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Pradani, Icha Kintan

PATHALOGY Journal 2025 Yayasan Cipta Sarana Budhi

Animated video-based learning has emerged as an innovative pedagogical strategy for enhancing engagement in early primary education. This study explored the use of animated videos to improve learning motivation, participation, and comprehension among first-grade students at SDN 4 Wonoboyo, Indonesia. Employing a qualitative case study design, data were collected through classroom observations, semi-structured interviews with students and teachers, and document analysis. Findings revealed that animated videos created an interactive and enjoyable classroom environment, significantly improving attentiveness, curiosity, and active participation. Students reported greater motivation and deeper comprehension of abstract concepts such as mathematics and language, facilitated by visual and auditory integration. The role of repetition and independent review proved critical in reinforcing retention and supporting self-regulated learning. Teachers highlighted clear pedagogical benefits, including inclusivity across diverse learning styles, though challenges related to limited resources, training, and potential distractions were noted. This study concludes that animated video-based strategies are effective tools for enhancing early primary education, offering both immediate improvements in engagement and long-term implications for fostering autonomy and motivation in learners. The findings contribute to international scholarship on multimedia learning by providing contextual insights from Indonesian classrooms, emphasizing the importance of resource availability, teacher preparedness, and curricular integration for sustainable implementation

Shinta Kurnia Dewi; Nurul Fauziah

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This preliminary study was conducted as the foundation for developing an animated video-based learning media using Canva. The main objective of this research is to present the initial data collected during the early investigation phase, which will serve as the basis for creating innovative, research-based learning media in the future. The development model applied in this research is the Plomp model, and the study has currently reached the preliminary investigation stage. Data were collected using several instruments, including interviews, classroom observations, and student needs assessment questionnaires. The results of the needs assessment revealed that the learning media currently used in schools is considered less effective, leading to difficulties for students in understanding the subject matter. Furthermore, 91.33% of students agreed that the development of an animated video-based learning media using Canva would be beneficial and support the learning process. These findings indicate a strong need for engaging, interactive, and technology-integrated learning media. The selected topic for development is “Food and the Digestive System,” which is part of the curriculum for grade XI students in senior high schools (SMA/MA), as this topic is often perceived as challenging. By utilizing Canva to create animated videos, it is expected that students’ learning motivation, conceptual understanding, and classroom engagement will significantly improve. The results of this preliminary study serve as an essential foundation for the next stages of development, ensuring that the final product will provide an effective and enjoyable learning experience tailored to students’ needs.

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.

Yunita Yunita; Subiantoro Subiantoro; Ahmad Tamyiz

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

Teachers are required to adopt a wise and thoughtful approach in teaching, since their perception of students will influence their attitudes and actions. Not all teachers assess students in the same way, and this affects the methods they apply in the classroom. To achieve optimal learning outcomes, teachers must take on new roles as facilitators, mediators, learning partners, and evaluators. This means creating a democratic and dialogical learning atmosphere between teachers and students, as well as among students themselves. One effective way is by applying the PAIKEM learning model (Active, Innovative, Creative, Effective, and Enjoyable). This study aims to: (1) Describe the implementation of the PAIKEM model in Islamic Religious Education for Grade VII at Darul Ishlah Junior High School. (2) Describe the obstacles encountered in applying this model. The research uses a qualitative approach with interviews, observation, and documentation as data collection techniques. Data analysis was conducted through reduction, presentation, and conclusion drawing. The results indicate that the PAIKEM model has been implemented well, through discussions, opportunities for students to express opinions, group assignments, interactive communication, motivation, use of media such as videos, and enjoyable memorization. However, challenges include limited learning media, teachers’ creativity that is not yet optimal, inadequate facilities and infrastructure, and low student motivation.

