Publication Search

80,083 articles from 753 journals · 2,111 citations tracked

Showing 1-20 of 945

Analytics

Venus Selvita; Putri Mandarani; Eko Kurniawanto Putra; Ganda Yoga Swara; Eva Yulianti

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2026 Institut Teknologi dan Bisnis (ITB) Semarang

Logic gate learning is a fundamental topic in digital electronics; however, the learning process is often delivered theoretically with limited visualization of logic gate operations, making it difficult for students to understand the concepts. This study aims to design and develop an Augmented Reality (AR)-based learning media using a markerless approach with the 3D Object Tracking technique on Android devices. The application was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of the stages of concept, design, material collection, development, testing, and distribution. The developed application provides three-dimensional visualization of logic gates, learning materials, interactive simulations, and quizzes. The application quality was evaluated based on the ISO/IEC 25010 standard, covering the aspects of Functional Suitability, Performance Efficiency, Usability, Compatibility, and Portability. The evaluation results showed that the application achieved a score of 100% in the Functional Suitability, Performance Efficiency, Compatibility, and Portability aspects. Meanwhile, the Usability evaluation obtained scores of 86,6% from respondents who had not previously studied logic gates and 89% from those who had, indicating that the application is categorized as highly feasible. Therefore, the developed markerless Augmented Reality-based learning media can serve as an interactive, engaging, and effective learning alternative for improving students' understanding of logic gate concepts.

Nurul Mukharomi Azizah; Wargijono Utomo

JURNAL RISET MANAJEMEN (JURMA) 2026 Institut Teknologi dan Bisnis (ITB) Semarang

This research aims to implement Business Intelligence and the TOPSIS method in a Decision Support System for selecting the best-selling products in retail stores through an analytical Dashboard. Retail businesses generate large amounts of transaction data every day, but the data is often only used for operational reporting and has not been optimally utilized for strategic decision making. This study integrates Business Intelligence technology, data Warehouse, ETL process, Dashboard Analytics, and TOPSIS method to analyze product sales patterns and determine the best-selling products based on several criteria such as sales quantity, stock turnover, profit level, customer demand, and sales frequency. The research method uses a system development approach consisting of data collection, dimensional modeling, ETL implementation, TOPSIS calculation, Dashboard design, and system evaluation. The results show that the implemented system can accelerate reporting processes, improve decision-making accuracy, and assist management in identifying strategic products quickly and interactively. The integration of TOPSIS with Business Intelligence Dashboards contributes to effective data-driven decision making in retail management.

Permatasari, Diah; Permatasari, Diah; Daniar, Aninditya; Candra Ayuswantana, Alfian

JURNAL ILMIAH KOMPUTER GRAFIS 2026 UNIVERSITAS STEKOM

The Entangled game is designed as an interactive medium to convey the problem of ghost nets to the 19–25 age group through a visual novel format that relies on narrative and visuals as a means of communication. This medium is presented to highlight the problem of ghost nets which are a serious threat to marine ecosystems because they destroy habitats, endanger marine biota, and impact the social and economic aspects of coastal communities, but are still poorly understood by the younger generation due to the limited availability of engaging and communicative educational media. In designing this game, character design plays a key supporting element that helps convey conservation messages emotionally and narratively through character representation, dialogue, and relationships between characters in the storyline. The method used is a mixed method with data collection through interviews, literature studies, and questionnaires, which are then developed using the Game Development Life Cycle (GDLC) approach to ensure the game design process runs systematically. 

