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Nunung Febriyaningsih; Noveri Aisyaroh

Journal of Health Sciences, Public Health and Pharmacy 2025 International Forum of Researchers and Lecturers

Syphilis is one of the reproductive health problems that remains a challenge in Indonesia, with a trend of increasing cases, while the level of adolescent knowledge about this disease is still low. Educational efforts are needed to improve adolescent understanding, one of which is through video media which is considered more interesting because it combines visual and audio elements. This study aims to evaluate the effectiveness of video as an educational medium in improving adolescent knowledge about syphilis at SMKS Al Hikmah 2 Sirampog, Brebes Regency. This type of research is a pre-experimental study with a one group pretest-posttest design. The study sample consisted of 47 students selected using a purposive sampling technique. The research instrument was a syphilis knowledge questionnaire administered before and after the educational video intervention. Data analysis used the Wilcoxon Signed Rank Test and N-Gain calculation. The study showed that Results Before the intervention, the level of knowledge of respondents was in the good category for 24 students (51.1%), sufficient for 11 students (25.5%), and poor for 12 students (23.4%). After being given the educational video intervention, there was a significant increase with all respondents (100%) being in the good category. The Wilcoxon Signed Rank Test showed a significant difference between pretest and posttest scores (p-value = 0.000). N-Gain analysis categorized the increase in knowledge as high. The study concluded that video media has proven effective as an educational tool in increasing adolescent knowledge about syphilis, making it a viable alternative learning medium in reproductive health programs.

Praditya, Fadlan; Hadiyanto Hadiyanto

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

This study examines the video content production process at Digital Hub Sinar Mas Land as a visual communication strategy to support branding for a digital innovation area. The background of this research stems from the increasing need for organizations to produce creative and informative content as social media becomes a primary channel for information distribution. The study aims to describe the stages of pre-production, production, and post-production, and to identify challenges that affect the effectiveness of video content creation. A qualitative descriptive method was used through active participation, observation, interviews, and literature review. The findings show that concept planning, scriptwriting, and storyboard development form the foundation of successful production. The production stage emphasizes camera techniques, talent coordination, and visual consistency aligned with communication goals. The post-production stage focuses on technical editing to strengthen the audiovisual message structure and prepare content for publication. Key challenges were found in storyboard development, talent performance during filming, and audio processing that required detailed adjustments. The results highlight the importance of thorough planning and coordinated teamwork to ensure that video content effectively supports branding strategies.

Milenia Ferlihanisa; Endang Sulastri

Jurnal Hukum, Politik dan Humaniora 2025 Lembaga Pengembangan Kinerja Dosen

The Indonesian Solidarity Party (PSI) distinguishes itself as the sole political party actively promoting its platform through mainstream media. Social media has become integral to political campaigns in Indonesia, with PSI leveraging these platforms more effectively than its contemporaries since its establishment in 2014. PSI sought to position politics as an engaging activity for diverse audiences and to reduce political apathy among young people. The research method used by the researcher was a qualitative descriptive-analytical approach, utilizing the theory of Harold D. Laswell's concepts of new media and political communication (propaganda). Thus, the results of the research that has been conducted, it can be concluded that, (1) PSI is able to establish itself as a party that is closely related to young people and digital; (2) Instagram is PSI's main platform that focuses on attracting the sympathy of young people, becoming the most effective platform in conveying political messages visually and audio-visually, (3) In the elections for the Indonesian House of Representatives and the Jakarta Province DPR D, PSI obtained an increase in votes compared to the 2019 Election, (4) PSI's political communication has characteristics that prioritize party communication with a youthful style and the capacity of figures.

Latia Anggun Paramita; Alfiani Nurjannah; Aulia Ratna Dewati; Endrise Septina Rawanoko

Jurnal Pendidikan dan Kewarganegara Indonesia 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Civic Education (PPKn) serves as an essential foundation for cultivating students’ moral character and citizenship values at the elementary level. This study examines the role of PPKn in shaping the noble character of Grade 2 students at SD Negeri 2 Pereng, identifies existing challenges in its implementation, and proposes strategies for improvement. Using a descriptive qualitative approach, data were collected through classroom observations and interviews with the Grade 2 teacher. The findings show that PPKn contributes significantly to developing students’ discipline, responsibility, cooperation, politeness, and patriotism through structured routines such as daily prayers, class duties, simple deliberation activities, and flag ceremonies. The teacher’s modeling and guidance further reinforce value internalization. However, limited audiovisual media, uneven literacy skills, and classroom management issues hinder optimal implementation. Effective solutions include simplifying learning materials, utilizing accessible visual media, strengthening teacher facilitation, and enhancing collaboration between school and parents. Overall, PPKn remains vital in supporting character development when supported by adequate strategies and consistent habituation.

