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Steven Handoko; Steven; Restu Ismoyo Aji; Pungky Febi Arifianto

JURNAL ILMIAH KOMPUTER GRAFIS 2026 UNIVERSITAS STEKOM

This study aims to design a card layout for an educational card game about endangered animals in Indonesia. The research uses qualitative and quantitative methods, including observation, interviews, literature study, and questionnaires. The design process involves identifying information needs, developing layout structures, and producing several design alternatives. The results show that the selected layout has good readability, clear information hierarchy, and an appealing visual composition based on respondent evaluation. The arrangement of visual elements such as illustration, typography, and icons is structured systematically to enhance user understanding. Thus, the card layout functions not only as an aesthetic element but also as an effective visual communication medium in supporting interactive learning.

Asra Fania; Syahrul Ramadhan

Intellektika : Jurnal Ilmiah Mahasiswa 2026 STIKes Ibnu Sina Ajibarang

This study aims to describe the utilization of multimodal media in teaching news text reading skills among seventh-grade junior high school students. The research employed a quantitative approach with a descriptive research design. The data were collected through questionnaires distributed to 61 seventh-grade students as the research respondents. The research instrument used a Likert scale covering aspects of students’ perceptions, comprehension, motivation, participation, and readiness toward the use of multimodal media in learning news text reading skills. The data were analyzed using descriptive quantitative techniques through percentage calculations and interpretation of respondents’ answers. The findings revealed that most students showed positive responses toward the use of multimodal media. A total of 72.1% of students agreed that learning through printed and digital media made the learning process more engaging. In addition, 59% of students stated that digital media helped them understand news content more clearly, while 60.7% felt more active during learning activities using multimodal media. The use of multimodal media also increased students’ motivation, self-confidence, and reading comprehension skills in understanding news texts. The findings indicate that the combination of printed and digital media creates a more interactive and effective learning environment that aligns with students’ literacy needs in the digital era. Therefore, multimodal media can serve as an alternative instructional strategy to improve students’ news text reading skills in junior high schools. The implications of this study highlight the importance of integrating digital and printed media in Indonesian language learning to enhance students’ reading literacy quality.

Margareta Bakang Hayon; Yosep Belen Keban; Hermania Bhoki

JURNAL ILMIAH PENDIDIKAN KEBUDAYAAN DAN AGAMA 2026 CV. ALIM'SPUBLISHING

This study was motivated by the importance of using digital technology-based learning media in Catholic Religious Education learning to improve students’ learning achievement. The development of digital technology requires teachers to use interesting and interactive learning media that are suitable for students’ needs. This study aimed to determine the use of digital technology-based learning media in Catholic religious education learning and its impact on students’ learning achievement at SMPK Swadaya Tuakepa. This study used a qualitative method with a descriptive approach. The research subjects consisted of the principal, the Catholic religious education teacher, and five students. Data were collected through interviews, observations, and documentation. The data were analyzed through data reduction, data presentation, and conclusion drawing. The results showed that digital technology-based learning media such as PowerPoint, learning videos, Canva, Kahoot, and Quizizz had been utilized well in the learning process. The use of digital media helped teachers explain learning materials more clearly and attractively so that students became more active, focused, and motivated in learning. In addition, the use of digital media also improved students’ intellectual abilities, cognitive strategies, attitudes, and skills. Therefore, digital technology-based learning media can improve the quality of Catholic religious education learning and students’ learning achievement at SMPK Swadaya Tuakepa.

