Publication Search

80,083 articles from 756 journals · 2,111 citations tracked

Showing 141-160 of 945

Analytics

Sriwiguna, Riris; Mulyawan Shafwandy Nugraha

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Curriculum management is a strategic component of Islamic education because it plays an important role in achieving educational objectives and internalizing Islamic values within the learning process. Nevertheless, in practice, many schools continue to face managerial challenges in implementing the curriculum effectively. This study aims to evaluate curriculum management at MTs Persis 23 Cirengit based on the core functions of Islamic Educational Management, namely Planning, Organizing, Actuating, and Controlling (POAC). The research employed a qualitative approach using a case study design. Data were collected through in-depth interviews, direct observation, and document analysis, and were analyzed using an interactive analysis model. The findings reveal that the POAC functions have been formally applied but have not yet operated as an integrated managerial cycle oriented toward continuous quality improvement. Curriculum planning remains largely procedural, organizing is not sufficiently participatory, implementation depends heavily on individual teacher capacity, and supervision is mostly administrative with limited follow-up actions.

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.

Pria Wahyu Romadhon Girianto

International Journal of Health and Medicine 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

Choking is a dangerous thing for children, especially children with special needs who require proper handling, and parents as the closest people to the child must have first aid skills for choking. The purpose of this study is to determine the effect of ANSIVI (Animation and Simulation Video) Choking Management on parents' ability in first aid for choking. The research design was a pre-experimental design with a one-group pretest-posttest approach without control. The purposive sampling technique obtained 36 respondents. The research instrument used an observation sheet for first aid for choking. The statistical test was the Wilcoxon Signed Rank Test with α 0.05. The results of the study before being given the ANSIVI (Animation and Simulation Video) Choking Management intervention showed that all (100%) respondents had insufficient ability, and after the intervention the majority (52.8%) of respondents had sufficient ability. The results of the statistical analysis obtained a p-value of 0.013 < α 0.05, so there is an effect of ANSIVI (Animation and Simulation Video) choking management on parents' ability in first aid for choking. The ANSIVI method (Video Animation and Simulation) combines two methods so that it is more interesting, interactive, and effective because the video is captured by the eyes and ears and then will be detected and converted into signals to the optic nerve and auditory nerve and forwarded to the brain, program area, and frontal area to be associated so that it will affect the respondent's ability. The ANSIVI method can be used in education for all parents and school residents as a first aid effort for choking, especially for children with special needs.

Abul A’la Al Maududi; Rafa Zemy Amalia; Nayla Jasmine Fadillah; Syaharani Laila Chaerunnisa Tengku; Siti Neza Azmarina +3 more

Jurnal ilmu Kesehatan Umum 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

Adolescent mental health is an essential component of optimal growth and development, yet it often receives less attention compared to academic achievement. Adolescents are in a vulnerable developmental stage characterized by emotional changes, social pressure, and environmental demands, which increase the risk of mental health problems. This activity aimed to improve knowledge and promote positive attitudes among junior high school students regarding adolescent mental health, including its definition, signs and symptoms, risk factors, and prevention strategies. The method used was a health education intervention employing a pre-test and post-test design. The activity was conducted at Al Amanah Junior High School, South Tangerang City, involving 25 students. The evaluation instrument consisted of a 10-item multiple-choice questionnaire with a maximum score of 100. The results showed that the average pre-test score was 98.40%, while the post-test score increased to 99.60%, indicating a 1.20% improvement. Although the increase was relatively small due to the high baseline knowledge (ceiling effect), the findings demonstrate that the educational intervention effectively reinforced students’ understanding of adolescent mental health. In addition, interactive discussions during the session contributed to increased awareness and reduced stigma related to mental health issues. This mental health education program has the potential to support early prevention efforts and foster a more supportive school environment for adolescents’ psychological well-being.

