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Silvi Laila Rista Fauziah; Putra Ika Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The Integration of technology in the education sector is a crucial strategy for addressing the challenges of the Industrial Revolution 4.0. This study aims to develop and examine the effectiveness of "Physical Changes of the Earth’s Environment" learning media by utilizing the interactive features of the ClassPoint platform and Edpuzzle videos in 5th-grade elementary school. The method employed is library research with a qualitative-descriptive approach, conducted through content analysis of various relevant scientific literatures from the last five years. The research findings indicate that the synergy between ClassPoint and Edpuzzle is capable of transforming abstract science materials into more concrete and engaging content for students. ClassPoint plays a role in creating a participatory digital classroom through various real-time interaction formats, while Edpuzzle reorients video-viewing activities into an active learning process through embedded question features that stimulate critical thinking. Overall, the use of these interactive media has positive implications for the escalation of active participation, concentration, and the depth of students' conceptual understanding. This study concludes that the development of ClassPoint and Edpuzzle-based learning innovations is an effective and relevant strategic step in improving the quality standards of science education in elementary schools.

Faris Afif Nababan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study focuses on the development of an interactive learning media for introducing OpenGL in the Computer Graphics course. The research approach used is Research and Development (R&D) with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The final product of this study is an interactive learning application that covers basic OpenGL material, simple programming exercises, evaluation quizzes, and other supporting information. The trial results show positive feedback from students. Based on the questionnaire analysis, the aspects of appearance, content, interactivity, and benefits received an average score of 85% in the "very good" category. Additionally, the effectiveness of this media is evident in the improvement of student learning outcomes, with the average score increasing from 64 to 82 after using the media, and the passing rate rising from 56% to 88%. Overall, this OpenGL-based interactive learning media proves to be effective in enhancing students' understanding and can serve as an alternative or complement in the Computer Graphics course learning process.

Nurfadilah Muthalib; Nirmala L. Nasief; Asya Anggraini Langindara; Nindi Astuti; Sulastya Ningsih

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the importance of creating enjoyable learning so that early childhood learning interests can develop better, especially in Pembina State Kindergarten, Dungingi District. The purpose of this study was to determine the effect of the use of interactive learning media on children's learning interests and describe changes in their learning behavior when activities are carried out without media and with interactive media. This study used a quantitative approach with a quasi-experimental method through conventional learning and learning using interactive media in the form of coloring activities. Data were obtained through observations by assessing aspects of enjoyment, focus, activeness, and enthusiasm during the activity. The results showed that children's learning interests in conventional learning only reached an average score of 6 and tended to be low, while in learning using interactive media, it increased significantly to an average score of 13.1. This change was seen from the increase in children's enthusiasm, better ability to focus, and their more active involvement during the learning process. The findings of this study confirm that interactive learning media has an important role in attracting children's attention and creating a more lively and meaningful learning atmosphere, thereby increasing early childhood learning interests

Kostafani, Emmanuel Ardillan Kostafani; Tien Bayangkhariwati Tacoh, Yuliana

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

This study aims to examine the impact of using the Quizizz application on students’ learning interest in the Information Technology subject at SMK Negeri 3 Salatiga. The research employed a quantitative approach with a quasi-experimental design, involving an experimental class that utilized Quizizz as a learning medium and a control class that used conventional teaching methods. Data on students’ learning interest were collected through questionnaires and analyzed using the Independent Sample T-Test to determine significant differences between the two groups. The findings revealed that students in the experimental class who learned through Quizizz achieved a mean score of 68.96, while those in the control class obtained a mean score of 57.30. The statistical analysis indicated a significant difference between the two groups, suggesting that the use of Quizizz had a positive and measurable effect on enhancing students’ learning interest. The interactive features of Quizizz, such as real-time feedback, gamification elements, and visual engagement, likely contributed to students’ higher motivation and active participation during the learning process. Based on these results, it can be concluded that Quizizz serves as an effective and engaging digital tool to increase students’ enthusiasm for learning Information Technology. It is therefore recommended that educators integrate Quizizz into classroom activities as a complementary interactive learning medium. Future research is encouraged to investigate the application of other digital platforms or compare the effectiveness of different gamified learning tools across various subjects and educational levels.