Tiansi Tiansi; Marisa Marisa; Kurnia Febianti

The development of information and communication technology has significantly transformed the field of education. Teachers no longer depend only on lectures to deliver learning materials but also use various learning media to improve the effectiveness of the teaching and learning process. One of the most widely used innovations is interactive learning media, which combines text, images, audio, video, and other interactive features to support student learning. Interactive learning media can create a more engaging and enjoyable learning environment. Through this media, students actively participate in learning activities rather than simply receiving information passively. As a result, their attention, motivation, and understanding of the learning materials can improve. However, low student learning outcomes remain a challenge in education. Limited student involvement in the learning process often affects their ability to understand lessons and achieve learning objectives. Previous studies have indicated that interactive learning media can enhance both the quality of learning and student achievement. Therefore, examining the influence of interactive learning media on student learning outcomes is important to support the development of more effective, innovative, and technology-based learning processes in the digital era.

Asep Soegiarto; Mentari Anugrah Imsa; Indah Fajar Rosalina; Qoryna Noer Seyma El Farabi; Afina Ruqayyah

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2026 Fakultas Teknik Universitas Cenderawasih

This community service program (PkM) aims to enhance the digital literacy of teachers and students at Pondok Pesantren Al-Wathoniyah Pusat Putri Klender, East Jakarta, particularly in verifying digital news and content amid pervasive disinformation. Key problems identified include low digital verification competency among senior teachers, limited use of fact-checking tools, and the absence of systematic information management mechanisms within the pesantren. The activity was held on June 10, 2026, employing a blended learning approach combining interactive lectures, hands-on training, and continuous mentoring. Training modules covered: (1) digital literacy for teachers, (2) mitigation of religious information distortion, (3) critical media literacy, (4) videography skills, and (5) content marketing grounded in Islamic values. Thirty teachers and senior students participated. Key outputs include enhanced digital literacy competencies among participants, the Smart Teacher Guidelines module, a donated photography studio equipment set, and national media coverage (JPNN.com). Evaluation results demonstrate significant improvement in participants' understanding of digital information verification, positive content production capability, and motivation to use technology responsibly. This program contributes to SDGs No. 4 (Quality Education), SDGs No. 9 (Innovation), SDGs No. 10 (Reduced Inequalities), and SDGs No. 17 (Partnerships), as well as supporting IKU 3, IKU 5, and IKU 6 of Universitas Negeri Jakarta.

Fatmawati, Fatmawati; Junaedy , Junaedy; Sari, Dian Vita; Mursyidah, Nelly

Jurnal Pengabdian kepada Masyarakat Wahana Usada (WUJ) 2026 Sekolah Tinggi Ilmu Kesehatan KESDAM IX/Udayana

Background:The digital transformation in education requires teachers to possess adequate competencies in utilizing technology to support innovative, interactive, and student-centered learning. However, the integration of digital platforms into classroom practices remains limited due to teachers’ varying levels of digital competence and experience. This community service program aimed to improve teachers’ competencies in utilizing digital platforms to support innovative learning implementation at SMAN 8 Banda Aceh. Methods:The program employed a participatory approach consisting of needs assessment, workshops, hands-on practice, mentoring, evaluation, and reflection activities. A total of 40 teachers from various subject areas participated in the program. The training materials included the use of Canva for developing digital learning media, Quizizz for gamified assessments, Google Workspace for collaborative learning, and Artificial Intelligence (AI) technologies to assist in instructional material development and creative learning activities. Program evaluation was conducted through participant observation, assessment of digital learning products, satisfaction questionnaires, and reflective discussions. Results: The results showed that participants successfully produced 18 interactive presentations using Canva, 10 digital modules, 8 Quizizz-based quizzes, and 4 evaluation instruments using Google Forms. Furthermore, teachers demonstrated improved competencies in designing digital learning media, developing technology-based assessments, integrating digital platforms into instructional practices, and utilizing AI as a learning support tool. The high level of participation and enthusiasm among participants indicated the effectiveness of the program in strengthening teachers’ digital literacy and technological competencies. Conclusion: In conclusion, the community service program successfully enhanced teachers’ competencies in utilizing digital platforms to support innovative learning in schools.