Muhammad Zidan Aldar; Dedi Iskandar

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Passing is a fundamental skill that is crucial in soccer because it plays a role in maintaining ball possession, controlling tempo, and creating scoring opportunities. However, in practice, many young players still struggle to pass correctly, both in terms of foot technique, strength, and accuracy of the ball's direction. Technological advancements in the world of sports offer various learning alternatives, one of which is through video feedback. This technology allows players to review their movements, making it easier to identify technical errors and make systematic improvements. Therefore, this study was conducted to determine the effect of video feedback on improving passing skills in young players. This study used an experimental method with a one-group pretest-posttest design. The subjects were 20 SSB Merpati Cerih U-14 players selected using a total sampling technique. The research instrument was a passing skills test administered before and after treatment. The test data were analyzed using descriptive and inferential statistics to measure the difference in average passing skill scores before and after the video feedback application. The results showed a significant improvement in passing ability after players received video feedback training. Players were able to correct technical errors, such as body position, leg swing, and pass direction. Visualizing movements directly through video recordings helps players more quickly identify weaknesses and correct them in subsequent training sessions. In conclusion, the application of video feedback technology has proven effective in improving basic passing skills in SSB Merpati Cerih U-14 players. This approach makes the learning process more interactive, motivates players, and optimizes training results. The application of similar technology is highly relevant to support achievement development in youth soccer.

Alya Dwi Nurhafizah; Susilowati Susilowati

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study examines the relationship between material mastery and draping practice outcomes among students in the Family Welfare Vocational Education (PVKK) Fashion Design Study Program at PGRI Adi Buana University, Surabaya. Draping, as a technique for making patterns directly on a mannequin or the human body, is an important course in fashion design synchronization. This technique allows students to develop creativity, understand the proportions, shapes, and volumes of fabric, and produce unique works that suit the curves of the body. This study used a quantitative approach by collecting data from 60 student respondents from the 2021 and 2022 intakes through questionnaires and documentation. The variables studied were draping material mastery (independent variable) and draping practice outcomes (dependent variable). The analysis results showed a significant and positive relationship between material mastery and draping practice outcomes. The better the material mastery, the better the students' draping practice outcomes. This emphasizes that a strong theoretical understanding is an important foundation for practical skills, and learning theory and practice must be balanced to optimally improve the quality of student work. These findings have important implications for curriculum development and learning methods in the PVKK Fashion Design Study Program. To support the achievement of optimal practical results, teaching strategies are needed that integrate theory and practice in a more interactive and applicable way. For example, the use of video tutorial-based learning media, digital draping simulations, or project-based learning can strengthen students' understanding while improving their technical skills. Furthermore, increasing the intensity of practice with direct feedback from lecturers has also proven effective in accelerating technical mastery. With a holistic and adaptive learning approach, vocational education institutions can produce graduates who are not only technically competent but also competent.

Aisah Sulaiman; Nur Chotimah; Rusli Hereng

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to determine the benefits of the internet as a learning resource for students in the Economics Education Study Program at Mahammadiyah University Maumere. This study uses a descriptive method with a qualitative approach. This study provides an accurate description and explanation of the conditions or phenomena encountered. Data collection techniques include observation, interviews, documentation, and triangulation. The research subjects are 12 students from the 2021 cohort of the Economics Education Program. The utilization of the internet as a learning resource for students in the Economics Education Program at Muhammadiyah University of Maumere plays a significant role because the internet provides easy and quick access to various information such as learning materials, scientific journals, e-books, educational videos, and relevant and supportive resources. This enables students to access the latest information and a variety of up-to-date topics. The research findings indicate that economics education students at Muhammadiyah University of Maumere actively utilize the internet to search for references, access e-books, journals, educational videos, and participate in online discussions. The use of platforms such as Google, YouTube, TikTok, and AI tools like ChatGPT aids in understanding course materials. Despite network challenges, students seek solutions by relocating or using the campus network. They tend to choose reliable learning sources, reflecting strong digital literacy skills. Overall, the use of the internet enhances students' motivation and academic performance, leading to improved outcomes