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

JURNAL ILMIAH KOMPUTER GRAFIS 2026 UNIVERSITAS STEKOM

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

Renantha Chandra Ningtyas; Meutia Hanifah; Safrizal Safrizal; Mega Adyna Movitaria

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study is to analyze various forms of low student concentration behavior during learning activities at Sungai Tarab Elementary School, as well as the factors underlying these conditions in classroom learning processes. This research uses a qualitative method with a case study design, focusing on an in-depth understanding of phenomena occurring in the field. The selection of research informants uses a purposive sampling technique, where informants are determined based on specific criteria related to the research problem to ensure that the data obtained is valid and reliable. Data were collected through three techniques, namely in-depth interviews, observation, and document study. The data were analyzed using the Miles and Huberman model, which includes data reduction, data display, and conclusion drawing. The results of the study show that forms of low student learning concentration behavior include walking around the classroom, talking with friends during lessons, and disturbing classmates when they feel bored and uninterested in classroom learning activities. This condition indicates the need for more interactive teaching strategies and more effective classroom management. It is important for teachers to improve student focus through varied and engaging learning approaches, as well as strengthening classroom discipline. In addition, support from the school environment and parents also contributes to reducing these behaviors sustainably.

Asra Fania; Syahrul Ramadhan

Intellektika : Jurnal Ilmiah Mahasiswa 2026 STIKes Ibnu Sina Ajibarang

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

Junaidi, Saviola Cinka Dihansa Junaidi; Supriyanto, Supriyanto; Yunus, Eko Yudianto

Journal of Administrative and Sosial Science (JASS) 2026 Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

This study aims to examine the implementation of Probolinggo City Regional Regulation Number 2 of 2024 concerning the Respect, Protection, and Fulfillment of the Rights of Persons with Disabilities, specifically regarding entrepreneurial rights in Kanigaran District. A descriptive qualitative approach with a single case study design was employed. Data were collected through in-depth interviews with four key informants, field observation, and documentary study. Data analysis used Miles and Huberman's interactive model, interpreted through Thomas B. Smith's policy implementation theory encompassing four variables: Idealized Policy, Target Groups, Implementing Organization, and Environmental Factors. Findings indicate that implementation has been underway but has not yet reached an optimal state. The policy possesses strong normative substance, yet socialization to target groups remains shallow and uneven. Entrepreneurial motivation among persons with disabilities is high, but constrained by limited capital, social stigma, transportation barriers, and insufficient post-training mentorship. The DKUP has conducted training and marketing facilitation programs, however capital support capacity and sustained mentorship remain critically limited. Environmental factors reveal potential through the KDK community and digital technology, while social stigma and transportation infrastructure continue to pose significant obstacles.

Agustin Ellbas, Cenb Rosella; Dewan Dita, Merry

EduGrows: Education and Learning Review 2026 Yayasan Penelitian dan Pengabdian Masyarakat Sisi Indonesia

The incorporation of artificial intelligence (AI) in language education has provided new opportunities for students to practice English learning especially in speaking ability. This research explored what the students thought about speaking in English and whether or not they had positive opinions toward using AI-based learning to enhance their English speaking skill at the tenth grade of SMAN 19 Tebo. This research adopted a qualitative research design. Questionnaires and follow- up interviews with students who had used Replika AI as a tool for speaking practice were the methods of data collection. The findings indicated that students had different attitudes to speaking in English. Several students reported experiencing anxiety, lack of confidence, and fear of making mistakes when speaking in class. On the other hand, there were also some concerns regarding the tool’s artificial intelligence design of Replika AI. The interaction with an AI-service app for all participants interacting with the AI application was associated with English practice on their own terms and without feeling judged. Moreover, the program generated an interactive context where the students could practice their conversations, and build their ideas more confidently. As has been elaborated above, the results showed that Replika AI was seen as a helpful instrument to practice English speaking and reduced students’ anxiety of speaking. The study recommends that AI- mediated learning has the potential to be an alternative medium for speaking practice in the EFL context.

