas fisik. Selain itu, peserta juga diberikan pemahaman mengenai pentingnya kepatuhan terhadap terapi medis yang direkomendasikan oleh tenaga kesehatan. Metode pelaksanaan kegiatan ini meliputi ceramah yang interaktif, sesi tanya jawab, dan distribusi leaflet informatif untuk memperkuat pemahaman peserta. Kegiatan ini dilaksanakan di wilayah RW 05 Srengseng Sawah, Jagakarsa, Jakarta Selatan, yang diikuti oleh sejumlah lansia yang aktif berpartisipasi. Hasil evaluasi menunjukkan adanya peningkatan signifikan dalam pemahaman peserta tentang penyakit asam urat dan bagaimana cara merawatnya. Lansia menunjukkan antusiasme yang tinggi dan mampu mengidentifikasi langkah-langkah praktis yang dapat mereka terapkan dalam kehidupan sehari-hari untuk mengelola kondisi mereka. Melalui kegiatan ini, diharapkan lansia dapat lebih mandiri dalam mengelola asam urat, mengurangi frekuensi serangan, dan meningkatkan kualitas hidup mereka secara keseluruhan.

Nurul Hidayah; Yasdinul Huda; Ilmiyati Rahmi Jasril; Hendra Hidayat

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to develop interactive learning media for logic gate material in Industrial Electronics Engineering subjects at SMK Negeri 5 Batam by utilizing Adobe Flash CS6 integrated with CircuitVerse. This media is designed to provide a more interesting, interactive, and applicable learning experience, so it is expected to improve students' understanding of the concept of logic gates which is a basic material in the field of electronics. The study uses a Research and Development (R&D) approach with a 4D development model that includes the Define, Design, Develop, and Disseminate stages. Research data were collected through validation by material experts and media experts, as well as practicality tests involving students. Data collection instruments were in the form of validation sheets and student response questionnaires. The validation results showed that the developed learning media obtained a score of 88.20% from material experts and 93.88% from media experts, both of which are in the "very valid" category. The practicality test involving grade XI students obtained a score of 92.80%, indicating that the media is "very practical" to use in the learning process. This interactive media combines elements of text, images, animation, and digital circuit simulations using CircuitVerse, so students can learn logic gate concepts visually and directly practice them virtually. This integration not only makes it easier for students to understand the theory but also trains problem-solving and critical thinking skills. The findings of this study indicate that interactive learning media based on Adobe Flash CS6 and CircuitVerse has great potential to increase learning motivation, student engagement, and conceptual understanding of logic gate material. This media is also relevant to support the implementation of the Independent Curriculum, which emphasizes project-based learning, independent learning, and complete competency mastery.  

Moch. Dimas Egi Asyam Al Dzakwan; Moch. Dimas Egi Asyam Al Dzakwan; Nur Ariesanto Ramdhan; Abdul Khamid

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Infeksi Saluran Pernapasan Akut (ISPA) merupakan masalah kesehatan utama di Kabupaten Tegal, terutama menyerang anak-anak dan lansia, dengan 25.273 kasus tercatat pada Januari–Juni 2025. Faktor seperti kepadatan penduduk, polusi udara, dan sanitasi buruk mempersulit analisis konvensional dalam mengidentifikasi wilayah berisiko tinggi. Penelitian ini bertujuan mengembangkan Sistem Informasi Geografis (SIG) berbasis web untuk memetakan dan memantau kasus ISPA secara akurat menggunakan pendekatan spasial. Metode Waterfall digunakan dalam pengembangan sistem, meliputi analisis kebutuhan, perancangan, implementasi, pengujian, dan pemeliharaan. Data spasial (koordinat lokasi) dan non-spasial (usia, jenis kelamin, jumlah kasus) dikumpulkan dari Dinas Kesehatan dan dianalisis menggunakan teknik kepadatan titik dan klaster untuk mengidentifikasi pola sebaran. Sistem ini dibangun dengan framework Laravel sebagai backend dan Leaflet.js untuk visualisasi peta interaktif. Hasilnya, SIG ini mampu memvisualisasikan sebaran kasus ISPA per kecamatan, mendukung Dinas Kesehatan dalam mengalokasikan sumber daya medis secara efisien dan mengidentifikasi wilayah prioritas seperti Dukuhwaru dan Tarub. Bagi masyarakat, sistem ini meningkatkan akses informasi digital, mendorong kesadaran pencegahan, dan mendukung edukasi kesehatan. Sistem ini terbukti efektif sebagai alat strategis untuk pengambilan keputusan berbasis data, mempercepat respons terhadap ISPA, dan menjadi fondasi untuk pengembangan SIG dalam memantau penyakit lain di masa depan.

