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Elvi Raziana; Sri Yamtinah; Djono Djono

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

Taryzca Putri Laela Ramadhani; Angel Maria VK; Cantika Dinova Ramadila; Desi Eka Pratiwi

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2024 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study aims to determine how effective the interactive learning media Wordwall is in increasing students' learning motivation in the subject of Natural and Social Sciences (IPAS) in elementary schools. Wordwall provides interesting educational game features, so it is expected to arouse students' interest and enthusiasm in learning IPAS. This study uses an experimental method with a pre-test and post-test design in the control and experimental groups. Participants in this study were fourth grade students in an elementary school. Data on students' learning motivation were collected through questionnaires and analyzed using statistical tests to see the difference in increased motivation between the group using Wordwall and the group using conventional methods. The results showed that the use of Wordwall significantly increased students' learning motivation compared to conventional learning methods. Therefore, Wordwall can be an effective alternative learning media to support students' learning motivation in the subject of IPAS in elementary schools.

Lifsi Nurainiyah

Jurnal ilmu Kesehatan Umum 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Dengue Hemorrhagic Fever (DHF) in Jepara Regency is still an unresolved health problem. The incidence rate reached 960 cases, dominated by the 5-14 year age group and 13 cases of case fatality rate due to dengue fever. The trend in the incidence of dengue fever tends to fluctuate from 2019 to 2023. 3M Plus Mosquito Nest Eradication (PSN) is a program in the effort and control of dengue fever by involving the active role of the entire community. Involves three main steps, namely draining, covering and recycling items that have the potential to become breeding grounds for the Aedes aegypti mosquito as well as additional measures such as using mosquito nets when sleeping and repellent medication. The aim of this research is to determine the correlation between the 3M Plus PSN Program and 3M Plus PSN behavior with the PRECEDE-PROCEED approach in handling dengue hemorrhagic fever cases in Jepara Regency. This type of research is observational analytics using quantitative methods with a cross-sectional design. The population in this study were housewives with an age range of 20-64 years with a research sample of 158. Data were analyzed univariately, bivariately and multivariately using frequency distribution tables and chi square tests. The results of the analysis show that there is no relationship between acceptance of the PSN 3M Plus program with knowledge (p=0.209), practice (p=0.584), support from community leaders (p=0.546), facilities (p=0.742), support from health workers (p=0.849 ), cadre support (p=0.079), and there is a relationship between the PSN 3M Plus program and attitudes (p=0.048).  

Raymundus Allan Nuari Putra Pratama; Sukirno Sukirno

International Journal of Management Science and Entrepreneurship 2024 International Forum of Researchers and Lecturers

The objectives of this research are: (1) Producing interactive learning media based on articulate storyline 3 in high school accounting learning subjects. (2) Producinh interactive learning media based on articulate storyline 3 which is feasible in learning high school accounting. (3) Knowing the effectiveness of interactive media development based on articulate storyline 3 in high school accounting subjects in increasing students' learning motivation.The type of the research used is research and development with the ADDIE model. The media trial design used a nonequivalent control group experimental design. The feasibility of the product was tested by media experts, material experts, learning practitioners namely teachers, and media users namely students. The media was tested on the research subjects, namely students of class XII IPS 3 SMA N 1 Seyegan. Data collection was carried out by using observation, interviews, and questionnaires. The data collection instruments used interview guidelines, expert validation questionnaire, material validation questionnaire, teacher response questionnaire, student response questionnaire, and student motivation questionnaire. The feasibility of the learning media produced was analysed by using 4 scales, namely very feasible, feasible, inappropriate, and very inappropriate. The results of the study show: (1) Interactive learning learning media based on Articulate Storyline 3 has been successfully developed to increase students‘ learning motivation in high school; (2) Interactive learning learning media based on Articulate Storyline 3 is considered feasible by media experts with a score of 3.66; material experts with a score of 3.47; teacher practitioners 3.65; and students 3.38; (3) Based on the difference in gain score of the experimental group (0.61) from the control which is (0.45), learning media can increase students’ learning motivation.