Fridollin Fridollin; Wahyuni Oktavia; Resy Nirawati

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

This study aims to examine the application of the Project Based Learning (PjBL) model assisted by animated videos in improving problem-solving skills in Natural and Social Sciences (IPAS) subjects. The study used a quasi-experimental approach with a one-group pretest and posttest design. The subjects were 30 fifth-grade elementary school students selected as samples. The research instruments included a problem-solving ability test and an observation sheet for the implementation of learning. The results showed a significant increase in students' problem-solving skills after being treated through the PjBL model assisted by animated videos. The average posttest score was higher than the pretest, so it can be concluded that this learning strategy is effective in improving student learning outcomes. The use of animated videos helped students to visualize abstract concepts and engage more actively in the learning process. In addition, the results of observations of the implementation of learning showed that students became more active, enthusiastic, and able to work together in groups to complete the project. Student activity increased gradually, starting from the project planning stage, information collection, to the presentation of results. The teacher acted as a facilitator who provided direction and guidance, while students were directly involved in each process. This indicates that the integration of technology-based media supports collaborative and student-centered learning. Therefore, the implementation of the Project-Based Learning model with animated videos is not only effective in improving problem-solving skills but also fosters overall student engagement in science learning. Therefore, this learning model can be recommended as an innovative strategy to enhance problem-solving skills in primary education.

Fatimah Azzahra Dalimunthe; Tri Indah Kusumawati; Budiman Budiman

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study was motivated by the low interest and skills of seventh-grade students at Darul Ulum Budi Agung Private Islamic Junior High School, which was caused by the use of uninteresting teaching methods and the lack of innovative learning media during classroom activities. This study aimed to develop animated video learning media for seventh-grade students' descriptive text material. The research methodology uses research and development with the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The population in this study was seventh-grade students at MTs Swasta Darul Ulum Budi Agung, with a sample size of 30 students from class VII-1 and 30 students from class VII-5. Data collection was conducted through observation, interviews, validation tests, questionnaires, and documentation, then analyzed using SPSS V.26 software with normality tests, homogeneity tests, and t-tests to obtain valid and accurate results. The research results indicate that the developed animated video was deemed highly suitable by media experts (90%), language experts (84%), and subject matter experts (86%). The practicality of the animated video also received highly practical results, with 94% of teachers, 58% of control class students, and 92% of experimental class students responding positively. Additionally, the effectiveness of the animated video showed an improvement in students' writing skills, with an average of 67.66 for the control class and 84.83 for the experimental class in the effective category. This study demonstrates that animated videos can serve as an alternative teaching material that supports the learning process and leads to significant improvements in learning outcomes.

Nur Ilham. A; Agus Tedyyana; Pretti Ristra

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

Limited internet access in remote areas remains a major obstacle to equitable digital education in Indonesia. This situation significantly impacts student and teacher accessibility to digital learning resources, which are increasingly becoming a necessity in 21st-century learning. One way to address this obstacle is to provide alternative technology infrastructure that does not rely on external internet connections. This study aims to implement and evaluate a local server system without a quota at SMKN 1 Bantan as a solution for providing educational materials in environments with limited network coverage. The local server system is designed to store various learning content, including text, video, and interactive modules, which can then be accessed through the school's internal network. This mechanism allows students and teachers to access materials more quickly and stably, free from quota limitations and dependence on commercial internet networks, which are often slow or unavailable. The implementation results indicate that the local server is able to improve the accessibility and speed of distribution of learning materials. Teachers can easily upload teaching materials, while students can access them anytime through devices connected to the school network. Surveys conducted with students and teachers also indicate a high level of satisfaction with this system. They assessed that local servers facilitated the teaching and learning process, supported student independence, and reduced technical barriers that often arose due to weak internet connections. Furthermore, this study emphasized the importance of utilizing appropriate technology in educational settings in remote areas. Implementing local servers without quotas proved to be a relatively inexpensive, easy-to-manage, and sustainable solution to support equitable digital education.

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.