Raihan Fahrezy; Desrina Ratriningsih

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The digital design of cultural museums with an interactive and educational approach in Indramayu Regency aims to present a modern, innovative, and interesting cultural preservation space. This concept was born from the urgent need for a means that are able to preserve, document, and promote local cultural wealth in the midst of the rapid flow of globalization. The lack of cultural literacy among the public, especially the younger generation, as well as the loss of historical objects due to inadequate storage facilities, are the main reasons for the importance of developing digital-based museums. Through an interactive approach, visitors can actively engage with cultural collections using advanced technologies such as augmented reality (AR), virtual reality (VR), and interactive multimedia. This technology provides an immersive, engaging, and personalized learning experience, so that visitors not only see, but also virtually experience the richness of the culture on display. Meanwhile, the educational approach is designed to create an informative, collaborative, and fun learning environment, which is highly relevant for learners and the younger generation as the successors of cultural preservation. Indramayu Regency, known for its long history, maritime traditions, and distinctive coastal culture, has great potential to become a center for cultural education. This digital museum will utilize digital technology to document cultural narratives in depth, so that it can be accessed not only by local people, but also national and international tourists. With its strategic location in the city center, the presence of this museum is expected to encourage the participation of the public and tourists in understanding, appreciating, and preserving the local culture of Indramayu. Apart from being an educational facility, this museum is expected to be able to become a driver of local tourism that makes a positive contribution to the economy of the surrounding community. Digital cultural museums are not only a place for preservation, but also a symbol of a strong regional identity, reflecting the synergy between technological innovation and commitment to cultural sustainability in the modern era.

Cindya Alfi; Afifatul Izzatil Husna; Deni Tri Lutfiana; Elsa Nadya Ulandari; Fatqul Anang Ma’ruf +10 more

Jurnal Pengabdian Sosial dan Kemanusiaan 2025 Lembaga Pengembangan Kinerja Dosen

Children in orphanages often face unique challenges in character formation due to limited educational stimulation and diverse social interactions, despite their basic needs being met. The interactive education model applied in the "Devotion in Action, Love in Education: Weaving Character with the Nation's Children" project focuses on a participatory approach through activities such as Story Telling, "Tree of Goodness," Ball Relay, and Water Balloon Volleyball. This research aims to analyze the effectiveness of implementing an interactive education model in the character development of children at Sabilul Muhtadien Orphanage in Plosokerep, Sananwetan District, Blitar City. The research method employed is a case study with a qualitative approach, reinforced by participatory observation and informal interviews with caregivers and children from the orphanage. The results indicate high enthusiasm from the children and positive responses from caregivers, signifying the program's success in instilling character values such as critical thinking, mutual cooperation, creativity, independence, and solidarity. The implications of this research highlight the importance of adopting dynamic and activity-based education models in efforts to shape children's character in orphanages, focusing not only on knowledge transfer but also on direct experience and holistic potential development. holistik.

Nita Widyakusuma; Dien Nurmarina Malik

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This article discusses the implementation and innovation of an interactive digital comic titled “Si Panca dan Kekuatan Norma,” designed as a character education tool that integrates Islamic and Muhammadiyah values (AIK) for elementary school students. The research uses a descriptive-qualitative approach involving 25 fifth-grade students from SDN Padurenan II. The digital comic, developed through Canva and supported by reflective quizzes via Quizizz, presents moral dilemmas faced by a student named Panca in daily life situations. The content emphasizes values such as honesty, discipline, responsibility, and social care. The media was implemented over four learning sessions and evaluated through observation, teacher interviews, student questionnaires, and quiz results. Initial findings show that the comic successfully improved student participation, moral awareness, interpersonal interaction, and understanding of AIK values. The media also fostered a joyful, contextual, and interactive learning environment. This study highlights the potential of digital storytelling to support Islamic character development and recommends its broader application in Islamic-based education.