Saskia Melia; Kireina Zaira Nur Alpiah; Zahraina Melati Resmaya; Sri Mulyeni

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to examine and compare various findings from previous research on the effectiveness of online learning among university students in higher education settings in order to obtain a comprehensive general conclusion. The research method employed is a literature review using a content analysis approach of scholarly publications published between 2019 and 2025. The data sources include relevant national and international journal articles focusing on online learning in higher education. The results of the review indicate that the effectiveness of online learning is influenced by three interrelated main factors. Psychological factors include learning motivation, students’ perceptions of online learning, and the emotional conditions experienced during the learning process. Pedagogical factors encompass lecturers’ creativity in designing learning activities, the selection of appropriate teaching methods, and the use of interactive and varied learning media. Meanwhile, technical or environmental factors include the availability and ease of access to learning platforms, the quality of internet connectivity, and supportive learning environments. Online learning offers several positive impacts, such as flexibility in learning time, cost efficiency, and enhanced student experience in utilizing digital technology. However, it also has the potential to generate negative effects, including boredom, stress, and difficulties in understanding course material when technical barriers are not resolved and learning activities are monotonous. Therefore, optimal management of psychological, pedagogical, and technical factors is essential to improve the effectiveness of online learning for university students.

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.

Aulia Sava Kamila; Indriana Dwi Saputri; Sofyan Hadi Saputra; Rani Setiawaty

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

Indonesian language learning in elementary schools, especially on figurative language, still faces various problems, such as difficult to understand material, limited learning media, and low student interest and understanding. This is also experienced by fifth-grade students of SD 1 Mlati Lor who have difficulty recognizing types of figurative language and understanding their meaning well in context. This study aims to develop an interactive flipbook media about figurative language that highlights the local wisdom of North Sulawesi and test its feasibility and practicality for semantic learning. The method used in this study is research and development (R&D) with the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The research subjects were fifth-grade students of SD Negeri 1 Mlati Lor. Data collection was carried out through interviews, observations, validation by material and media experts, questionnaires for teachers and students, and learning outcome tests. Data were analyzed using qualitative and quantitative descriptive approaches. The results of the study indicate that the interactive flipbook media inspired by the local wisdom of North Sulawesi was considered very valid by experts. Furthermore, practicality testing demonstrated that teachers and students responded in the "very practical" category, indicating that the media was easy to use and well-received in learning. The application of local cultural elements has been shown to help students understand figurative language concepts more clearly and meaningfully. Therefore, the developed flipbook can be used as an alternative Indonesian language learning medium to improve students' semantic understanding and cultural knowledge in elementary schools.

Siska Narulita; Prihati Prihati; Ahmad Nugroho

Indonesian Journal of Infomatics 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

This research explores the role of human algorithm interaction mechanisms in enhancing trust, reliability, and user confidence in Decision Support Systems (DSS). Traditional DSS models often focus solely on algorithmic accuracy and performance, neglecting crucial factors such as transparency and user engagement, which are essential for building trust. By incorporating explainable AI (XAI) techniques like SHAP and LIME, real-time feedback mechanisms, and user-friendly interfaces, the study develops structured interaction models that improve the interpretability of AI-driven decisions. The results show that transparent decision-making processes and interactive features significantly enhance user trust, making DSS more reliable and easier to adopt. Users interacting with systems that provide clear, understandable explanations of decisions, along with real-time updates on the system’s confidence, reported higher levels of decision-making confidence, especially in high-stakes scenarios. These improvements lead to greater user engagement and adoption of the system in various domains, including healthcare and finance. The study also highlights the importance of balancing interpretability with efficiency in user interface design to ensure both trust and usability. The findings contribute to the design of more user-centric DSS that prioritize trust, interpretability, and cognitive factors, providing a framework for the successful integration of intelligent decision support systems in complex decision-making environments. Future research should focus on refining interaction models and exploring the broader applicability of these systems in different sectors.

Khoirudin Khoirudin; Nurtriana Hidayati

Indonesian Journal of Infomatics 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

User experience (UX) evaluation plays a crucial role in understanding how users interact with digital platforms and in improving product design. Traditional UX evaluation methods, such as surveys and interaction logs, often rely on a single data source, which limits the depth of analysis. This study explores the integration of multimodal data processing techniques in UX research, aiming to enhance the accuracy and comprehensiveness of UX evaluations. By combining interaction logs, visual attention data, and physiological measurements, this approach provides a more holistic understanding of user behavior, emotional responses, and satisfaction. Interaction logs offer objective data on user actions, while eye-tracking and physiological data capture users' emotional states, providing richer insights into usability and user experience. This study highlights the effectiveness of multimodal integration in identifying patterns that traditional methods overlook, such as emotional responses to interface elements and real-time feedback from users. The findings reveal that multimodal data processing improves the precision of UX assessment by combining objective behaviors with subjective emotional responses, offering a more complete view of user interactions. The study also discusses the challenges of data synchronization and the potential ethical concerns related to the use of physiological data. The integration of these data sources shows great potential for enhancing the design process, allowing designers to make informed decisions based on comprehensive insights. Finally, this research underscores the future potential of multimodal analytics in UX research, suggesting further exploration of additional data modalities and real-time applications in various digital environments.