Cici Cahyani; Bintang Nurheni; Br Lumban Tobing, Elisa; Purba, Devi Triana; Panggabean, Martuana Peronika +1 more

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

In this study, an interactive learning medium was developed to practice German A1-level vocabulary with the theme “Freizeit”, based on a website created using Genially. This research is classified as development research, in which the development process of the learning medium employed the ADDIE model, consisting of five stages: analysis, design, development, implementation, and evaluation. The study was conducted in the German Language Education Study Program at Universitas Negeri Medan. The research data consisted of vocabulary on the theme “Freizeit”, taken from the Netzwerk textbook and other online sources. The research subjects were second-semester students of the 2024 cohort. The instruments used included questionnaires, pretest and posttest, expert validation sheets, and documentation. The results of the validation from media experts and material experts indicated that the medium was suitable for use in learning, with scores of 92% and 89%, respectively. The trial conducted with students showed a positive response with an average score of 91%. The students’ average pretest score was 58.3, which increased to 84.7 in the posttest. Statistical tests revealed that the calculated t-value (12.45) was greater than the critical t-table value (2.045), indicating a significant difference between the pretest and posttest results. Thus, the use of the Genially interactive learning medium proved effective in improving German A1 vocabulary mastery and was able to create a more engaging and interactive learning atmosphere while supporting independent learning.

Adam Majid Bahrudin

World Journal of Islamic Learning and Teaching 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

Digital books are a transformation from printed books into digital media that can be accessed through devices such as computers, tablets, or smartphones. Digital books not only display text but can also contain multimedia elements such as images, audio, video, animations, and interactive quizzes. This makes the learning process more engaging and less monotonous. In the context of learning Hajj and Umrah material, digital books can display simulations of Hajj rituals, videos of worship in the Holy Land, and maps of Hajj and Umrah journeys, all of which can strengthen students' understanding. This study aims to explore the use of digital books as a learning medium for Islamic Religious Education (PAI) on Hajj and Umrah material at the Junior High School (SMP) level. Digital books are considered capable of overcoming the limitations of conventional learning media, which are static and less interactive. By utilizing multimedia elements such as manasik simulations, videos, prayer audio, interactive maps, and educational quizzes and games, digital books provide a more contextual, visual, and enjoyable learning experience. In addition, advantages in terms of accessibility, portability, and the ability to be adapted to students' learning styles make digital books relevant to the demands of 21st-century learning. The implementation of digital textbooks in learning was carried out through online, face-to-face, and blended learning models. Effectiveness evaluations included improvements in students' conceptual understanding, learning motivation, and digital skills. The study results indicate that digital textbooks play a significant role in improving the quality of Islamic Religious Education (PAI) learning, particularly on the topics of Hajj and Umrah, and supporting digital transformation in 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.

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

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

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

Like Marissa Veronika Simatupang; Aruan, Linda

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

The objective of this research is to develop interactive learning media using the Baamboozle application with the topic “Zeit mit Freunden” on reading skill level A1. The present study was conducted in the language laboratory of the Faculty of Language and Arts, State University of Medan. The present research employs the developmental model of Richey and Klein, which comprises three distinct stages: (1) planning, (2) making, and (3) evaluation. The data presented herein were collected through a combination of interviews, observations, and a thorough literature study, with the material drawn from the publication entitled Netzwerk neu A1. The result of this research is a digital game-based interactive learning media designed to improve students reading ability at A1 level. The aspects that are assessed include content, interactivity, ease of use, and design. The validation process was conducted by media and material experts, and the result was 92, which is classified as very good.

Samuel Marbun; Zainal Arifin

International Journal of Education and Social Sciences 2025 International Forum of Researchers and Lecturers

This research aims to develop interactive learning media based on android with iSpring Suite 9 which is feasible and effective in the learning process of Chassis Maintenance and Power Transfer. The type of research used is development research (Research & Development) using the ADDIE development model which has 5 stages namely Analysis, Design, Development, Implementation and Evaluation. The results of the research in the feasibility test of interactive learning media based on media validation by media experts obtained a score of 3.70 in the ‘very feasible’ category, learning design experts obtained a score of 3.71 in the ‘very feasible’ category, and material experts obtained a score of 3.96 in the ‘very feasible’ category. The results of the one to one trial of students obtained a score of 3.50 with the category ‘very feasible’, the small-scale trial of students obtained a score of 3.65 with the category ‘very feasible’, and the large-scale trial of students obtained a score of 3.71 with the category ‘very feasible’. The results of the research in the effectiveness test of interactive learning media are known based on the results of the pre-test and post-test there was an increase in value of 41.29, as well as the average N-Gain value of 0.77 in the high category with a percentage of 76.56% in the effective category. So it can be concluded that android-based interactive learning media using Ispring Suite 9 is very feasible to use as a learning media and effective to use because it can improve student learning outcomes in Chassis Maintenance and Power Transfer subjects in class XI TKR SMK Negeri 1 Percut Sei Tuan.

