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Mery Octavia Sari; Roni Faslah; Nadya Fadillah Fidhyallah

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to develop and assess the feasibility of Microsoft Access-based learning media as a digital archive tool. Using a Research and Development (R&D) approach, the study follows the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The participants included one media expert, one material expert, one language expert, and 33 class X MPLB students at SMK Negeri 49 Jakarta. Data collection was conducted through observations, interviews, and questionnaires rated on a Likert scale, evaluated by experts and students. The findings show that: 1) The Microsoft Access-based media, developed for the MPLB basics subject, can be run on laptops or computers; 2) The media suitability received an 81.3% rating ("Very Appropriate"), material suitability 89.3% ("Very Appropriate"), and language suitability 100% ("Very Appropriate"). In the trials, individual testing with three students yielded 89.6% ("Very Eligible"), small group testing with 10 students received 75.7% ("Decent"), and field testing with 20 students reached 86.8% ("Very Eligible"). 3) The product is deemed highly suitable by experts, with strong support from small group and field trials, confirming its effectiveness as a learning tool.

Musthofawiyah Musthofawiyah; Tanti Kurnia Sari

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop a pop-up book learning medium with the theme “Einkaufen” (Shopping) as a German language instructional medium for Grade XI students at SMA Negeri 3 Binjai. The background of this study is the low level of students’ understanding of the learning materials and their lack of learning motivation due to the use of monotonous conventional media. This research employs a Research and Development (R&D) approach using the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of the implementation stage indicate that 98.3% of students agreed that the pop-up book is effective for use in German language learning, and 96.7% stated that the material content is easy to understand. The pop-up book consists of six pages containing learning materials and exercises that focus on reading, writing, and speaking skills. Validation by material and media experts yielded a score of 90, categorized as very good. These findings demonstrate that the developed pop-up book medium is not only visually engaging but also capable of enhancing students’ motivation and comprehension in an integrative German language learning process. This medium can serve as an effective alternative for improving the quality of foreign language learning at the secondary school level.

Muhammad Alfadilal Rizky Rinda; Triana Harmini; Eko Prasetio Widhi

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Learning to read the Al-Qur'an at TPA Al-Amin Brahu Ponorogo still relies on conventional methods, which lead to low motivation and boredom among students. This study aims to design and develop interactive learning media based on Augmented Reality (AR) through the AR-Iqro' Jilid 5 application on the Android platform. The development method employed is the System Development Life Cycle (SDLC) using the Waterfall model, which encompasses the stages of planning, design, implementation, testing, and maintenance.The results of the study indicate that the application performs exceptionally well, with material validation reaching 96%, media design at 96%, and user testing at 97%. These findings prove that the AR-Iqro' Jilid 5 application is highly feasible for use due to its ease of navigation and intuitive visual interface. The implication of this research is the availability of an innovative alternative learning medium capable of increasing students' interest in learning the Al-Qur'an, with the potential for broader implementation in technology-based Islamic educational institutions.

Isrowiyah Isrowiyah; Ika Putra Viratama

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

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.

Romadhona Chusna Tsani; Muhammad Wahyu Gunawan

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

The aim of the research is to find out the process of developing knowledge learning media based on Android applications.Learning media is very much needed as a tool used in practical learning.Changes in educational progress require innovation in learning media to keep them up to dat and able to overcome new problems that arise. The research method used is the R & D research and development method with the 4D model. The stages of the 4D development model are 1) Definition; 2) Design; 3) Development; 4) Distribution. This research produces android-based textile knowledge learning media. The software used is iSpring Suite Toolkit Authoring based on Power Point; and Website 2 APK Builder.The iSpring Suit software is used in the design and development of learning media, while the Website 2 APK Builder software is used to change Android application programs. Based on the results of the learning media feasibility questionnaire, it can be seen that the textile knowledge learning media is very feasible to use, reaching 90%.

Ayu Novirianti; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of information technology requires innovative learning media to improve the quality of instruction in elementary schools. One technology-based learning medium that can be utilized is Kahoot as an interactive quiz. This study aims to describe the implementation of Kahoot in science learning on the topic of plant structure and functions and its effects on students’ conceptual understanding, learning activeness, and motivation in fourth-grade elementary school students. This research employed a descriptive approach with data collection techniques including observation, learning outcome tests, and documentation. The results indicate that the use of Kahoot creates a more interactive and engaging learning environment, increases students’ active participation, and enhances their understanding of plant structure and function concepts. In addition, Kahoot is effective as an evaluation tool because it provides immediate feedback and presents learning outcomes quickly and systematically. However, the use of Kahoot also has limitations, particularly its dependence on the availability of digital devices and stable internet access. Therefore, Kahoot can be used as an innovative alternative learning medium, provided that school conditions are considered and it is combined with other learning methods to optimize science learning.