Ayyub Hamdanu Budi Nurmana MS; Andik Prakasa Hadi; Rudjiono Rudjiono

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

This study explores the role of visual analytics in enhancing decision-making processes within creative industries, focusing on its application to large-scale multimedia datasets. Visual analytics integrates interactive visualization techniques with computational algorithms, enabling users to explore complex datasets intuitively and derive actionable insights. The research centers on the design and implementation of interactive dashboards tailored to the creative sector, particularly film, music, and advertising industries, to facilitate real-time data exploration. The study also investigates the usability of these tools through expert-based evaluations, aiming to assess their effectiveness in supporting informed and timely decision-making. The findings reveal that interactive visualizations significantly improve insight discovery and pattern recognition, enabling decision-makers to uncover hidden trends in large multimedia datasets. However, challenges related to scalability, user acceptance, and real-time processing were encountered during the implementation phase. The research highlights the practical benefits of integrating visual analytics into industry workflows, which include enhanced content creation, audience engagement, and strategic planning. Furthermore, the study identifies key visual analytics techniques such as dynamic dashboards, pattern recognition, data mining, and clustering, which are essential for analyzing multimedia data. The study concludes by emphasizing the potential for wider applications of visual analytics in other sectors, suggesting future research directions to improve tool performance, scalability, and user accessibility, as well as exploring the integration of emerging technologies like artificial intelligence and virtual reality.

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.

Bentar Priyopradono; Jan W. Hatulesila

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

The increasing volume and complexity of data have made traditional 2D visualization methods insufficient for effectively exploring and understanding high-dimensional datasets. Immersive Virtual Reality (VR) presents a promising solution by providing an interactive 3D environment that enhances spatial understanding, task efficiency, and user satisfaction. This research aims to evaluate the user experience (UX) and interaction design quality of immersive VR interfaces for 3D data visualization in complex environments. The study employs a mixed-methods approach, combining usability testing, UX questionnaires, and task-based performance analysis. Participants interacted with VR prototypes designed to visualize complex data and were assessed on their ability to manipulate and explore the data efficiently. The findings show that immersive VR interfaces significantly improve spatial comprehension, reduce cognitive load, and increase task performance efficiency compared to traditional 2D systems. Additionally, user satisfaction was notably high, with participants appreciating the intuitive and engaging interaction methods. The study concludes that immersive VR can provide substantial benefits in real-world data visualization applications, particularly in domains requiring the exploration of complex and high-dimensional data. However, further research is needed to optimize VR interfaces and address challenges such as motion sickness and interaction complexity.

Andri Catur Trissetianto; Muhlis Muhlis; Aji Priyambodo

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

The integration of Augmented Reality (AR) technology into higher education has emerged as a promising approach to enhance collaborative learning experiences. This study aims to design and evaluate an AR multimedia framework that facilitates real time interaction and spatial visualization, creating immersive and engaging learning environments for students. The AR framework was developed with a focus on improving student engagement, collaboration, and learning outcomes through interactive 3D models and real time feedback. By leveraging AR technology, the study sought to address common challenges in traditional learning environments, such as limited student interaction and engagement, and lack of real time feedback. The experimental evaluation involved two student groups: one using the AR-based system and the other using conventional multimedia tools. Findings revealed that students using the AR framework showed significant improvements in engagement, interaction frequency, and collaborative task performance. Additionally, the AR framework contributed to better learning outcomes, including enhanced comprehension, retention of complex concepts, and improved problem-solving skills. The study also highlighted the importance of incorporating a user-centered design approach in developing AR applications to ensure that the system meets the needs and preferences of learners. Qualitative feedback from students indicated that the AR system provided an enriched learning experience, although challenges such as interface navigation were noted. Overall, the study demonstrates the effectiveness of AR in fostering collaborative learning and offers practical insights for its integration into higher education curricula. Future research should explore the integration of AR with other immersive technologies to further enhance collaborative learning experiences.

