SciRepID - Scientific Publication Search

Publication Search

50,562 articles from 425 journals · 1,447 citations tracked

Showing 1-20 of 21

Analytics

Siti Waaqiah Khofidhotur Rofiah; Anas Tasya Dwi Qobayesi; Widya Duta Aulia; M. Ilmil Zawawi

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research is motivated by the low interest of students in learning the Qur'an and Hadith due to the dominance of conventional teaching methods that are considered less engaging. The study aims to examine the role of interactive learning media in increasing students’ learning motivation at Madrasah Ibtidaiyah. The research employs a qualitative literature study approach by collecting credible sources, including journal articles, textbooks, and previous research findings. Content analysis techniques were used to identify patterns, relationships, and important insights from the collected data. The findings indicate that interactive media such as educational videos, interactive animations, dynamic PowerPoint presentations, and digital quizzes significantly enhance students’ interest and motivation in learning. This improvement is reflected in higher levels of attention, curiosity, participation, and engagement during the learning process. In addition, the use of interactive media helps present Qur'an and Hadith concepts in a more concrete, attractive, and enjoyable way, thereby improving students’ understanding of the material. The study implies that integrating technology-based learning media can become an innovative strategy to optimize the teaching and learning process in Islamic elementary education institutions.

Fajar Istiqomah; Sri Wahyuni; Anita Rosalia Putri; Galuh Wahyu Lestari; Unna Ria Safitri

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

This outreach program aims to improve students' understanding of organizational management as part of an effort to develop a young generation with organizational insight at SMA Negeri 1 Ampel. The implementation of this outreach program is motivated by the importance of providing students with management concepts, organizational structures, and self-management skills so they can participate actively and effectively in various school organizational activities. The outreach program is delivered through material presentations and the use of interactive media in the form of Kahoot games designed to facilitate students' understanding of management concepts in a more engaging, enjoyable, and easily applicable way. Evaluation is conducted using a questionnaire covering five aspects: understanding of management concepts, awareness of the importance of management in life, effectiveness of interactive media, motivation to become leaders, and the ability to organize and plan for the future. The evaluation results show that this outreach program is able to broaden students' horizons, increase leadership motivation, and help them focus more on designing future goals. Thus, this outreach program is considered effective in supporting the development of a young generation with organizational insight in a sustainable manner.

Nadya Anisa Iffa; Maulidya Dwi Melantika; Pahmi Kurniawan; Sani Safitri; Rani Oktapiani

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

The 21st century of digitalization is very influential in life such as Education which must adapt to the development of world digitalization technology. Education is carried out by involving innovation, creativity, and also motivation to update more interesting learning methods with interactive media that have been designed. History learning in particular must develop and adapt to the digital era by utilizing technology to make teaching methods the goal of an active learning process. History learning which is considered boring has a great opportunity to be able to adapt to interactive media so that passive students during learning are reduced and become active students and can understand History easily. In this study involved a teacher with 30 high school students who were the objects of the research study. The method used was descriptive qualitative which refers to observation, documents, interviews, questionnaires, and also a social science approach. The results of the study explain the low interest in History learning to many passive students due to learning methods that are not in line with the digital era to attract Gen Z's interest in History Lessons and also show the results of History learning by involving interactive media with digital technology.

Putra, Dhiya Restu; Panglipur, Diana Wahyu; Suciati, Romadona Desy; Ramadhani, Desi Dwi; Mahardhani, Ardhana Januar

