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Resdi Resdi; Asy Syifah; Syarifah Hijrah Febrianti; Riza Sativani Hayati

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

This study aims to analyze the implementation of video animation-based flipped classroom learning model in increasing students' learning interest in science subjects with material on the structure and function of living organisms in class 8D at SMPN 1 Sanrobone. The low interest in learning science among students is a major problem that needs to be addressed through more attractive and interactive learning innovations. The video animation-based flipped classroom model was chosen because it can optimize classroom learning time for more meaningful activities, while basic concept understanding is done independently through engaging animated videos. This study uses a survey method with a descriptive quantitative approach. The research subjects were  students of class 8D SMPN 1 Sanrobone in the even semester of the 2024/2025 academic year. Research instruments used learning interest questionnaires, observations, and documentation. The results showed that the implementation of video animation-based flipped classroom model was able to increase students' learning interest with high categories in aspects of attention, interest, involvement, and learning satisfaction. Animated videos presented before face-to-face learning provide clear visualizations of the structure and function of living organisms, making students more prepared and enthusiastic to participate in discussions and practical activities in class. This learning model also encourages student learning independence and increases active interaction in learning. This study recommends the implementation of video animation-based flipped classroom as an alternative effective and innovative science learning strategy to increase students' learning interest.

Yonatan Novelius; Yusawinur Barella; M Zainul Hafizi; Hadi Wiyono

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

This study aims to determine the effectiveness of the Problem-Based Learning (PBL) model assisted by Doratoon animation videos on students’ conceptual understanding in Social Studies for eighth-grade students of SMP Negeri 6 Sengah Temila. This research employed a quantitative approach using a quasi-experimental method with a Pretest-Posttest Control Group Design. The population in this study consisted of all eighth-grade students, with two classes selected as samples using a purposive sampling technique. The experimental class was taught using the PBL model assisted by Doratoon animation videos, while the control class used Canva media. The research instrument was a multiple-choice test consisting of 20 questions administered before and after the treatment to measure students’ conceptual understanding. The data analysis results showed that the average N-Gain score of the experimental class was 21.6% (low category), while the control class scored 22.6% (low category). The independent sample t-test yielded a significance value of 0.000 < 0.05, indicating a significant difference between the experimental and control classes. Therefore, the Problem-Based Learning model assisted by Doratoon animation videos was proven to be more effective than Canva media in improving students’ conceptual understanding in Social Studies. The results of this study are expected to serve as a reference for teachers in applying innovative learning media to support more interactive and meaningful 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.

Nurlaili Hidayatul Baiti; Rachmat Panca Putera

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

In the digital era, the erosion of moral values among young people has become a pressing challenge for Islamic Religious Education (PAI). Folktales, as part of Indonesia’s cultural heritage, offer universal moral lessons that resonate with Islamic principles. This study investigates the potential of folktales as instructional media for instilling Islamic values while addressing the demands of digital-based learning. A qualitative descriptive method was applied, involving textual analysis of folktales, classroom observations, and interviews with teachers and students. The selected stories Malin Kundang, Bawang Merah Bawang Putih, Timun Mas, and Lake Toba were examined to identify moral values consistent with Qur’anic and prophetic teachings. Data were analyzed using reduction, presentation, and conclusion drawing, supported by triangulation to enhance validity. The results reveal that folktales embody key Islamic values such as filial piety, honesty, patience, courage, and loyalty to promises. Their integration into PAI classes not only increased student attention and emotional engagement but also encouraged deeper moral reflection. Moreover, digital adaptations through animations, videos, and digital storytelling expanded their relevance to contemporary learners, although challenges remain in teachers’ digital literacy and the need for contextual reinterpretation. This study concludes that folktales are more than cultural narratives; they are strategic tools for moral education. By leveraging digital innovation, folktales can reinforce character formation, sustain the relevance of PAI, and prepare Muslim students to be adaptive and value-driven in navigating modern society.