Sabda Bagus Baswara

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

Education plays an important role in shaping learners' competencies, including cognitive, affective and psychomotor aspects to face the challenges of the times. In Indonesia, education should look at holistic aspects that include character development, life skills and social abilities as mandated in Law No. 20/2003. However, challenges in classroom management and learning boredom often become obstacles. For this reason, innovative approaches are needed, such as the use of interactive learning media. This study aims to examine the effect of using Fun Learning Card media on the learning outcomes of grade XI students at SMA Negeri 21 Surabaya. This media is expected to significantly increase student participation and understanding, overcome boredom, and create more meaningful learning. By using descriptive statistical analysis techniques, standard deviation, and learning outcome categories, the following results were found before using the learning media in cycle 1 with an average score of 49.6. The score was obtained from the lowest score of 35 and the highest score of 70, then also obtained a standard deviation score (P) of 10.2. In cycle 2 using Fun Learning Card media, the highest score was 97 while the lowest score was 76 with an average score of 85.4 and a standard deviation of 6.3.

Hasrini Hasrini; Dewi Sartika; Suciyati Sundu; Zahrawi Astrie Ahkam; Amirah Maritsa

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Background: Children who experience dental and oral health problems can experience a decline in quality. At the age of elementary school children, it is necessary for business actors to maintain dental and oral health regularly, both in counseling, examinations and dental and oral health care, by parents, schools and related government agencies. Elementary school age is the ideal time to train children's motor skills, including brushing their teeth. In addition, school age has shown learning sensitivity according to children's curiosity. Objective: To provide dental and oral health education through interactive learning media to students of SDN Inpres Tamamaung 4, Makassar City in 2022. Method: This community service is carried out by providing counseling, using media, namely back and forth worksheets, animated films, and puzzle games that aim to create two-way communication and make students active. Respondents in this community service were 3rd grade students of SDN Inpres Tamamaung 4, Makassar City in 2022. Results: There were 5 respondents (25%) with a good level of knowledge before being given facilities increasing to 14 (70%), there were 5 respondents (25%) with a sufficient level of knowledge before being given facilities decreasing to 4 (20%), and there were 10 respondents (50%) with a level of knowledge before being given facilities decreasing to 2 respondents (10%). Conclusion: Community service activities with the theme "Dental and Oral Health Education Through Interactive-Based Learning Media for Students of SDN Inpres Tamamaung 4, Makassar City in 2022" have been carried out well and received a positive response from the 3rd grade students that we have filtered through screening. It was found that many students have dental and oral problems such as cavities and their lack of knowledge about how to maintain dental and oral health is due to the lack of health socialization held by the school and local health centers.

Rochimmatussa’adah; Rifana Yuniartanti; Neni Widyawati; Fahrizal Lalang Sitoro; Asep Purwo Utomo +2 more

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

Along with the times, the use of interactive learning media technology is needed to increase learning motivation. Students will be more interested in the new learning process. This is shown through the active involvement of students in the learning process. This study aims to describe the implementation of Canva media in learning Indonesian personal and official letter texts to Students of SMPN 34 Semarang. The research method used is descriptive qualitative research method. Qualitative descriptive method is a method whose research data is in the form of descriptive notes. The data collection technique in this study is through a questionnaire. Data were analyzed by means of data reduction and drawing conclusions. The results showed that the implementation of Canva media in learning Indonesian personal and official letter texts to SMPN 34 Semarang students could be concluded that students' learning motivation increased after using Canva learning media. There were 26 students with a percentage of 85% who said Canva's learning media was very useful and 4 students with a percentage of 15% said it was useful. So it can be concluded that the use of Canva media is very useful in increasing learning motivation in achieving the learning objectives of Indonesian personal and official letter texts. This is shown through students being actively involved and cooperative in the learning process. In addition, students are able to produce written products in the form of personal and official letters through Canva media.