Krisna Fatichal Septiandra; Krisna Fatichal Septiandra; Diana Aqidatun Nisa; Aileena Solicitor.C.R.E.C

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Abstract. This study originates from the low awareness among early childhood learners regarding the importance of consuming nutritious and minimally processed Real Food. The purpose of this design project is to create an engaging educational medium in the form of a 2D animation titled “Kebun Imajinasi: Teman Realfoodku” to introduce the concept of Real Food to five-year-old children. A mixed-method approach (qualitative and quantitative) was applied through observation, interviews, and questionnaires involving children, parents, and professional animators. The collected data served as the foundation for designing characters, storylines, illustration styles, colors, and audio suitable for young audiences. The results show that 2D animation featuring bright visuals, playful characters, and educational narration effectively increases children’s interest and understanding of healthy food. The implication of this study highlights the potential of animation as an effective visual communication tool to promote nutritional education and healthy lifestyle habits from an early age.

Anhari, Ridlo Qoirul; Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students

Mohammad Taufik Rifai; Jani Jani

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Education is a fundamental right that must be fought for by every child in the nation, and throughout its development, it continues to undergo innovations and evaluations toward better quality. One educational model that is growing in Indonesia is the boarding school system, which has its own characteristics, advantages, and challenges. This study aims to describe the social studies (IPS) teachers’ strategies in boarding school–based learning, the implementation of IPS learning within the boarding school environment, and the obstacles faced by IPS teachers at MTs Darul Hikmah. This research employs a qualitative approach with a case study design. The study was conducted at Pondok Modern Darul Hikmah Tulungagung, with seventh-grade students as research subjects. Data collection techniques included observation, interviews, and documentation. The results show several factors that influence the low effectiveness of IPS learning in boarding schools, including the dense institutional activity schedule that reduces students’ learning focus, teachers’ limited mastery of the subject matter and classroom management, and the dual curriculum implemented simultaneously within the institution. Efforts to improve IPS learning effectiveness include enhancing teacher discipline when entering and leaving the classroom, utilizing audio-visual learning media, and connecting learning materials with current issues to make the lessons more relevant and engaging. Furthermore, the study reveals several advantages of boarding school–based education, such as fostering students’ independence, developing social awareness, providing deeper religious instruction, and integrating both general and religious education. Thus, IPS learning in boarding schools has the potential to develop more optimally with the support of appropriate learning strategies and more structured institutional management.

Zahiya Zahiya

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

Penelitian ini bertujuan untuk mendeskripsikan implementasi pendekatan Culturally Responsive Teaching (CRT) berbasis audio-visual menggunakan kesenian Madihin dalam pembelajaran Bahasa Indonesia materi teks tanggapan, serta menganalisis efektivitas pendekatan tersebut. Penelitian dilaksanakan di SMP Negeri 14 Banjarmasin dengan pendekatan kualitatif deskriptif. Subjek penelitian adalah pengajar Bahasa Indonesia kelas 7 yang menerapkan inovasi pembelajaran CRT berbasis budaya lokal. Teknik pengumpulan data dilakukan melalui kuesioner daring yang disebarkan menggunakan Google Formulir, kemudian dianalisis melalui tahap reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa penerapan CRT dengan media Madihin mampu meningkatkan hasil belajar siswa, membangun keterlibatan aktif, serta menumbuhkan sikap positif terhadap pembelajaran. Inovasi ini juga mampu menghubungkan materi pelajaran dengan latar belakang budaya siswa sehingga menciptakan pembelajaran yang lebih bermakna. Kendala teknis terkait keterbatasan akses teknologi berhasil diatasi melalui strategi kolaboratif dalam kelas. Secara keseluruhan, pendekatan CRT berbasis audio-visual Madihin terbukti efektif dan layak dikembangkan sebagai model pembelajaran yang adaptif terhadap keberagaman budaya di Indonesia.