Ayu Mei Sinta Miranda; Ganes Gunansyah

The low creative thinking skills of students in learning Social Science (IPS) in elementary school, especially in the aspect of originality, is the background of this research. This research aims to find out the influence of Augmented Reality-based interactive cultural map media on the creative thinking skills of primary school grade IV students. This research uses a quantitative approach with a one group pretest-posttest design. The research subjects were 35 grade IV students at one of the elementary schools in Gresik who were selected with a saturated sampling technique. A research instrument in the form of a description test that measures creative thinking skills based on four aspects, namely fluency, flexibility, originality, and elaboration. Data analysis was carried out using the normality test and the paired t test. The research results show that there is an average increase in the student's creative thinking skills score from 9.31 in the pretest to 12.80 in the posttest. The t test results show a significant difference between before and after treatment. These findings show that Augmented Reality-based interactive cultural map media has a positive effect on students' creative thinking skills. The implication of this research is that Augmented Reality-based media can be used as an alternative to IPS learning innovation in elementary schools to improve students' creative thinking skills in 21st century learning.

Yulia Sukmiyanti; Suryani Suryani; Yuliasari Yuliasari; Wiwi Rodiana; Aisyah Nursyifa +1 more

This study aims to examine the strategic role of teachers in instilling anti-corruption educational values in elementary school (SD/MI) students in the digital era. Employing a descriptive qualitative approach, data were collected through in-depth interviews with five SD/MI teachers in Karawang Regency conducted in May 2026. Findings reveal that all informants possess adequate conceptual understanding of anti-corruption education as a character-building process rather than mere knowledge transmission. Teachers perform three principal functions: as behavioral role models, value-based learning facilitators, and collaborative partners with families. Implemented strategies include exemplary conduct, habituation, cross-subject value integration, and utilization of digital media such as educational videos, animations, and interactive quizzes. However, implementation faces significant obstacles, including social media normalizing dishonest behavior, instant-gratification tendencies among students, and weak synergy between schools and family environments. This research affirms that successful internalization of anti-corruption values requires consistent teacher exemplarity, a conducive school ecosystem, robust digital literacy, and sustainable tri-center educational collaboration. Practical implications include the necessity of strengthening teachers' pedagogical competencies in designing character-based learning that is adaptive to the dynamics of the digital era.

Rianto Timu Tirinna

Jurnal Pendidikan Agama dan Teologi 2026 International Forum of Researchers and Lecturers

This study aims to examine relevant and effective Christian Religious Education (CRE) learning methods in the digital era. The rapid development of information and communication technology has brought significant changes in education, including CRE instruction. The research method employed is a literature study with a descriptive-analytical approach to various academic sources and technology-based CRE learning practices. The results indicate that integrating digital media such as online learning platforms, Bible-based interactive applications, and social media creatively can enhance students' engagement and understanding of Christian faith values. Furthermore, the use of digital technology opens wider opportunities for contextual and meaningful faith formation across diverse learning environments. The study also identifies key challenges faced by CRE teachers, namely digital readiness, infrastructure limitations, and maintaining relational and spiritual dimensions in virtual learning environments. Teachers must therefore be equipped not only technologically but also theologically to navigate these complexities. The research concludes that the transformation of CRE methods in the digital era is not merely a technology adoption but a holistic theological integration of faith, technology, and pedagogy.

Arfiasya Husna Zakiyya; Wihda Naifa Nabris Zilfa; Ariq Naqib Ma’ruf; Ahmad Fathir Muzaqi; Fina Fakhriyah +1 more