Rara Cantika; Agariadne Dwinggo Samala; Dedy Irfan; Ika Parma Dewi

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

The aim of this research is to produce learning media mobile interactive on the Basics of Electronics Engineering subject which is valid and practical for class X students at SMK Negeri 2 Solok. The method used in this research is method Research and Development (R&D) with a 4D development model consisting of 4 stages, namely Define (Definition), Design (Planning), Develop (Development), and Disseminate (Dissemination). This research uses an instrument in the form of a questionnaire. This questionnaire will be filled out by material experts and media experts in the validity test and filled in by students in the practicality test. Based on data acquisition and processing, this research obtained the following results. First, the results of material validation by material experts are in the "Valid" category with a total validity value by the three material validators of 0.967 and the results of media validation by media experts are in the "Valid" category with a total validity value by the three media validators of 0.967. Second, at the practicality test stage by students involving 15 students obtained a practicality percentage of 95.67% which was categorized as "Very Practical". Based on the results of this research, it can be concluded that interactive mobile learning media using Smart App Creator is suitable for use as interactive learning media in learning because it has been proven to be valid and practical.

Wulan Cahyaningrum; Sri Widiyanti; Lilik Sugiarto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Javanese language is local content for levels from elementary to high school, the aim of learning Javanese is an effort to preserve Javanese culture. Therefore, to achieve these learning objectives, interactive learning media is needed according to students' needs. The researcher developed material introducing Javanese script, using animation media which was created with the aim of achieving the expected goals in the learning process. The results of this research are audio and video based which students can use in learning media. With this media, students can easily learn about the Javanese script presented by the teacher, this speeds up understanding of the material presented by the teacher.  

Shafa Yasinta Agustina; Riyan Abdul Aziz

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

Technology is currently developing at a very fast pace. The teaching and learning process in the field of education is greatly impacted by the ever-improving technology advancements. In order to spark students' interest in studying, a lot of schools and teachers are currently utilizing technology tools like interactive learning media. In order to increase students' enthusiasm in learning, teachers' inventiveness is equally crucial. Learning media is a crucial component that may draw students in and aid in their pursuit of the best possible learning outcomes. Engaging media helps pupils comprehend the lessons that are being taught. Therefore, the goal of creating interactive learning materials to present the solar system to pupils is to enable them to view the actual things rather than only envision them.

Latifah Nur Fitriana; Riyan Abdul Aziz

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

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

Anik Ismiwati; Bagus Maulana Syah; Refi Difa Arcelia; Riyan Abdul Aziz

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

The education sector must utilize the latest technology in the classroom in the era of globalization and rapid advances in information technology. Using text, graphics, audio, and video together, interactive learning materials have been proven to increase student understanding and engagement. Kindergarten (TK) is a place where children are introduced to the environment and the basic principles of learning. Introducing children to various types of transportation is believed to be very important because it is the first step in helping them broaden their horizons and become familiar with the types of transportation in their environment. Apart from that, children are very interested in and liked transportation, so it must be packaged attractively so that it can arouse their curiosity in learning.

Khoirur Rozikin; Buitas Ribka Letkamang; Candra Supriadi; Nuris Dwi Setiawan; Unang Achlison

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

One effective way in the world of education, especially in teaching and learning activities, is to keep up with current developments by utilizing existing technology. At Kanisius Ungaran Vocational School in Class X MPLB there is no web-based interactive learning media for the History subject. In this regard, there is a need to develop web-based interactive learning media so that teaching and learning activities are more interesting and enjoyable, especially in the subject of History. The benefit of this research is that it can apply the knowledge possessed by researchers in developing web-based interactive learning media in the History subject in class X MPLB Kanisius Vocational School Ungaran. Apart from that, this research is also expected to increase learning creativity and innovation, as for the practical benefits of this research, it can make it easier for teachers and students in teaching and learning activities in the subject of History

Nur Budi Nugraha

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Physical Education, Sports and Health are subjects that equip students with physical skills, health understanding and healthy living habits. This subject not only emphasizes the development of physical fitness, but also the formation of character, discipline and teamwork. Traditional teaching methods often face challenges in maintaining student interest and participation. Students who are used to digital technology feel that conventional methods are less interesting and irrelevant to their digital world. This research uses the waterfall method and aims to develop interactive learning media that integrates various elements such as animation, video tutorials, motion simulations and interactive quizzes. The results of the research produced interactive learning media with validation results from material and media experts showing a high level of feasibility, with an average score of 85%, exceeding the minimum criteria of 75%. Student responses were very positive, with 87% stating that this media increased their understanding and interest in learning.