Aliftia Ummi Nofitriasari

Jurnal Penelitian Komunikasi dan Sosialisasi 2025 Asosiasi Peneliti dan Pengajar Ilmu Sosial Indonesia

This study analyzes how the aspirations of a single mother are depicted in the music video "Nina" by Feast. The video portrays the social reality of contemporary women, shedding light on their struggles and aspirations. Using a qualitative approach and Ferdinand de Saussure's semiotics, this research examines the relationship between signifiers and signifieds in both audio-visual and narrative media. The analysis reveals that the aspirations of single mothers are depicted through various symbols, including dialogue and key expressions, which represent the conflict between personal dreams and responsibilities. The music video captures the themes of independence, determination, and sacrifice, as the single mother navigates her roles within society and family. The video emphasizes the internal and external struggles of women as they strive to balance their dreams with the demands of daily life. Ultimately, the study demonstrates how media can reflect and amplify the personal and social dynamics of women, particularly single mothers, in the context of contemporary challenges.

Indah Damayanti; Sukirno Sukirno

International Journal of Economics, Commerce, and Management 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study aims to develop interactive PowerPoint-based audio-visual learning media for Grade X Economics and to test its feasibility and effectiveness in improving student activity and learning outcomes. The method used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of students in grades X6 and X7 at SMA N 1 Ngluar and SMA Muhammadiyah 1 Muntilan. Data were collected through interviews, questionnaires, and learning outcome tests. The feasibility test results showed that the interactive PowerPoint media was considered very feasible to use, with an average score of 4.6 from subject matter experts, 4.8 from media experts, 4.45 from teachers, and 4.5 from students. The effectiveness test showed N-Gain Scores for activity and learning outcomes of 0.42 and 0.58, respectively, at SMA N 1 Ngluar and 0.44 and 0.55 at SMA Muhammadiyah 1 Muntilan. Thus, interactive PowerPoint media is effective in increasing student activity and learning outcomes in economics learning.

Monalisa Septrianingsih; Ari Suriani; Yesi Anita; Mansurdin Mansurdin

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

This research is motivated by the low learning outcomes of students caused by the lack of learning activities involving students, as the learning process is still centered on the teacher. This makes students less active in participating in learning. This study aims to describe the improvement in student learning outcomes in Pancasila and Citizenship Education learning using the Inquiry model assisted by audio-visual media in class IV of SDN 16 Padang Besi, Padang City. The type of research used is classroom action research (CAR) with qualitative and quantitative approaches, carried out in two cycles. The research procedure consists of planning, implementation, observation, and reflection. The data obtained are related to learning outcomes using the Inquiry model assisted by audio-visual media. Data collection techniques include observation, tests, and non-tests. The research subjects involved class teachers as observers, researchers as practitioners, and 26 class IV students. The results of the study show that: first, the cycle I teaching module obtained an average of 85.3% (B), increasing in cycle II to 95% (SB). Second, the implementation results of the teacher's learning aspects in cycle I reached 82% (B), increasing in cycle II to 96% (SB). Third, the implementation results of the students' learning aspects in cycle I were 82% (B), increasing to 96% (SB) in cycle II. Fourth, the average student learning outcomes in cycle I were 77 (C), increasing to 89 (B) in cycle II. Thus, it can be concluded that the Inquiry model can improve student learning outcomes in Pancasila and Citizenship Education learning.

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.