International Journal of Studies in International Education 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Early childhood education (ECE) demands imaginative and inventive approaches to guarantee that children are actively involved and undergo significant learning in line with their developmental phases. The swift advancement of technology has made interactive video a valuable tool for enhancing ECE learning, especially when integrated with local cultural material. This research examines the use of the interactive video Wajanus (Warung Jajanan Nusantara) in Class B of Mutiara Hati Kindergarten Ponorogo, aimed at familiarizing children with Indonesian traditional snacks while also enhancing their cognitive, social, linguistic, and cultural values. A qualitative descriptive method was utilized, involving participatory observation, semi-structured interviews with parents and teachers, along with documentation via photos, videos, and field notes. Data analysis adhered to the model proposed by Miles and Huberman, encompassing data reduction, data presentation, and thematic conclusion formulation. The results indicate that utilizing Wajanus improved children's involvement in cognitive, emotional, and motor skills while promoting greater learning motivation. Children recognized numbers, shapes, and new vocabulary more efficiently, and they exhibited a positive attitude toward the local cultural heritage presented in the video. However, challenges were noted, including differing degrees of child involvement, the demand for extensive teacher assistance, and inadequate educational resources. In summary, interactive videos grounded in local culture like Wajanus are successful in enhancing early childhood education quality while also reinforcing children’s character education and cultural identity, and they possess significant potential for duplication in other ECE institutions throughout Indonesia

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Rindaldy Rindaldy +3 more

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The advancement of digital technology has driven significant transformation in the field of education, particularly in the innovation of learning media that is interactive and easily accessible to students. The subject of Pancasila and Civic Education (PPKn), as a crucial component of character education, must adapt to these developments to ensure that the material remains relevant and engaging for today’s digital generation. This community service activity aimed to enhance students' learning motivation by conducting a training program on creating educational applications using the no-code platform Thunkable. The focus of the training was on the topic of national political figures, which is part of the core competencies in the PPKn curriculum. The activity was held at SMA Ampera in Sorong City, involving 11th-grade students as active participants. A participatory and project-based learning (PjBL) approach was employed, in which students were guided to design, create, and test their own educational applications based on their ideas and creativity. The program was carried out in three stages: preparation (developing modules, training materials, and technical setup), training and practice (introduction to the Thunkable platform, interface design, and basic programming), and testing and evaluation (application trials by other students and effectiveness assessment). The results of the activity showed a significant increase in students' learning motivation, basic digital skills, and active engagement in the learning process. The participants successfully created educational application prototypes featuring visual content, brief narratives, and interactive quizzes about national political figures. Moreover, students demonstrated collaborative attitudes, innovation, and confidence when presenting their work. This activity demonstrates that a project-based learning approach supported by Thunkable technology can be an effective alternative for creating meaningful, contextual, and empowering learning experiences. It is especially beneficial for schools with limited access to digital technology. By integrating creativity and digital tools into civic education, students are encouraged to become not only technologically literate but also more engaged in understanding national identity and political history in a modern, accessible way.

Ninda Yenisa; Naira Anzila Putri

International Journal of Educational Evaluation and Policy Analysis 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Modern education has undergone significant transformation with the integration of technology into learning. Technology plays a crucial role in enhancing motivation, creativity, and learning effectiveness through interactive media, digital applications, and online platforms. This review employs a literature study method to analyze the impact of technology on learning processes. The analysis reveals that technology facilitates access to information, increases student engagement, and enriches teaching strategies. However, challenges such as technological access gaps in remote areas, limited teacher competencies, and potential negative impacts like internet addiction and reduced communication skills persist. Hence, strategic approaches, including teacher training and infrastructure development, are needed. This study highlights the importance of wise implementation of technology to support inclusive and sustainable education.

Periyadi Periyadi; Abdul Kadir. MS; Junaidi Junaidi; Noorlaily Maulida; Dewi Ariefahnoor +2 more

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Science continues to advance over time. This development has led to the birth of various new technologies that mark the progress of the times. Currently, technology has entered the digital era, where almost all areas of life are beginning to utilize these advances to increase work efficiency and effectiveness. In Indonesia, digital transformation has also penetrated various sectors, including education. This change presents a significant opportunity for the world of education to expand access, improve the quality of learning, and encourage innovation in teaching methods. As an entity closely linked to human culture and civilization, education has undergone significant changes in the era of globalization. The use of digital technologies, such as online learning, learning management systems (LMS), and interactive media, has become an integral part of the educational process. This not only facilitates the delivery of material but also opens up more flexible and inclusive learning opportunities for various levels of society. However, behind these opportunities, challenges also arise, such as disparities in technology access, low digital literacy in some communities, and the need to adapt curricula and teaching methods to be relevant to current developments. Therefore, the success of educational transformation in the digital era depends not only on the availability of technology but also on the readiness of human resources, including educators and students, to optimize its use. Therefore, the development of digital science and technology has become a driving force for global educational change. Education is required to adapt quickly and accurately to produce a generation that is not only academically intelligent.