Zidanul Akbar; Asrul Suwondo; Rizky Ramadhan; Abdul Halim Hasugian

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Digital image processing is a rapidly developing branch of computer science and has many applications in everyday life. One of the fields that most often utilizes this technique is object detection and color identification in images and videos. This study specifically aims to implement the thresholding method in the HSV (Hue, Saturation, Value) color space to detect three basic colors, namely red, green, and blue, in digital images. The research process begins with uploading images using the Google Colab platform, a cloud-based computing environment that makes it easy for users to run Python programs without requiring additional software installation. After the image is uploaded, the next step is to convert it from the RGB (Red, Green, Blue) color space to the HSV color space. This conversion is important because the HSV color space is more suitable for use in the color segmentation process. The Hue value represents the type of color, Saturation shows the level of saturation, while Value describes the level of brightness. Once the image is in the HSV color space, the next step is to determine the HSV value range for each basic color. This range is determined based on experimental results and references from related literature. Using this range, masking is performed to extract the appropriate pixels so that only the red, green, or blue portions of the image are visible, while the other colors are reduced. The results show that the thresholding method in the HSV color space is capable of detecting primary colors with a good level of visual accuracy, especially in simple images with contrasting backgrounds. The implementation of this program is relatively lightweight, easy to run directly in Google Colab, and does not require high-spec hardware. Therefore, this method is very suitable for use as basic learning material for digital image processing, both for students and novice researchers.

Joko Warsito; Fitria Nur ‘Aini

Kajian Administrasi Publik dan ilmu Komunikasi 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study examines the perceptions of the Pucangadi Village community towards the educational children's program "SiBobo" broadcast by TVRI Central Java. This research uses a descriptive qualitative approach, with data collection techniques through in-depth interviews with fifteen informants selected purposively. Informants consisted of parents, teachers, and local residents who have views regarding the program. The purpose of this study was to explore the extent to which the program "SiBobo" is accepted and has a positive impact on the development of children in the community. The results showed that the program "SiBobo" is considered an entertaining and educational learning medium by the majority of informants. This program successfully conveys moral and social messages relevant to children's lives, such as the values ​​of togetherness, social awareness, and the importance of protecting the environment. This program is also considered able to attract children's attention in a fun way, making them interested in learning while playing. In addition, the content presented in this program can increase children's knowledge about local culture and wisdom, which is expected to increase their love for Indonesian culture. However, despite "SiBobo"'s high educational value, the presence of gadgets and children's preference for digital content, such as YouTube videos and game apps, often divert their attention from public television. Children are more interested in shows they can access anytime through their devices. This suggests that while television shows like "SiBobo" still play a significant role, competition from digital media presents a significant challenge. This study emphasizes the importance of revitalizing children's programming based on local values ​​and the need for more adaptive communication strategies to optimally convey educational messages.

Putri Maya Lestari; Bukman Lian; Mulyadi Mulyadi

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The purpose of this study is to describe and analyze solutions in the role of information technology-based teaching and learning in improving the quality of learning at SDN 3 Koba Bangka Tengah. This research was conducted at SDN 3 Koba Bangka Tengah, Bangka Belitung Islands Province. The research period was from June to September 2024. The object of this study was the entire learning process that utilizes information technology as a means and media to support teaching and learning activities. This study used a qualitative descriptive method. The data sources used consisted of primary data obtained through direct observation in the classroom and interviews with teachers, principals, and students; and secondary data in the form of learning administration documents, teaching tools, and learning outcome reports. Data collection techniques included participatory observation, in-depth interviews, and documentation studies. Data validity was tested by triangulation of sources to ensure the accuracy and consistency of information. The results showed that the use of information technology, such as the use of projectors, learning videos, and digital-based educational applications, significantly helped improve student motivation and understanding of the material. In addition, teachers showed quite good adaptation in using technological devices to support the learning process. However, several obstacles remain, such as limited internet network facilities, a lack of technology training for teachers, and inadequate school infrastructure. Nevertheless, the implementation of information technology has been proven to improve the quality of learning when supported by visionary school policies, ongoing teacher training, and active parental involvement in students' learning processes. These findings reinforce the importance of technology integration as a 21st-century learning strategy. Overall, information technology-based learning is an innovative solution for creating a more interactive, effective, and relevant learning environment.