Fitria Susanti; Rizki Surya Amanda; Winda Sherly Utami

Inovasi Pendidikan dan Anak Usia Dini 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The advancement of information technology has increased young children’s exposure to digital devices, which potentially affects language development. This study aims to analyze the relationship between daily screen time duration and language development of children aged 5–6 years in Desa Mendalo Indah, Kecamatan Jambi Luar Kota, Kabupaten Muaro Jambi. This research employed a descriptive qualitative approach with a case study design. The subjects were six children aged 5–6 years who had more than two hours of daily screen time. Data were collected through observations of children’s language abilities, interviews with parents, and documentation of daily activities, and analyzed using Miles and Huberman’s (2014) interactive model, including data reduction, data display, and conclusion drawing. The results showed variations in children’s language abilities despite having relatively similar screen time durations. Children who received active parental guidance and accessed educational content demonstrated better receptive and expressive language skills, including following sequential instructions, forming simple sentences, and expressing ideas verbally. Conversely, children who used screen time passively without supervision tended to have limitations in vocabulary acquisition, concentration, and verbal interaction. These findings indicate that screen time duration alone is not the sole determinant of children’s language development; it is also influenced by the quality of parental guidance, the type of content accessed, and social interaction experiences. This study is expected to provide guidance for parents, teachers, and early childhood education practitioners in managing digital media use wisely to optimally support children’s language development.

Musaddad, Reyno Bustami Musaddad; Irawan Setyo; Anisatun Fajriah; Rani Setiawaty

Publikasi Para ahli Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study was based on the low ability of third-grade students at SD Negeri 2 Wonorejo to understand syntactic material, particularly the use of conjunctions, due to a lack of interactive and contextual learning media. This study aimed to develop EKUJARSI E-Flipbook learning media based on Kudus local wisdom that has been tested for feasibility and practicality to improve student understanding. The research method used was Research and Development (R&D) with the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model. The test subjects included subject matter experts, media experts, classroom teachers, and third-grade students. Data collection instruments used validation sheets and user response questionnaires. The results showed that the EKUJARSI media was highly valid for use, as evidenced by a validation percentage of 89.6% from media experts and 86.15% from subject matter experts. The practicality test also showed positive responses, with teachers giving a score of 80% and students giving a score of 85.9%, which is considered very feasible. Specific findings show that the ease of use aspect received a perfect score of 100% from students, indicating that this media is very user-friendly. It is concluded that the EKUJARSI E-Flipbook is feasible and practical to be implemented as an innovative learning media that effectively integrates local cuisine to facilitate understanding of language concepts.

Dwi Nur Apriliani; Evina Mutiara Pratiwi; Nur Rahmawati; Suci Lailatul Ramadhani; Nur Asih Triatmaja

Jurnal Pengabdian Sosial dan Kemanusiaan 2026 Lembaga Pengembangan Kinerja Dosen

This community service activity was conducted at SMK Ganesha Tama Boyolali with the main objective of disseminating knowledge and practical tips on entrepreneurship and starting a business among vocational high school students. The activity aimed to provide students with an understanding of basic entrepreneurial concepts, initial steps in establishing a small business, and key factors that influence entrepreneurial success. This program was based on the importance of preparing vocational students not only to become skilled workers but also to develop the readiness to act as independent entrepreneurs. Several problems were identified prior to the activity, including students’ limited knowledge about how to start a business, fear of taking entrepreneurial risks, and low motivation to pursue entrepreneurship at an early stage. The method used in this program was mentoring through a socialization approach, supported by interactive discussions and question-and-answer sessions. The results showed a significant improvement in students’ understanding of entrepreneurship concepts and their ability to develop feasible business ideas. Most students successfully created simple business plans aligned with community needs, such as technical services, design and drawing services, planning consultancy, and mock-up services. In addition, the activity positively influenced students’ attitudes and mindset by increasing their self-confidence in presenting business ideas before their peers. Overall, this outreach program effectively fostered entrepreneurial spirit, motivation, and readiness among students at SMK Ganesha Tama Boyolali to pursue independent business opportunities after graduation.