Muhammad Noor Habil; Hilda Dwi Junianti; Ratna Eva Wati; Zaitun Qamariah; Setria Utama Rizal

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service activity was motivated by the need to create Physical Education, Sports, and Health (PJOK) learning that is more engaging, interactive, and suited to the characteristics of elementary school students in the digital era. The service team identified a significant potential to integrate print-based learning media with interactive websites as an innovative solution to address monotonous and less visual learning processes. This activity was carried out at SD Tahfidz Al-Jamiel, involving second-grade students as the primary subjects, while teachers acted as facilitators and observers of the learning process. The service method adopted the ABCD (Asset-Based Community Development) approach by utilizing local assets such as students' enthusiasm as digital natives, adequate school facilities, and the school's openness to educational innovation. The activity was implemented through several stages: initial observation, program planning, implementation of learning using interactive media, and a simple evaluation of the activity’s impact.The results of this activity indicated that integrating printed books and interactive websites could enhance students' interest and participation in PJOK learning. Students appeared more active, enthusiastic, and found it easier to understand locomotor movement material being taught. Teachers also responded positively to the media used. This activity demonstrates that digital-based learning transformation can be conducted in a simple and practical manner within the elementary school context and holds great potential for replication in other schools.

Muh. Alwi; Juhardi Juhardi; Risnashari Risnashari; Arifin Tahir; Kusmaladewi Kusmaladewi +2 more

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

This community service programme aims to improve teachers' understanding and skills in managing interactive learning media to increase student engagement in the learning process at SMAN 17 Lamuru, Bone Regency. Based on the results of the need assessment and situation analysis, it was found that the partners experienced several problems, including the lack of teacher understanding of information technology, the low ability of teachers to implement online learning, and the lack of knowledge about interactive learning media. This activity was attended by 25 participants and was carried out using various methods, such as lectures, questions and answers, discussions, brainstorming, demonstrations, and direct practice of online-based interactive learning media management. The materials provided were arranged in accordance with the objectives of the mentoring, and supported by instruments such as mentoring modules, observation sheets, participant satisfaction questionnaires, activity documentation, and other technical equipment. The main target of this programme is intangible, namely the realisation of mentoring participants who are able to understand the concept and create electronic modules for interactive learning.

Desryana Sihotang; Ega Mutia; Jasa Ringan Hati Gulo; Ririsma Nainggolan

Jurnal Bisnis Inovatif dan Digital 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study employs a qualitative method through a literature review approach and aims to examine the utilization of interactive learning in enhancing educational innovation in the digital era. The study is driven by the urgency to adapt learning processes to the rapid advancement of technology, requiring strategies that optimize the use of interactive media in teaching and learning activities. Based on a review of various academic sources such as books, journals, and scientific articles, it is found that interactive learning holds great potential in creating engaging learning environments, increasing student participation, and stimulating creativity and innovation. The integration of digital technology in interactive learning is also considered effective in expanding access to information, facilitating better understanding of learning materials, and enriching learning resources. Therefore, the literature reviewed indicates that developing technology-based interactive learning is highly relevant to improving the quality of education in facing the challenges of the digital age.