Yubelina Oktofina Hay; Firman Firman; Dian Nitari Ribanor Sabarudin

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

SD Negeri 27 Salafen in Raja Ampat has not yet implemented varied video learning media. This study aims to develop a valid, practical, and effective Doratoon-based video learning media for use in the learning process. The research method used is Research and Development (R&D), adopting the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through observation, interviews, documentation, and other data collection instruments. The subjects of this study were 24 students from grade V of SD Negeri 27 Raja Ampat. Based on the results, the development of Doratoon-based video learning media showed very positive results. Validation was conducted by two validators, namely a material expert and a media expert. The material expert’s validation resulted in an average percentage of 97%, while the media expert achieved an average percentage of 86%, both falling into the "Very Valid" category. This indicates that the developed media met very good criteria for use in the learning process. The practicality of the learning media was measured using a respondent questionnaire, which showed an average percentage of 95.1%, classified as "Very Practical." Additionally, the effectiveness of the learning media was assessed using another respondent questionnaire, resulting in an average percentage of 95.7%, which is classified as "Very Effective." Based on the trial results from grade V students, the average score obtained was 87%, which is categorized as "Very Good." Based on the results of this study, it can be concluded that the development of Doratoon-based video learning media is valid, practical, and effective for use in the learning process at SD Negeri 27 Salafen. This media is expected to serve as a solution to improve the quality of learning, making it more interactive and engaging, and can be used as an innovative alternative for learning in schools, especially in remote areas like Raja Ampat. This study also provides an important contribution to developing digital-based learning technology in such regions.

Neli Permatasari; Hilda Mardiyana; Kurniasari Ambar; Kurniasari Sulistyorini; Rina Hidayati Pratiwi

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The topics of morphology, anatomy, and physiology are integral to biology learning, yet they often present challenges for students due to their abstract and complex nature. Difficulties in understanding body structures and invisible biological processes lead to low student interest and engagement. This study aims to identify innovative learning approaches through an analysis of national scientific literature over the past decade. The results show that the integration of digital technology and student-centered learning methods can improve conceptual understanding and learning motivation. The most prominent innovations include the use of VR and AR-based media to clarify visualizations, the use of interactive videos and simulations to explain biological functions, and the application of contextual learning models such as Problem-Based Learning (PBL) and Project-Based Learning (PjBL). These approaches have proven effective in creating a more immersive learning experience that is relevant to students' needs.

Suci Safwa Salsabila; Nur Akifa Sartika Putri; Aulia Apriliani

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Digital Health Edupreneurship is a concept of student empowerment that integrates health education, digital technology, and entrepreneurial skills. Through this approach, students are not only passive recipients of information but also active creators of digital innovations,such as mobile apps, social media content, educational videos, and online platforms,designed to promote healthy behaviors within schools and the broader community. The main objective of this initiative is to explore and analyze how student innovation in digital health can serve as an effective tool for health promotion while simultaneously fostering entrepreneurial spirit among students. The method used in this program involves lectures and interactive demonstrations. The activity was carried out in three stages: planning and preparation, implementation and process, and finally evaluation and monitoring. Throughout the implementation phase, students were guided to form innovation groups, develop relevant digital content, and collaboratively present their ideas. These activities not only encouraged creativity but also enhanced student engagement in real-world applications of both health promotion and entrepreneurship.The results revealed a significant improvement in students’ knowledge. Prior to the program, only 25.9% of students were categorized as having good knowledge. After the digital health edupreneurship session, this number increased to 88.9%. These findings indicate that the Digital Health Edupreneurship approach is effective in improving health literacy and cultivating student creativity and entrepreneurial mindset in a practical and collaborative learning environment

Theresia Evy Yulianty Nadeak; Dewi Mustari; Retna Ningsih

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2025 Lembaga Pengembangan Kinerja Dosen