Rimba Rahmawati; Ika Putra Viratama

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

Technology-based learning media have now become a primary choice in supporting the learning process in elementary schools, in line with the development of the digital era and the growing demand for more innovative learning approaches. The utilization of technology in education is expected to enhance the quality of teaching and learning processes and encourage active student engagement. One technology-based learning medium considered effective and engaging is BrainPOP, a digital learning platform that presents educational content through interactive animated videos, quizzes, simulations, and various supporting activities designed to suit the characteristics of elementary school students. The selection of BrainPOP is based on its advantages in increasing students’ learning interest, facilitating the understanding of abstract concepts by making them more concrete, and enhancing students’ motivation and retention of learning materials. The visual, communicative, and interactive presentation of content enables students to learn in a more enjoyable and less monotonous manner. This medium is capable of creating an engaging, effective, and student-centered learning atmosphere, thereby fostering an active, creative, and enjoyable learning environment. Therefore, the use of BrainPOP in the learning process is expected not only to improve students’ learning outcomes but also to optimally and sustainably develop their interest, motivation, and engagement in learning.

Elva M. Sumirad; Sri Yulan Umar; Yenti Juniarti; Sri Indirawati Zakaria; Salsabila R. Solang

Jurnal Pengabdian Masyarakat Nian Tana 2026 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

A creative and stimulating learning environment plays an important role in supporting early childhood development, particularly fine motor skills. One innovative learning environment that can be implemented is Kids Art Space, a specially designed art space that provides children with safe, enjoyable, and meaningful learning experiences through art activities. This study aims to describe the implementation of Kids Art Space as an innovative learning environment in supporting the development of fine motor skills in early childhood. The research employed a descriptive qualitative approach involving early childhood participants who took part in Kids Art Space activities, with parents serving as companions and supporting informants. Data were collected through observation, documentation, and activity reflection. The results indicate that the implementation of Kids Art Space effectively enhances children’s fine motor skills through various art activities such as sticking, painting, color mixing, and tap-tap plastic activities that involve hand–eye coordination. In addition, Kids Art Space positively influences children’s focus, enthusiasm, independence, and self-confidence during the learning process. Therefore, Kids Art Space can be considered an innovative and effective learning environment that supports fine motor development in early childhood through creative and interactive learning experiences.

Solvila Debora Opa Ora; Stefanus D.I. Mau; Maria Wilda Malo

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

Despite its cultural potential, Wetabar Village has not been supported by effective digital promotional media. Information access remains limited, and the lack of interactive promotional platforms has contributed to the low interest of tourists. Current promotional efforts rely heavily on conventional methods, resulting in decreased visitor numbers. The implementation of digital technologies such as Augmented Reality (AR) and Web-based 360° Virtual Reality Tours is considered an effective approach to increasing tourist engagement by offering immersive exploration experiences and interactive cultural content. This research aims to design and implement a web-based tourism promotion media that integrates local cultural content with AR and 360° virtual tour technologies. The development process follows the MDLC research method, utilizing the Lumi H5P platform and PHP for system implementation. The resulting system enables users to digitally explore Wetabar Village through panoramic views and interactive multimedia features. The findings show that the developed application runs smoothly on both Android devices and laptops and is capable of providing hotspot access to operate the virtual reality features. This innovation is expected to enhance tourist interest while supporting cultural preservation and promoting digital transformation within the tourism sector of West Sumba.

Fadli Hadi Badjeber; Fajria Fajria; Siti Lista Fatimah; Dewi Sangfitri; Safni J. Aziz +3 more

Jurnal Pengabdian Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

Micro, Small, and Medium Enterprises (MSMEs) play a crucial role in the regional economy, including in Tatanga District and Nunu Village, Palu City. However, many MSME actors in these areas still face fundamental challenges such as low financial literacy, limited access to capital, and insufficient use of digital technology in business management. These limitations lead to weak financial record-keeping, poor cash flow management, and inadequate readiness to meet bankability requirements when applying for financing from formal financial institutions. This community service program was designed to improve the understanding and practical skills of MSME actors through financial literacy socialization, financial inclusion education, capital training in collaboration with financial institutions, and training in simple financial record preparation. The program was implemented using needs assessments through observation, structured material delivery, interactive discussions, hands-on transaction recording practice, and learning evaluations through pretests and posttests. The results show a significant improvement in participants’ competencies. Average scores for financial literacy and inclusion increased from 48% to 89%, indicating better understanding of cash flow management, transaction recording, and the use of digital financial services such as QRIS and mobile banking. Furthermore, participants’ understanding of capital access improved from 51% to 92%, particularly regarding financing procedures, business eligibility requirements, and the importance of financial statements in loan applications. Overall, the program effectively strengthened MSME capacity to manage businesses in a more structured, adaptive, and professional manner, supporting MSME independence and long-term business sustainability in Tatanga District and Nunu Village.