Salsabila R. Solang; Mita Sari; Elvian Bakari; Nabila Nabila; Nur Jelita Lauli +2 more

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to determine the effect of using number puzzle media on the ability to recognize number symbols in early childhood at Kihajar Dewantoro VI Kindergarten. The background of this study is based on the importance of concrete and interesting media in supporting early mathematics learning, especially the introduction of number symbols in children aged 4–5 years. The study used a quantitative method with a quasi-experimental design through a comparison between conventional learning and learning using number puzzle media. Data were collected through observations of aspects of the ability to recognize number symbols and match numbers. The results showed that the average ability of children in conventional learning only reached a score of 6, while learning using number puzzle media increased significantly to a score of 13.1. These findings indicate that number puzzles can make children more focused, enthusiastic, and easier to understand number symbols in a concrete and meaningful way. Thus, number puzzle media is proven to be effective in improving the ability to recognize number symbols in early childhood and can be used as an alternative mathematics learning media in PAUD.

Feldasha Atha Cahya Dewi; Tias Budi Saputri; Kunjung Ashadi

Mutiara Pendidikan dan Olahraga 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The rapid growth of the digital era significantly reduces children's physical activity, thus having an impact on decreasing gross and fine motor development in elementary school-age children. The habit of excessive use of gadgets causes children to tend to be passive and less involved in structured movement activities. Fundamental Movement Skills (FMS), as the basis of motor competence which includes locomotor, non-locomotor, and manipulative skills, shows increasingly less than optimal development in early childhood and school age. This study examines the contribution of FMS to children's motor development and evaluates the effectiveness of FMS-based learning media, especially modified snake and ladder games, in improving students' basic movement skills. The study used a descriptive-correlational quantitative design involving 40 students aged 6–9 years who were selected through purposive sampling techniques. Data collection was carried out using the Test of Gross Motor Development-2 (TGMD-2) instrument, structured observation rubrics, and supporting documentation. Data analysis used descriptive statistics and Pearson correlation tests to see the relationships between variables. The findings of this research are expected to be the basis for the development of more innovative, adaptive, and fun physical education programs to support children's motor development in the midst of the challenges of the digital era.

Agnes Belak Manehat; Yohana Febriana Tabun; Damian Puling; Marsela Luruk Bere

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to analyze the impact of using learning media on the character development of Pancasila students in grade V of Manumuti Elementary School. This study used a qualitative approach with a case study. Data collection was conducted through observations that measured students' perceptions of the learning media and based on Pancasila student profile indicators. The qualitative approach allows researchers to gain a deeper understanding of the phenomenon being studied by examining in detail different cases within the problem being studied. Information was collected directly from the field through verbal expressions and observation of actions. The results of the study indicate that the implementation of learning media in grade V of Manumuti Elementary School varied and presented. Meanwhile, the character profile of Pancasila students in grade V showed positive development in the dimensions of mutual cooperation, independence, faith, devotion to God Almighty, and noble character. This study concludes that the use of planned and relevant learning media is an effective strategy in strengthening the character profile of Pancasila students.

Siti Amanda; Muhammad Suwignyo Prayogo; Aprilia Yuliantika; Maimunah Maimunah

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

This study has two main objectives, namely (1) to identify various difficulties experienced by students in reading activities in class III of MI Al-Barokah, and (2) to analyze the application of puzzle media as an alternative solution to overcome these difficulties. The research approach used is qualitative with a case study method. Data collection was carried out through observation, interviews, and documentation of teaching and learning activities. Data analysis followed the Miles and Huberman model, which includes the stages of data collection, data presentation, and conclusion drawing. The results showed that third-grade students at MI Al-Barokah still faced various obstacles in reading, including spelling letters one by one, needing the teacher's help when pronouncing words, difficulty distinguishing certain letters, often repeating words or sentences, and not being able to read fluently overall. The use of puzzle media proved to be effective in helping teachers overcome these problems. The use of this media was also able to increase student activity, foster a spirit of learning, and foster their interest in reading activities in the third grade at MI Al-Barokah.

Fahmi Anhar Muladi; Maria Paristiowati; Cecep Kustandi

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This systematic literature review examines the relationship between learning styles and learning media in optimizing 21st-century skills among Diploma Three (D3) vocational students. Through systematic analysis of 74 relevant national and international journal articles published between 2018 and 2024 from Scopus database, this study reveals that the alignment between learning styles (visual, auditory, kinesthetic) and learning media significantly influences the development of critical thinking, creativity, communication, and collaboration skills. Technology-based media such as interactive videos, learning management systems (LMS), and virtual simulations effectively accommodate diverse learning preferences while enhancing students' motivation and engagement in the learning process. The findings indicate that e-modules integrating problem-based learning (PBL) demonstrate effectiveness rates of 65-85% in improving critical thinking skills. This research concludes that the integration of learning styles with digital-based learning media serves as an effective strategy to produce competent and adaptive vocational graduates who are well-prepared to face the challenges of Industry 4.0 and Society 5.0.