Monalisa Septrianingsih; Ari Suriani; Yesi Anita; Mansurdin Mansurdin

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

This research is motivated by the low learning outcomes of students caused by the lack of learning activities involving students, as the learning process is still centered on the teacher. This makes students less active in participating in learning. This study aims to describe the improvement in student learning outcomes in Pancasila and Citizenship Education learning using the Inquiry model assisted by audio-visual media in class IV of SDN 16 Padang Besi, Padang City. The type of research used is classroom action research (CAR) with qualitative and quantitative approaches, carried out in two cycles. The research procedure consists of planning, implementation, observation, and reflection. The data obtained are related to learning outcomes using the Inquiry model assisted by audio-visual media. Data collection techniques include observation, tests, and non-tests. The research subjects involved class teachers as observers, researchers as practitioners, and 26 class IV students. The results of the study show that: first, the cycle I teaching module obtained an average of 85.3% (B), increasing in cycle II to 95% (SB). Second, the implementation results of the teacher's learning aspects in cycle I reached 82% (B), increasing in cycle II to 96% (SB). Third, the implementation results of the students' learning aspects in cycle I were 82% (B), increasing to 96% (SB) in cycle II. Fourth, the average student learning outcomes in cycle I were 77 (C), increasing to 89 (B) in cycle II. Thus, it can be concluded that the Inquiry model can improve student learning outcomes in Pancasila and Citizenship Education learning.

Tabita, Dinda Hersya; Leonard Dharmawan

NALAR: Jurnal Pendidikan dan Kebudayaan 2025 Universitas 17 Agustus 1945 Semarang

This study aims to identify the factors that influence the implementation of interactive digital books as a communication medium at the Museum Kepresidenan RI Balai Kirti. The research method used is qualitative, with data collection through in-depth interviews with museum staff and surveys of visitors. Data were analyzed using the Cognitive Theory of Multimedia Learning (CTML) to understand how the design of the digital book affects the user experience, as well as SWOT analysis to map the strengths, weaknesses, opportunities, and threats related to its implementation. The research results highlight that interactive digital books offer opportunities to improve museum information accessibility and visitor engagement. Its implementation is also influenced by factors such as the quality of the book's content, audio-visual elements, language use, and the richness of the information presented. This study concludes that the success of interactive digital books as a museum communication medium requires a comprehensive strategy that considers the various aspects.

Nurul Nabila; Indah Aini

Publikasi Para ahli Bahasa dan Sastra Inggris 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study employs the 4-D development model (Define, Design, Develop, and Disseminate) adapted from Thiagarajan et al. (1974) to develop a Digital Storytelling medium using Canva for the topic “Family” in Senior High School (SMA/MA). A needs analysis was conducted in the Define phase, revealing that students experienced difficulties in listening and speaking. In the Design phase, a context-based story medium with illustrations, texts, and German audio narration was created. During the Develop phase, the product was validated by two experts. A German language instructor reviewed the material and deemed it suitable for use without revisions. The material validation results showed that the medium is usable without revision, as the material was rated clear, systematic, complete, engaging, and easy to understand. The material expert’s evaluation covered five categories, resulting in a total material score of 95. A media expert evaluated the medium along with audio and video content. The media expert’s assessment included ten categories, resulting in a total media score of 95. Meanwhile, data validation indicated that the medium can be further used with minor revisions, such as enhancing visual elements to make it more dynamic and adjusting audio quality to improve listening comfort. The results of this study show that the development process of the Digital Storytelling medium using Canva for the “Family” topic in Senior High School successfully produced an engaging and communicative product that matches the characteristics of beginner German language learners. This medium contains a story on the theme “Family,” complemented by illustrations, texts, and audio content. The developed video has been uploaded to the YouTube platform to facilitate access for teachers and students.

Nisa Silitonga; Selly Sitompul; Sonya Pasaribu; Sonya Silitonga; Muhammad Natsir

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

In the digital era, YouTube has become a powerful platform for sharing knowledge, shaping perspectives, and encouraging critical engagement. This study explores how multimodal elements—verbal, visual, and audio—construct meaning in the educational video “Kalau Kamu Mau Punya Critical Thinking, Jangan Skip Obrolan Ini!” from the Suara Berkelas channel. Using a qualitative case study approach, the research interprets how these modes work together to support critical thinking. Data were collected through video observation, transcription, and documentation of multimodal features, then analyzed thematically using Kress and van Leeuwen’s multimodal framework and Facione’s critical thinking model. The findings show that the verbal mode structures logical arguments and rhetorical appeals, the visual mode emphasizes meaning through gestures, expressions, and text overlays, while the audio mode builds emotional engagement through tone, pauses, and background music. Together, these modes create a coherent and persuasive discourse that not only informs but also invites viewers to reflect critically. The study contributes theoretically to the understanding of multimodality in digital education and practically provides insights for educators and content creators to design more interactive, reflective, and engaging educational content.