Reading and writing literacy is a fundamental competency that supports elementary school students’ learning success. However, the development of digital technology has changed students’ learning habits, with some students preferring gadgets over reading books. This study aims to analyze the reading and writing literacy skills of fourth-grade students at SD 3 Wergu Wetan in the digital era, identify factors influencing literacy skills, examine the impact of digital media use on literacy habits, and describe school efforts to strengthen literacy culture. This research employed a qualitative approach with a case study design involving fourth-grade teachers and students. Data were collected through observation, interviews, documentation, and questionnaires, then analyzed using an interactive model consisting of data reduction, data display, and conclusion drawing. The results indicate that students’ literacy skills are categorized as fairly good, with a positive response percentage of 70.4%. Nevertheless, some students still require support in understanding reading materials and developing writing skills. Digital media influences literacy habits as both a challenge and an opportunity when used appropriately. School initiatives through the Wednesday Morning Literacy Program, visual-based learning media, and regular reading and writing activities contribute to strengthening literacy culture. Collaboration among schools, teachers, and parents is needed to optimize digital technology use while improving students’ literacy skills.

Didit Darmawan; Putri, Daffa Nayla Oktavia Hermawan; Muhammad Zajuli Yusuf

The use of digital learning media and discussion methods is increasingly important to support junior high school students' learning outcomes. Digital media, such as videos, animations, and interactive platforms, facilitate understanding of material and increase learning motivation, while discussion methods encourage active participation, critical thinking, and student reflection. This study examines the influence of the use of digital learning media and discussion methods on junior high school students to obtain a comprehensive picture of the effectiveness of both variables in improving student learning outcomes. A qualitative method with a literature review approach was used as the research method. Sources were obtained from relevant journals, articles, and books, and analyzed descriptively and qualitatively. The results found that the use of digital media and discussion methods had a positive effect on student learning outcomes. Implications emphasize the importance of adequate technological facilities and teacher training to utilize digital media and discussion methods to create enjoyable and interactive learning.

L. Susanti; S.N. Amalia; M.K. Wafa

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This research is motivated by the low critical thinking skills of third-grade students in learning Pancasila symbols and the limited use of interesting, interactive learning media in the classroom. The purpose of this study is to develop the Magic Letter Spinwheel learning media, determine its feasibility, and examine the improvement of students’ critical thinking skills after using the media. This study employed a Research and Development (R&D) method with the ADDIE development model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects were third-grade students of SDN Sumber 02, Blitar Regency. Data were collected through observation, interviews, validation questionnaires from media and material experts, as well as pretests and posttests. The data were analyzed descriptively using qualitative and quantitative approaches, including feasibility percentages and the N-Gain test. The development results show that the Magic Letter Spinwheel is an interactive learning medium in the form of a spinning wheel containing Pancasila symbols, questions, and learning activities that encourage students to think critically. This medium is designed with an attractive display and is supported by light features and an automatic rotation button to increase students’ learning interest. Based on expert validation, the media is declared feasible for classroom use. The implementation of the Magic Letter Spinwheel can improve students’ critical thinking skills through active, enjoyable, and student-centered learning activities. Therefore, this media is suitable for use in Pancasila Education learning to support the development of critical thinking skills among third-grade elementary school students.

Nurul Aini MM Sodik; Safira Darmayanti; Sri Putri Enjelita; Fibrianti Lastuan

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

Communication is an important aspect in the development of children aged 5–6 years, especially in supporting their language and social-emotional abilities. This study aims to analyze the influence of effective communication through a play approach in early childhood based on the results of previous research. The method used in this study is a quantitative method by conducting observations, research, and observations on effective communication and a play approach in early childhood education. Data collection techniques were carried out through documentation and literature searches from journals, articles, and relevant scientific references. Data analysis techniques used quantitative descriptive analysis by comparing and summarizing the results of previous research. The results show that the play approach has a significant influence on improving children's effective communication skills, such as the courage to speak, the ability to express opinions, social interaction, cooperation, and self-confidence. In addition, play activities have been proven to be able to create a fun learning atmosphere so that children are more active in interacting with peers and teachers. Thus, the play approach can be an effective strategy in developing the communication skills of children aged 5–6 years.