Azifatillah Azifah

International Journal of Religious Education and Philosophy 2025 International Forum of Researchers and Lecturers

This study aims to analyze and design Al-Islam learning media on the material of emulating the stories of the apostles Ulul Azmi through an engaging and effective digital storytelling approach to improve the understanding of fifth-grade students at SD MUTU Nunukan. Al-Islam learning, which emphasizes moral and spiritual values, requires innovative media to help students better understand and internalize exemplary attitudes from the prophets. The research method used is Research and Development (R&D) with the ADDIE model, which is limited to two stages: analysis and design. The analysis stage focuses on identifying student characteristics, learning needs, and curriculum requirements related to Al-Islam subjects. Meanwhile, the design stage involves planning digital storytelling-based learning media that integrates visual, audio, and narrative elements aligned with learning objectives. The designed media is expected to support student-centered learning, increase motivation, and make learning activities more meaningful. Through digital storytelling, students are encouraged to actively engage with the content, understand the moral values of the apostles Ulul Azmi, and apply these values in daily life.

Eka Maulidia; Muhammad Suwignyo Prayogo; Tsania Nailal Ilfa; Adellia Saputri

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Science learning in elementary schools plays a vital role in fostering scientific thinking, curiosity, and critical thinking skills from an early age. However, classroom practices are still dominated by conventional methods that make students passive and less motivated, which affects their understanding of abstract concepts such as the states of matter and their changes. This study aims to describe the effectiveness of using Canva as an interactive learning medium to enhance the motivation and learning outcomes of fourth-grade elementary school students on the topic of states of matter and their changes. The research employs a qualitative descriptive method through literature review and theoretical experimentation. The study involved reviewing various scientific sources and conducting a simulated Canva-based learning activity that visualized changes in the states of matter through images, animations, and simple classroom experiments. The findings reveal that using Canva encourages active student participation, clarifies abstract science concepts, and creates an engaging learning experience. Canva has proven to be an effective and innovative medium that supports the principles of the Merdeka Curriculum, emphasizing creativity, collaboration, and independent learning.

Novi Nazilatur Rohmah

International Journal of Islamic Educational Research 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

In supporting the learning process, teachers often use videos on YouTube, Instagram, and TikTok for learning media nowadays. One that can be used for learning media is Augmented Reality. Augmented Reality in the world of education has not been implemented and applied as a supporting medium for interactive education in schools, because no educational institution has implemented it as a mandatory media that functions as a learning tool. Muhammadiyah 12 GKB Gresik Middle School has a Digital Technology Class Program that strives to provide a forum for teachers and students to always actively use technology in learning in class and outside the classroom. With the material Reply for unbelievers, it is hoped that it can be visualized through Augmented Reality. Based on the background above, the author tries to explain the main statement (1) how to design an effective, efficient, and interesting Augmented Reality learning model for 8th grade students of the Quranic material, Surah Al Fajr, reply for unbelievers. (2) what are the advantages and disadvantages of the Augmented Reality learning media design. This study aims to describe the design of the Augmented Reality learning model so that it is effective, efficient, and interesting. As well as describing the advantages and disadvantages of Augmented Reality learning media design so that it can be effective, efficient and interesting for students. The research method used by researchers uses the Research and Development method by adopting the ADDIE development model in the first two steps: Analysis and Design. The results of the needs analysis on the use of Augmented Reality (AR) media in learning replies for non-believers, this is effective, efficient and interesting if used in the learning process for students, and is needed, especially in learning replies for non-believers.

Putri Rizki Agustina; Ummil Muhsinin

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This research is motivated by the low poetry writing skills of third-grade students at MIS Tarbiyah Islamiyah Jelutung. This condition is evident from student learning outcomes that are still below the minimum completion standard and a lack of interest in expressing ideas and feelings through writing. The purpose of this study is to improve poetry writing skills by utilizing animated video media through the Powtoon website as an interesting and interactive learning tool. This study uses the Classroom Action Research (CAR) method which is carried out in two cycles, including the planning, implementation, observation, and reflection stages. The results show an increase in the average value of poetry writing skills from 61 in the pre-cycle (poor category), to 83 in the first cycle (good category), and increasing again to 90.3 in the second cycle (very good category). Thus, the use of Powtoon animated video media is proven to be effective in improving students' poetry writing skills.