Riskiyah Riskiyah; Rodiah Rodiah; Romadlon Khusnul Kirom

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to analyze the influence of the use of interactive learning media on students' learning motivation in the subject of Islamic Cultural History (SKI) in class XI Science Madrasah Aliyah 1 Kampar. The background of this research is based on the low learning motivation of students in SKI learning who still uses conventional methods. The research method used is Classroom Action Research (PTK) with a quantitative and qualitative approach. Data was collected through observation, questionnaires, interviews, and formative tests. The results showed that the use of interactive media increased students' learning motivation by 85%, increased students' active involvement in class discussions, and increased the average score of students from 68 to 82. In addition, this study confirms that the use of interactive media contributes to improving students' conceptual understanding and memory of subject matter. The conclusion of this study is that interactive learning media is an effective method to increase students' learning motivation in SKI subjects.

Latifah Nur Fitriana; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technology is developing so quickly that it may have a significant impact on the way teaching and learning are done. Interactive multimedia-based learning materials play an important role in the teaching and learning process. The availability of educational media can make teaching easier for teachers and increase students' learning motivation. This research focuses on designing multimedia-based interactive learning media for introducing marine animals. Researchers found the problem that the learning process at TK BA Aisyiyah Grogol 2 still uses the lecture method and does not use technology. This causes students' interest in learning to decrease. The method applied in designing this learning media is the ADDIE method. The result of this research is an interactive learning media design that uses multimedia. It is hoped that this learning media can increase students' interest in learning and the learning process will become easier and more effective.

Ahnaf Istiqlal Berutu; Mafira Roza; Riki Naldi Hsb

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2024 Universitas Maritim AMNI Semarang

In learning, the teachers job is to educate, teach, lead and evaluate students. Learning can be done with learning alat that is more innovative and productive in presenting the material presented to students in class. The utilization of interactive learning alat is expected to have a major contribution and innovation in the world of education. With the interactive learning alat, it is expected to make it easier for teachers to create innovative and senang learning so that student motivation and interest in learning can increase. Motivation is the basic driving force that encourages a persons learning activities so that he is interested in something he is learning, because interest is a motivational tool in learning. A persons interest in learning depends on how much he wants to get learning results. How important the role of the teacher is in the use of this interactive learning alat, therefore the use of alat has a very big influence on increasing student motivation and interest in learning.

Sony Junaedi; Muslimah; Marya Ulfa

Jurnal Suara Pengabdian 45 2022 LPPM Universitas 17 Agustus 1945 Semarang

Current learning after the pandemic is more towards the Hybrid learning method where this method combines online learning with face-to-face learning. In this learning, interactive learning media is needed by teachers. Prezi application is a software for internet-based presentation (SaaS). In addition to presentations, it can also be used as a tool to explore and share ideas on a virtual canvas. It is superior because this program uses the en:Zooming User Interface (ZUI), which allows Prezi users to zoom in and out of presentation media. The partner problem is that teachers at Madrasah Aliyah Miftahul Huda Mijen Demak still need training and assistance in making interactive multimedia. Therefore, the community service team at the Faculty of Language and Culture, University of 17 Agustustus 1945 Semarang conducted intensive communication with the manager of the MA Madrasah Aliyah Miftahul Huda to find solutions to these problems. There are three methods applied in this service, namely Presentation, Demonstration, and Practice Method. Presentation method is applied in the introduction of the Prezi Application, its benefits, and its application in making interactive learning media, Demonstration Method regarding the operation or use of the application and Practical Method where teachers practice directly making interactive learning media according to their respective subjects. After this service, teachers can position and use learning media as a needed component of a learning process. Learning media has an important role in increasing the effectiveness and efficiency of learning. Teachers are always required to be able to develop and use learning tools available in schools in accordance with current developments.