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.

Nilam Aliya Putri; Sagita Tiara Dewi; Fiky Nafian; Izmi Ayyita Rahmawati; Syavrina Fatwa Aulia +3 more

Publikasi Para ahli Bahasa dan Sastra Inggris 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study is based on the urgency of understanding assertive speech acts as part of pragmatic studies in speech acts in the movie Sweet 20 by Ody C. Harap. Sweet 20 was chosen because of its richness in dialogue and cross-generational representation, thus allowing in-depth analysis of speech acts. This research aims to identify, classify, and analyze the form and function of assertive speech acts used by the characters in the film. The method used in this research is descriptive qualitative with a pragmatic approach. The data were obtained through listening and note-taking techniques on the characters' speech in the movie. Data analysis refers to Searle and Galassi's speech act theory, which emphasizes assertive speech acts. The results show various forms of assertive speech acts, such as stating, telling, suggesting, boasting, complaining, reporting, expressing positive emotions, self-affirmation, and expressing negative emotions, which are influenced by the social and cultural context in the movie. This research contributes to the development of pragmatics studies in linguistics, can be used as a reference in learning Indonesian, especially speaking skills, and provides further insight into the use of speech acts in audio-visual media.

Hasan Fadhil Aulya; Bonardo Marulitua Aritonang; Muhammad Ismail Alif

Harmoni: Jurnal Ilmu Komunikasi dan Sosial 2025 International Forum of Researchers and Lecturers

This study investigates the influence of the film Tenggelamnya Kapal Van Der Wijck on students’ perceptions of Minangkabau culture, focusing on Communication Science students at Bina Sarana Informatika University (UBSI). The research employs a quantitative approach with a survey method, applying the Uses and Effects theory to examine how media content affects audience perception. The study aims to understand how cultural values embedded in the film impact students’ knowledge, attitudes, and behavioral orientations toward Minangkabau traditions. A total of respondents were surveyed to measure their cultural perceptions before and after watching the film. Statistical analysis using correlation tests reveals a significant relationship between exposure to the film and students’ cultural perceptions, with a correlation coefficient of 0.631, indicating a moderately strong influence. The film illustrates various aspects of Minangkabau culture, including the matrilineal kinship system, social norms, and traditional values, which significantly enhance students’ awareness and understanding. Furthermore, the findings suggest that the film contributes not only to knowledge acquisition but also to shaping attitudes and potential behavioral changes toward cultural appreciation. The study concludes that film, as a powerful visual medium, plays a substantial role in shaping cultural perceptions among the younger generation. These findings underline the importance of strengthening cultural literacy through audiovisual media while encouraging critical perspectives to avoid misinterpretation of cultural messages. Future research is recommended to compare the impact of different cultural films across diverse student populations to deepen the understanding of media influence on cultural perception.

Kesuma, Meiranda Dwinissa; Kumalasari, Intan; Hendawati, Hendawati

Antigen : Jurnal Kesehatan Masyarakat dan Ilmu Gizi 2025 LPPM STIKES KESETIAKAWANAN SOSIAL INDONESIA

The issue of solid waste is becoming increasingly complex in line with population growth and the expansion of residential areas, while the capacity of final disposal sites remains very limited. The absence of waste segregation at the source leads to accumulation, contributing to environmental pollution, the spread of diseases, and flooding due to clogged drainage channels. This study aimed to analyze changes in students’ knowledge, attitudes, and practices before and after a waste-sorting educational intervention at SD Negeri 119 Palembang in 2025. A pre-experimental design with a one-group pretest–posttest approach was employed, involving 104 fifth-grade students selected through total sampling. The intervention consisted of waste-sorting education using audio-visual media, accompanied by pretest and posttest assessments. The findings revealed significant improvements in students’ knowledge (67.40 to 91.15), attitudes (23.28 to 32.56), and practices (12.72 to 22.90). The Wilcoxon test confirmed statistically significant differences between pre- and post-intervention scores (p < 0.05). These results highlight that audio-visual media–based education is effective in enhancing students’ knowledge, attitudes, and practices regarding waste sorting. Continuous implementation of similar programs in schools is strongly recommended to foster environmentally responsible behavior from an early age.