Aristamy, I Gusti Ayu Agung Mas; Mutiarani, Rizkita Ayu; Winatha, Komang Redy; Naratama, I Made Edo

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

This study aims to develop an interactive mobile application-based learning media to introduce Devanagari Sanskrit script to Indonesian teenagers. The background of this research is the lack of communicative, contextual, and engaging learning media for the digital generation in learning traditional scripts. The development method uses the ADDIE model modified with a visual communication design approach and integration of local Balinese cultural values. The results show that this media successfully combines strong visual elements, interactive voice narratives, and Balinese cultural iconography in one mobile-friendly platform. Validation from design and cultural experts shows a very high level of feasibility, supported by positive responses from student users at the Dvipantara Samskrtam Foundation. This research makes a real contribution to the preservation of traditional scripts through a digital educational approach that is adaptive to the learning needs of today's teenagers. In addition, this research also opens opportunities for the development of similar learning media for other traditional scripts, thereby increasing awareness and understanding of Indonesia's rich culture among the younger generation. By integrating technology in learning, it is hoped that the preservation of Indonesian culture can go hand in hand with the progress of the times.

Andik Prakasa Hadi; Rudjiono Rudjiono

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

This study explores the development and implementation of an Augmented Reality (AR)-based learning medium to enhance students’ understanding of tajwid at Madrasah Aliyah. The background of this research stems from the limited effectiveness of conventional teaching methods and the relatively low interest of students in learning tajwid. AR-based learning was chosen because it provides a more interactive and contextualized learning experience that actively engages learners. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The participants were Madrasah Aliyah students selected as the experimental group. The findings reveal that the AR learning medium significantly improves students’ comprehension of tajwid rules compared to traditional learning approaches. Moreover, students reported high levels of satisfaction, noting that the media was engaging, user-friendly, and capable of visualizing abstract tajwid rules in a clear and accessible manner. In conclusion, integrating AR technology into Islamic education, particularly tajwid learning, holds great potential to improve learning quality while fostering students’ motivation to explore the subject more deeply.

Meriana Malo; Vinsensius Aprila Kore Dima; Agustina Purnami Setiawi

Router : Jurnal Teknik Informatika dan Terapan 2025 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

This research aims to develop a web-based e-learning application at Sekolah Dasar Masehi Tanggaba by applying the Waterfall software development model. The background of this study stems from the need for interactive, flexible, and easily accessible learning media in the digital era, considering that conventional face-to-face methods are still predominantly used in schools. The Waterfall model was chosen because it provides a systematic workflow through the stages of requirements analysis, system design, implementation, testing, and maintenance. Data collection was carried out through observations, teacher interviews, and documentation studies to identify the actual needs of users.The results of this study produced an e-learning application with key features, including learning material management, interactive quizzes, discussion forums, and automated assessment. Teachers can upload structured materials and assignments, while students can access learning content, complete exercises, and interact through forums more flexibly. System testing was conducted using the black box method to ensure that each function runs according to user requirements and specifications. Based on the testing results, the application was proven to function properly, be practical to use, and effective in supporting the learning process. Teachers found it helpful in managing materials and assignments, while students experienced more independent and interactive learning that was not limited to the classroom. Therefore, the developed e-learning application can be considered valid, practical, and effective as a supporting learning medium in elementary schools and has the potential to improve learning quality in the digital era.

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.

Roce Marsaulina; Gilbert Timothy Majesty

International Journal of Christian Education and Philosophical Inquiry 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

Generation Alpha is growing up in an era dominated by rapid technological advancement and digital interaction, which necessitates the development of innovative, engaging, and interactive learning strategies. This need extends to Christian Religious Education (CRE), where traditional methods may no longer fully capture the attention or meet the learning styles of today's children. One promising approach is the adaptation of Labubu dolls as a learning medium within the CRE curriculum. With their distinctive, expressive features, Labubu dolls can serve as an effective pedagogical tool to convey Christian values in a manner that is both relatable and captivating for young learners. This article explores the integration of Labubu dolls into Christian Religious Education as a medium to enhance student engagement, comprehension, and internalization of core religious values. Using a qualitative research design with a constructivist approach, the study investigates how puppetry, particularly through Labubu dolls, can transform abstract theological ideas into concrete, child-friendly learning experiences. Data was collected through observation, interviews, and reflective practices involving teachers and students in early education settings. Findings indicate that the incorporation of storytelling, character interaction, and reflective dialogue facilitated by Labubu dolls significantly improves children's understanding of Christian principles. The dolls create a dynamic learning environment that encourages emotional connection, moral reasoning, and active participation. Furthermore, the playful yet structured nature of puppet-based instruction aligns well with the cognitive and emotional development of Generation Alpha, making it a highly relevant educational innovation. In conclusion, the use of Labubu dolls within the Christian Religious Education curriculum represents a strategic response to contemporary educational challenges. It not only enhances pedagogical effectiveness but also supports the formation of Christian character and faith from an early age, positioning Labubu dolls as a transformative medium for religious instruction in the digital age.