The use of technology in education is essential, particularly in creating digital teaching materials. This Community Service (PKM) activity aimed to introduce teachers and educators to the process of creating e-modules using Canva, a user-friendly tool with templates, graphics, and features for designing interactive and visually engaging teaching materials. The training provided hands-on experience, enabling participants to create curriculum-aligned e-modules, enhancing both their teaching materials and student engagement. The goal was to equip educators with the skills to develop innovative, digital-friendly materials that cater to various learning styles. During the training, participants integrated multimedia elements like images, videos, and text to make the learning experience more interactive. Emphasis was placed on incorporating technology in both physical classrooms and online learning environments, improving the overall dynamic of lessons. The training also helped educators gain a deeper understanding of Canva as a versatile tool for educational purposes. Results showed significant improvement in participants' confidence and ability to use Canva effectively to create engaging and pedagogically sound materials. Many expressed that the skills gained would help them incorporate creative and interactive elements into their lessons, fostering a more dynamic learning environment. This PKM activity successfully empowered participants to enhance their digital competencies and adapt to the evolving educational landscape. It contributed to improving the quality of education, ensuring educators are better prepared to navigate the digital age and meet the needs of modern learners. Furthermore, the training emphasized continuous learning and adapting to new technological tools to improve teaching strategies and learning outcomes

Intan Maulidah; Rika Izzatun Nikmah; Muhammad Junaidi Retno Maggolo; Safira Diah Fitriyani; Nur Rohman

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The development of digital technology has had a significant impact on the world of education, one of which is the introduction of various new media in learning, such as Smart TV. Smart TV, with its interactive multimedia features, offers a great opportunity to improve the quality and effectiveness of learning, particularly in increasing the enthusiasm and interest in reading for elementary school students. This study aims to determine the effectiveness of utilizing Smart TV as a digital transformation medium in increasing students' interest in reading at MI Darun Najah, Srobyong, Mlonggo, Jepara. The method used is a descriptive qualitative case study approach, involving fourth and fifth grade students and class teachers as research subjects. Data collection was carried out through participatory observation, in-depth interviews, and documentation to obtain a more comprehensive picture of the application of Smart TV in learning activities. The results of the study indicate that the use of Smart TV can increase active student engagement in the learning process. Students are more motivated and interested in reading, thanks to the attractive visual display and interactive multimedia features. Smart TV also creates a more enjoyable learning atmosphere, by integrating various types of media, such as images, videos, and text, which support learning. However, several obstacles were also found, including limited mastery of technology by teachers and limited time for technology integration in daily learning. Therefore, this study recommends ongoing training for teachers in operating Smart TVs and the development of a more flexible digital technology-based curriculum to maximize the benefits of using Smart TVs in elementary school learning. The study also suggests the need for regular evaluation of the effectiveness of Smart TV use in improving students' literacy skills.

M. Arbain; Hartatya Novika; M. Fikri Haq; Andrea Revaz

Jurnal Pengabdian dan Perubahan Sosial 2025 Lembaga Pengembangan Kinerja Dosen

This community service project aimed to implement and evaluate the effectiveness of using English-language YouTube videos to improve listening skills at Package C Community Learning Centers (PKBM) in Banjarmasin City. Listening skills have been identified as a major challenge for students at PKBM due to limited exposure to authentic materials and real-world language. This research utilized a pre-experimental design with a one-group pretest-posttest format involving 30 students from a local PKBM. The implementation stages included interactive lectures, YouTube video screenings, followed by discussions and question-and-answer sessions, with the effectiveness assessed through pretests and posttests. The quantitative results revealed a significant improvement in listening comprehension, with the average listening score increasing from 82.9 in the pretest to 86.7 in the posttest, reflecting a positive impact of the intervention. In addition to the quantitative results, the qualitative data highlighted high levels of student engagement and motivation throughout the learning process. Many students expressed that the YouTube videos made the content more relatable and enjoyable, which contributed to a deeper understanding of the material. This suggests that the use of YouTube videos is not only effective in enhancing listening skills but also fosters a more interactive and student-centered learning environment, making the learning experience more relevant to the needs of non-formal learners. The study concludes that YouTube videos are a promising and innovative tool for improving English language teaching at PKBM, providing accessible and engaging resources that can bridge the gap between formal and informal learning environments, helping students connect better with the material.