Nurismaya Aliatunisa; Faridi Faridi

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to develop interactive learning media using Wordwall applications in Akidah subjects, especially the material of faith in angels, which is motivated by learning that is still monotonous and less innovative, so that it has an impact on student motivation and understanding that is less than optimal. Qualitative research with a descriptive approach was conducted through observations, interviews, and literature studies to develop Wordwall learning media. The results showed that the use of Wordwall interactive learning media proved effective in increasing students' motivation and understanding of the material of faith in angels, and the Wordwall application is considered to be an alternative learning media that is interesting and innovative, especially in online learning. This research emphasises the importance of the teacher's role in using learning media that suits the needs and characteristics of students, as well as utilising technological developments to make learning more interesting.

Elvi raziana

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

Wahyu Seto Ramadhan; Lidia Zahra; Vania Al-Fitri Shafwan

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The development of technology in the world at this time is very influential and has an impact on education. Therefore, interactive learning media is needed with the aim of attracting the attention of students. The purpose of this research is (1) Producing learning media in the form of board games with three-dimensional material for students 12th Grade SMA Negeri 51 Jakarta. (2) Knowing the effectiveness of learning media for students 12th Grade SMA Negeri 51 Jakarta. The research method used is the model ADDIE (Analysis, Design, Development, Implementation, Evaluate). because the research method with the ADDIE model has systematic and specific steps in each stage

Ahnaf Istiqlal Berutu; Mafira Roza; Riki Naldi Hsb

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

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

Allia Nur Aliffah; Achmad Ali Fikri; Setiati Hidayah

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research uses Research and Development (RnD) research, with a 4D development model. This research aims to find out how the product is developed and the level of feasibility through media, material and Islamic validation as well as the practicality of teachers and students. Data collection techniques for product development are through observation, interviews, questionnaires and documentation. Next, the data obtained was analyzed using quantitative descriptive analysis. This research produces a product in the form of an Instagram-based biology teaching aid integrated with Islamic values ​​in the human circulatory system material. This product meets the valid and practical criteria by obtaining a validity assessment of 88.84% in the "very valid" category, validation results by material expert lecturers, obtaining a validity assessment of 88.2% in the "very valid" category and validation results by expert lecturers Islamic, a validity assessment of 88.83% was obtained in the "very valid" category. Meanwhile, practicality was determined by the biology teacher and class XI MA students. Based on the practicality results by biology teachers, a practicality assessment of 88.05% was obtained in the "very practical" category and practicality results by class XI high school students, a practicality assessment of 84.4% was obtained in the "very practical" category. Thus, Instagram-based biology teaching aids integrated with Islamic values ​​are suitable for use as interactive learning media to test effectiveness at the next stage.

Vijen Vigel Koroh; Rolles Nixon Palilingan; Jeferson Polii; Jimmy Lolowang

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to create or design an interactive physics learning media application using MIT App Inventor on GLB and GLBB topics. This research applies the MDLC (Multimedia Development Life Circle) method by Luther-Sutopo in the application creation process. The following stages in MDLC are concept, design, material collecting, assembly, testing, and distribution. The Android application created was tested using two stages in MDLC, namely the alpha validator and beta validator, where the alpha validator consisted of material experts and media experts. In contrast, the beta validator comprised 14 students majoring in first-semester physics education. The analytical approach used is a qualitative method and a quantitative method to assess how appropriate the learning media created is. The research shows the results, namely a) Creation of interactive physics learning media based on Android applications using MIT App Inventor on GLB and GLBB topics, b) The level of feasibility of interactive physics learning applications based on Android applications based on media experts, namely 91% or very feasible, and based on material experts. Namely 90.6% or very feasible, and c) Based on the implementation and results of trials with students, the level of feasibility of the Android-based physics interactive learning application is 84.46% or worthy of being an alternative reference source for physics learning on GLB and GLBB topics.