Evi Ni’matuzzakiyah; Aryani Rahma Wulandari

DIAGNOSA: Jurnal Ilmu Kesehatan dan Keperawatan 2025 International Forum of Researchers and Lecturers

Cases of child sexual abuse in Indonesia continue to increase each year. In the Special Region of Yogyakarta, Yogyakarta City ranks among the areas with the highest incidence. A preliminary study conducted at SD Negeri Dalem revealed that students had a low level of understanding about sexual abuse, with some having experienced it firsthand. One promising and age-appropriate intervention is the use of animated video media. To determine the effect of animation-based sex education on knowledge and self-awareness in preventing sexual harassment among students at SD Negeri Dalem Yogyakarta in 2025. This study employed a quantitative method with a pre-experimental one-group pre-test post-test design. A sample of 50 students from grades 3 to 6 was selected using proportionate stratified random sampling. The research instruments consisted of questionnaires measuring knowledge and self-awareness. Data were analyzed using univariate analysis and bivariate analysis with the Wilcoxon signed-rank test. The Wilcoxon test showed a significant effect on the improvement of knowledge (p-value = 0.012), indicating that the null hypothesis (Ho) was rejected and the alternative hypothesis (Ha) was accepted. However, there was no significant effect on self-awareness (p-value = 0.672), meaning the null hypothesis was accepted and the alternative hypothesis was rejected. The number of students in the “good” knowledge category increased from 10 students (20.0%) to 22 students (44.0%) after the intervention, while those in the “good” self-awareness category increased from 30 students (60.0%) to 34 students (68.0%). Animated video education is effective in increasing students' knowledge about the prevention of sexual harassment; however, it is not yet sufficient to significantly improve self-awareness. This indicates that enhancing self-awareness requires more in-depth, repeated, and interactive educational methods.

Mifta Huljanah; Erwin Krisman Zai

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study aims to evaluate the effectiveness of digital learning media in enhancing elementary school students’ learning interest within the context of technological advancement in education. Digital media such as interactive videos, educational animations, and learning applications are increasingly integrated into teaching processes as a response to the demand for more innovative and adaptive education. This research discusses how digital learning media can stimulate students’ intrinsic motivation, strengthen engagement, and create a more enjoyable and contextual learning experience. The findings indicate that digital media holds significant potential to improve the quality of primary education by presenting content in an engaging and easily comprehensible manner. Despite technical challenges such as limited device availability and internet access, conceptually, digital learning media can serve as a strategic solution in reforming teaching methods in the digital age.  

Aknes Wulandari; Puspita Indriani; Laras Wati; Aknes Wulandari

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

Advances in science and technology drive innovation in learning, especially through the optimization of learning media to foster students' interest in learning. This study aims to explore how the use of learning media can foster students' interest in learning at SMP Negeri 17 Batang Hari. The research approach is qualitative research with a case study approach, involving teachers and students as the main contributors. Information was collected through observation and in-depth interviews that focused on student engagement, material appeal, content clarity, learning motivation, digital interactivity, and changes in attitudes and values. The findings of this study indicate that learning media such as videos, images, animations, and digital applications can significantly increase student engagement and interest in learning. Visual aids enable students to understand abstract ideas in a more tangible way and facilitate the dissemination of content. Digital aids create an interactive and engaging learning environment that encourages students to be actively involved. Teachers also find these materials useful for clarifying exchanges, reducing words, and encouraging students to engage in structured reasoning. Learning Media not only improves academic achievement but also contributes to the emergence of values ​​such as collaboration, creativity, and digital ethics. This study concludes that optimizing learning media can produce a dynamic and relevant learning process, even though there are technical constraints in selecting learning tools that are tailored to student characteristics.

Sifa Fauziah; Afrizal Zein

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

Skincare Distributor Sr12 is a Distributor that provides herbal beauty products from PT. SR12 Herbal Perkasa. PT. SR12 Herbal Perkasa is a company engaged in the field of herbal & skin care which was established in 2015 by Toni Firmansyah, S. Farm., Apt as the main director, Asrianty Salam, S.Farm as a pharmacist who is responsible for Plant Operational. The Sr12 Distributor Store requires more active and wider marketing to increase sales. To improve marketing, an information system is needed that can make it easier for consumers to find information about product information and marketing of sr12 products. One of the media that is widely used in marketing is a website. A website is a collection of addresses that display interrelated information in the form of text, images, videos, animations, sounds or a combination of all of them that can be accessed using the internet. To build a website, a method is needed. Personal Extreme Programing (PXP) is a software development method that tries to simplify the various stages in the development process so that it becomes more addictive and flexible. Keywords: Information systems, single level, Personal Extreme Programming (PXP)