Aurellia Fitrista Maharani; Puji Wahono; Muhammad Ikhwan

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and evaluate the feasibility of Teknoran, a website-based digital learning medium developed through the Canva application for the Office Technology subject in Grade X at SMKN 31 Jakarta. The study was motivated by learning activities that were still dominated by lecture methods and limited learning media. Teknoran was designed to facilitate learning through integrated features such as learning materials, assignments, and educational games within a single platform. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. Data were collected through observation, needs analysis questionnaires, validation sheets from material and media experts, and student response questionnaires during one-to-one and small group trials. Data were analyzed using descriptive quantitative and qualitative techniques. The results showed that the Teknoran website achieved a feasibility score of 95% from material experts and 93.33% from media experts, both categorized as “Very Feasible.” Student responses also indicated a very high level of acceptance, with an average score of 95.68%. These findings demonstrate that Teknoran is highly feasible as a digital learning medium and can support more interactive, flexible, and independent learning in Office Technology subjects at SMKN 31 Jakarta.

Fithri Sri Mulyani; Yugi Hilmi; Dita Kumalasari; Puja Oktavia; Siti Azizah

Karya Nyata : Jurnal Pengabdian kepada Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

Geometry learning at the Junior High School (SMP) level frequently faces challenges due to the abstract nature of the objects, which impacts students' low spatial literacy. This issue is exacerbated by the dominance of conventional teaching methods that lack interactive digital media. This community service activity aims to enhance students' spatial literacy at SMP IT Qoshrul Muhajirin through learning assistance using ethnomathematics-based digibooks. The method employed consists of four stages: Planning, Acting, Observing, and Reflecting. Data were collected through observation, student response questionnaires, as well as pre-test and post-test instruments. The results indicate a significant improvement in students' spatial literacy by 22.70%, with the average score increasing from 43% in the initial stage to 65.70% following the assistance. Furthermore, 91.3% of students provided positive responses regarding the ease of use of the media, and 90.4% felt more motivated in learning. It can be concluded that the use of ethnomathematics-based digibooks is effective as an innovative learning solution capable of integrating digital technology with local cultural values to optimize students' spatial abilities.

Beby Mariyani; Dela Nopita; Ahmad Zainuri; Frika Fatimah Zahra

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2026 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This article examines the re-actualization of teachers’ social competence within the digital learning ecosystem. The rapid development of technology has transformed conventional learning into digital-based environments, which significantly affect the patterns of interaction between teachers and students. This transformation often leads to reduced direct communication, emotional connection, and social engagement in the learning process. Therefore, this study aims to explore the importance of strengthening teachers’ social competence and to identify strategies for its re-actualization in digital learning contexts, particularly in early childhood education. This study uses a qualitative approach through a literature review by analyzing relevant journals, books, and scientific articles published in recent years. The findings indicate that teachers’ social competence remains a crucial factor in creating meaningful learning, even in virtual environments. Effective communication, empathy, and interactive engagement must be adapted to digital platforms. The study also highlights several strategies, such as integrating humanistic approaches, optimizing interactive media, and enhancing digital communication skills. These findings imply that strengthening teachers’ social competence is essential to support effective and holistic learning in the digital era.

Eko Nursanty; Rizka Khairunnisa; Utomo; Marlianti

Jurnal Suara Pengabdian 45 2026 LPPM Universitas 17 Agustus 1945 Semarang

This community service program addressed the limited capacity of educators to use artificial intelligence in a structured and pedagogically responsible way for textbook development. The program focused on empowering educators through NotebookLM in the Ngabuburit AI 2026 activity. Its objective was to improve participants’ understanding and practical skills in organizing sources, designing textbook structures, developing chapter content, and generating interactive learning media. The program used a participatory training approach consisting of presentation, demonstration, guided practice, discussion, and feedback-based evaluation. The results showed that participants gained a clearer understanding of AI-assisted academic writing workflows and recognized NotebookLM as a useful tool for integrating source analysis, textbook writing, and learning media preparation. The activity also fostered new awareness that artificial intelligence can strengthen, rather than replace, educators’ academic roles in producing more systematic and interactive teaching materials.