Angkin Dayu Safitri; Firdaus Firdaus; Pamungkas Stiya Mulyani

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study examines the effectiveness of integrating the demonstration method with audio-visual interactive multimedia to enhance Grade III elementary students' proficiency in sunnah rawatib prayers. A quasi-experimental design was employed with an experimental group (n=21) receiving demonstration-assisted multimedia instruction and a control group (n=22) undergoing conventional teaching. The primary instrument was a validated worship practice observation checklist (CVR=1; Cronbach's Alpha=0.873). Data analysis included the Shapiro-Wilk normality test, N-Gain calculation, and the Mann-Whitney U test. The experimental group achieved a posttest mean of 85.95 (100% mastery rate) compared to the control group's 74.32 (77.27% mastery). The experimental group's N-Gain score of 0.7146 (high category) substantially exceeded the control group's 0.4423 (moderate category). The Mann-Whitney U test yielded an Asymp. Sig. (2-tailed) value of < .001, confirming a statistically significant difference between both groups. These findings affirm that demonstration enriched by interactive multimedia scaffolding effectively constructs students' procedural knowledge of worship rituals and optimally engages multiple sensory modalities at the primary level.

Ayu Mei Sinta Miranda; Ganes Gunansyah

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

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

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

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

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

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

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

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

Adang Ridwan; Agus Salim; Ria Karmila; Mahdayeni Mahdayeni; Harlina Harja +1 more

Mutiara : Jurnal Penelitian dan Karya Ilmiah 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Data analysis is a fundamental stage in educational research because it determines the validity, credibility, and quality of research findings. The different philosophical paradigms underlying qualitative and quantitative approaches require distinct concepts, procedures, and analytical techniques. This study aims to examine the concepts, procedures, and implementation of data analysis in educational research using both qualitative and quantitative approaches. A literature review method was employed by analyzing books, scientific journal articles, and other relevant academic references related to educational research methodology. The findings indicate that qualitative data analysis emphasizes an interactive and iterative process involving data reduction, data display, conclusion drawing, and verification to produce credible and meaningful interpretations. In contrast, quantitative data analysis relies on systematic statistical procedures, including descriptive and inferential analyses, to test hypotheses, identify relationships among variables, and support objective decision-making. Although both approaches differ in their analytical orientation and techniques, they share the need for systematic, objective, valid, and rigorous procedures to ensure the accuracy and trustworthiness of research findings. Understanding these differences enables researchers to select analytical methods that are appropriate to their research objectives, designs, and data characteristics. This study contributes to a broader understanding of educational research methodology and provides practical guidance for researchers, educators, and university students in implementing effective and appropriate data analysis techniques.

Luthfiyana Mahrurin Abadi; Rizky Parlika

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2026 Institut Teknologi dan Bisnis (ITB) Semarang

Children's literacy can be improved through interactive learning media. A digital children's story platform, previously a mobile application, required web version development to expand user accessibility via browsers. The main challenge in this development was presenting multimedia content such as text, images, and audio dubbing synchronously scene-by-scene without degrading system performance, as well as facilitating reader interaction through a rating feature. This research aims to design and develop the platform using a Decoupled Architecture approach. The software development method used is Waterfall, encompassing requirement analysis, system design (UML, CDM, and PDM), implementation, testing, and maintenance. During implementation, ReactJS is utilized on the client-side for responsive interface rendering and state management, while Laravel is implemented on the server-side as a RESTful API provider to manage multimedia asset transmission, rating records, and the MySQL database. Functional system testing was evaluated using Black-box Testing, while user experience was validated using Spearman's Rank Correlation. The results indicate that this architectural separation (front-end and back-end) effectively resolves server overload issues commonly found in monolithic architectures and produces a seamless, stable asynchronous data transmission system across various devices.