Hendi Sopian; Muhamad Sopyan

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This research discusses the impact of using 3D animation, especially using the Plotagon Studio application, on material on organizational movement towards independence at Cendana DDI Samarinda Middle School, which has several objectives: 1) To find out the procedures for implementing learning with 3D animation using the Plotagon Studio application. 2) to find out how teachers and students respond to learning using 3D animation, especially with the Plotagon Studio application at SMP Cendana DDI Samarinda. The type of research used is qualitative descriptive research which includes data collection, data reduction, data presentation, and drawing conclusions. The results of this research reveal that when using the Plotagon Studio application there are several procedures that need to be carried out. Apart from that, there were responses obtained from teachers and students regarding the use of 3D animation videos and the use of the Plotagon Studio application at SMP Cendana DDI Samarinda.

Diandra Nofita; Cerillia Nanda Ocktaviani; Adrias Adrias; Fadila Suciana

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Science and technology have a big influence on teachers and students in the learning process. The use of digital-based learning media is also commonly used to support the learning process. The use of animated videos in learning is one of the uses of technology in the current era, animated video media provides enormous benefits in the process of delivering learning by teachers and student learning outcomes. In learning Indonesian, learning using animated videos greatly increases students' interest in carrying out learning. In this research the author uses a library study model, by analyzing several trusted articles. This research is suitable to be used because it does not only examine it from one point of view but from several valid points of view. The aim of this study is to find out how effective the use of animated videos is on students' listening skills.

Diandra Nofita; Cerillia Nanda Ocktaviani; Adrias Adrias; Fadila Suciana

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Science and technology have a big influence on teachers and students in the learning process. The use of digital-based learning media is also commonly used to support the learning process. The use of animated videos in learning is one of the uses of technology in the current era, animated video media provides enormous benefits in the process of delivering learning by teachers and student learning outcomes. In learning Indonesian, learning using animated videos greatly increases students' interest in carrying out learning. In this research the author uses a library study model, by analyzing several trusted articles. This research is suitable to be used because it does not only examine it from one point of view but from several valid points of view. The aim of this study is to find out how effective the use of animated videos is on students' listening skills.

Muthia Arini Hasibuan; Nurdiana Siregar; Rora Rizky Wandini

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to find out how to develop animated video learning media to improve the mathematical problem solving abilities of class VI students. This research is based on several problems, namely students who do not understand the discussion of learning material because mathematics is considered boring and it is difficult to memorize formulas. This made students unable to solve problems in the learning process. This research used research method and development using 4D research model. The sample of this research consisted of 25 students, with the first step not using animated videos and the second step using animated videos. The research instruments used in this research were tests (essays) and questionnaires. The research results showed that the feasibility level was 92% in the "very valid" category, the practicality level was 92% in the "very practical" category, and the effectiveness level was 88.52% in the "effective" category. These results can also be seen from the pretest with an average value of 34 and posttest with an average value of 92, so the average N-Gain Score was 88.52%. So, it can be concluded that the development of animated video learning media can improve the Mathematical problem solving abilities of 6th Grade of Elementary School students.

Husnaini Rahmi Arrumi

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2025 STIKes Ibnu Sina Ajibarang

This study explores the reinforcement of monotheism (tauhid) education through interactive digital content for fifth-grade students at SDIT Insan Kamil in the social media era. Using a qualitative case study approach, data were collected via classroom observations, interviews with Islamic education teachers, and analysis of digital learning materials. Findings indicate that interactive digital content, including videos, animations, and educational games, enhanced students' understanding of tauhid, increased engagement, and facilitated self-directed learning beyond school hours. Students demonstrated improved participation in discussions and greater confidence in expressing religious inquiries. However, challenges such as unequal access to technology among students were identified. Recommendations include developing tailored digital content aligned with tauhid principles, providing teacher training in technology integration, and addressing technological disparities through collaborative school-parent efforts. This study highlights the potential of digital tools to make Islamic education more relevant and engaging for digitally immersed students, emphasizing balanced collaboration between technology and teacher guidance.