Agisni Bepi Rosadi; Alya Nur Fauziyah; Fatihul Noer Ihsan; Nabilla Nur Amalia

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

The field of education, especially Islamic Religious Education (PAI), has seen substantial changes as a result of the advancement of digital technology and artificial intelligence (AI). The existence of digital media and AI offers numerous opportunities to improve the effectiveness, efficiency, and quality of education through interactive, flexible, and easily accessible learning resources. The purpose of this article is to analyze how artificial intelligence (AI) and digital media are used in Islamic Religious Education. This includes the idea of AI and digital media, AI-based learning materials, the use of AI in educational activities, ethical considerations of AI use, the effects and difficulties of integrating AI, and the Islamic viewpoint on technological advancement. This study employed a library research method by collecting data from relevant journals, books, and other scholarly sources. The findings indicate that the use of AI and digital media in PAI learning can enhance access to information, personalize learning experiences, improve evaluation effectiveness, and increase student engagement in the learning process. However, the implementation of AI also presents several challenges, such as limited digital literacy among teachers, inadequate facilities and infrastructure, ethical concerns, and the potential decline of direct educational interaction between teachers and students. Therefore, the utilization of AI in Islamic Religious Education should be carried out wisely while maintaining Islamic values, ethics, and the primary goal of Islamic education in shaping students’ character.

Petriana Dae Lelangwayan; Intansakti Pius X

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The development of digital technology has brought about significant changes in various aspects of life, including early childhood faith education. Today’s children are growing up in an environment familiar with digital media, making it necessary to adopt a catechetical approach that keeps pace with the times. This article aims to examine the use of digital catechesis as a tool for early childhood faith education. This study employs a qualitative method with a literature review approach, gathering data from books, scientific journals, research articles, Church documents, and other relevant sources. The data is analyzed using descriptive-qualitative methods to understand the benefits, challenges, and role of digital catechesis in fostering children’s faith. Research findings indicate that digital catechesis can serve as an effective, engaging, and interactive medium for helping children learn about the teachings of the faith from an early age. The use of animated videos, religious songs, educational images, and learning apps can enhance children’s interest in learning, attention, and understanding of Catholic faith values. Furthermore, digital catechesis also assists the Church, families, and schools in providing faith education that is more contextual and aligned with the world of today’s children. However, the use of digital media still requires the guidance of parents, teachers, and faith mentors so that children receive proper direction and are protected from the negative impacts of technology. Thus, digital catechesis is a relevant tool in the faith education of young children when used wisely and purposefully. The presence of digital media does not replace the role of faith educators but serves as a tool that enriches the process of proclaiming the faith in the modern era.

Resti Aisyah Amini; Didit Yulian Kasdriyanto; Ribut Prastiwi Sriwijayanti

International Journal of Studies in International Education 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the application of the Problem Based Learning model combined with the interactive learning media Articulate Storyline in the learning of Science on the subject of Harmony in Ecosystems in class V of SDN Tamansari 1. The background of this study is based on the low student learning outcomes caused by the dominance of the lecture method and the minimal use of interesting media, so that students are less actively involved in learning. The purpose of this study is to describe the application of the media and improve student learning outcomes. The study used the Classroom Action Research method which was carried out in two cycles, including the planning, implementation, observation, and reflection stages, with 17 students as subjects. The results showed a significant increase in student learning outcomes in each cycle, where the average class score increased from 50 in the pre-cycle to 71.17 in Cycle I, and reached 91.76 in Cycle II. The percentage of learning completion also increased from 17.65% to 76.47%, until finally reaching 100% in Cycle II. These findings indicate that the use of the Problem Based Learning model combined with Articulate Storyline can encourage student engagement and deepen conceptual understanding. Therefore, it can be concluded that the implementation of these learning models and media is effective in improving science students' learning outcomes.