Pajhar Ainnun Berutu; Nurbaiti Nurbaiti; Purnama Ramadani Silalahi

JURNAL RISET AKUNTANSI 2026 Institut Teknologi dan Bisnis (ITB) Semarang

This study aims to explore the perceptions and meanings of maslahah (public welfare) values in the implementation of the Free Nutritious Meal Program (MBG) at SD Negeri 030413 Salak, Pakpak Bharat Regency, North Sumatra Province. Pakpak Bharat Regency records a stunting prevalence of 28.9% far exceeding the national average of 19.8% while most beneficiary families are low-income and lack adequate access to nutritious food. This research employs a qualitative approach with a phenomenological design through semi-structured in-depth interviews, participatory observation, and documentation involving nine informants. Data analysis was conducted using the Miles and Huberman interactive model with interpretation based on the maqāṣid al-sharīʿah framework. The findings reveal five integrated dimensions of maslahah: fulfillment of ḥifẓ al-nafs through improvements in students’ physical health; strengthening of ḥifẓ al-ʿaql through increased concentration and learning readiness; preservation of ḥifẓ al-nasl through early intervention against stunting; realization of ḥifẓ al-dīn through religious practices accompanying the program; and protection of ḥifẓ al-māl through reduced household expenditure. Overall, the MBG Program functions not only as a nutritional intervention but also as a public policy aligned with maqāṣid al-sharīʿah, contributing to the multidimensional achievement of falah.

Geovani Haryo Saputra; Darius Andana Haris; Meirista Wulandari

JURNAL PENELITIAN SISTEM INFORMASI 2026 Institut Teknologi dan Bisnis (ITB) Semarang

This study aims to analyze horror film production data using a Business Intelligence approach to generate information that can support the evaluation and planning of film production processes. The data used in this study were obtained from horror treatment documents and shot lists of a feature-length horror film, containing various information related to the filming process, such as scene numbers, shot numbers, scene descriptions, involved characters, shooting locations, and cinematographic techniques employed during production. The collected data were processed and visualized using Microsoft Power BI to develop an interactive dashboard capable of presenting important information in a visual format. The dashboard was designed to provide insights into scene distribution, shot type composition, character involvement in each scene, and shooting patterns throughout the film production process. Through data visualization in the form of an interactive dashboard, directors and production teams are expected to gain a clearer understanding of the film’s visual structure and production complexity. The resulting insights can support production evaluation and facilitate more informed decision-making for future film projects.  

oktaviani, fifin; Oktaviani, Fifin; Muliana, Helda; Candra, Heldi

Perigel: Jurnal Penyuluhan Masyarakat Indonesia 2026 Universitas 17 Agustus 1945 Semarang

Substance and prescription drug misuse among adolescents continues to escalate and demands targeted preventive strategies within the school setting. This community service activity aimed to enhance students’ knowledge about the hazards of drug abuse through an interactive, school-based educational intervention. The program was conducted on 11 November 2026 at SMA Negeri 7 Kota Batam, involving fifty grade-X students as participants. A pre-experimental one-group pretest–posttest design was employed. The intervention combined interactive lectures, real-case illustrations, and two-way discussion, with knowledge measured using a content-validated questionnaire covering ten indicators. The mean score improved from 55.2 (pretest) to 86.3 (posttest), a gain of 31.1 points, while the proportion of correct answers across indicators rose from 48.6-62.9% to 80.0-91.4%. The largest gains appeared on items concerning rational drug use and the importance of professional health guidance, whereas the legal-consequence indicator improved more modestly. Interactive, contextually relevant education proves effective in elevating adolescent knowledge of drug abuse hazards, with stronger gains on experience-near content than on abstract regulatory aspects.

Nasir Nasir

Epsilon : Journal of Management (EJoM) 2026 Lembaga Pengabdian Masyarakat Universitas Ichsan Gorontalo

In today's digital era, MSME actors are required to be able to compete through the use of technology, including in building a brand image through digital branding. This study aims to analyze the effectiveness of digital branding in increasing the competitiveness of Sambal Pecel Kanaya MSME products in Makassar. The method used is descriptive qualitative with data collection techniques through observation, in-depth interviews, and documentation. Data analysis was carried out using the Miles and Huberman interactive model which includes data reduction, data presentation, and conclusion drawn. The results of the study show that the digital branding applied is quite effective in building a strong brand image, expanding market reach, and increasing consumer trust and buying interest. The use of social media, visual content, authentic product narratives, and customer testimonials has been proven to support increased product competitiveness. However, there are still shortcomings such as limited visual design and the lack of optimal use of other digital platforms. Therefore, it is recommended that MSMEs increase branding capacity through digital marketing training and platform diversification to strengthen the brand's position in the wider market.

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

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

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