Sri Atikah; Herawati Bin Sali; Winta Soamole; Paramita Arsyad; Jaswal Fataruba +2 more

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Early marriage remains a significant issue contributing to the high prevalence of stunting in Indonesia, particularly in rural areas. The lack of awareness among adolescents and parents regarding the negative impacts of early marriage and the importance of proper nutrition is a major contributing factor. The PENA EMAS (Early Marriage Prevention for Stunting Elimination Towards Healthy Children) program was implemented in Tanjung Buaya Village as part of the KKN-T Posko 22 UNIMMAN initiative to raise public awareness about the dangers of early marriage and its link to stunting risk. This program utilized three main stages: preparation, implementation, and evaluation. Activities included educational sessions, adolescent health screenings, local vegetable planting initiatives, and interactive media such as podcasts and educational competitions. The evaluation results showed an increase in community awareness of family planning and nutrition fulfillment, with five adolescents identified as having anemia based on hemoglobin (Hb) level tests. The conclusion of this program is that community-based educational interventions with participatory approaches can enhance awareness among adolescents and parents in preventing early marriage and reducing stunting risk. Recommended follow-up actions include regular health check-ups, adolescent mentoring, and the empowerment of Youth Ambassadors for Stunting Prevention to ensure the program’s sustainability.

Haqiqi, M. Wildan; Sari, Zihan Novita

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

Based on the results of the needs analysis of PJOK teachers in class IV SDN Kanigoro 04, teachers use LKS learning media or manual teaching books. LKS or manual textbooks are less interesting because the LKS used is not colorful so the teacher feels that the current media is not enough to support interactive learning. The difficulty that teachers face when making interactive media is that it takes a long time. The purpose of this research is to develop and test interactive e-module learning media on basic movement patterns and create a new learning atmosphere. Researchers used a Research and Development approach with the ADDIE development research model (Analyze, Design, Development, Implementation, Evaluation). The results of media expert validation got an average result of 91.87% which was categorized as very valid, material expert validation got an average result of 95.83% which was categorized as very valid. Small group trials to students obtained an average result of 91.49% categorized as very feasible. Large group trials to students obtained an average result of 90.28% categorized as very feasible. This shows that the use of interactive e-module learning media on basic movement patterns is very feasible to use in learning.

Josilia Puspito Rahayu; Nuur Anisa; Munirah Munirah

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

English has become an important subject at the elementary school level, unlike when it was introduced at the middle school level. Today, English is included in the curriculum of elementary schools, as well as in kindergartens and early childhood education. English is introduced through enjoyable informal methods, such as playing and singing, to align with students' development. This aims to provide a strong foundation in foreign language acquisition. However, teaching English in remote areas like Samuda Kecil still faces challenges, such as a lack of resources and facilities. Digital technology, such as interactive videos from YouTube, is one innovation that has addressed these obstacles. The community service group at Institut Agama Islam Negeri Palangka Raya, who teaches at SDN 1 Samuda Kecil, uses the interactive video "Days of the Week" as a teaching medium. This video helps students listen to correct pronunciations and increases their motivation to learn. As a result, students find it easier to remember vocabulary and show significant improvement in understanding the material. Interactive media like this has proven effective in enhancing the quality of English learning in remote areas.

Inayah Adhani Khoirroni; Nur Avifah Dwi Apriliani; Dhiya Ulhaq Addinillah; Widya Tri Arianti; Destira Ayu Permana +5 more

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

This study aims to identify the effect of “jellyfish” learning media on numeracy skills for grade II students at SDN 06 Ciputat on multiplication material. Based on initial observation early observations, students had difficulty mastering the concept of multiplication due to monotonous learning procedures and the lack of use of interactive media. The research was conducted through 4 meetings with a simple experimental approach including a pre-test, implementation of the “jellyfish” media, and a post-test to evaluate the learning outcomes. post-test to evaluate the learning outcomes. The results showed that the “jellyfish” media was able to increase students' understanding of multiplication multiplication material, as well as increasing their active involvement in the learning process. learning. The classroom atmosphere became more exciting and interactive, so that students were more focused and motivated. students are more focused and motivated. The teacher also gave a positive reaction to the use of this media, because it can facilitate the delivery of material that is often considered difficult by students. students think is difficult. This study concludes that the “jellyfish” media is jellyfish” media is efficient as a learning tool to improve the numeracy. numeracy skills of grade II students, especially in multiplication material. It is hoped that the same media can be implemented in other materials to support more creative and controversial math learning. support more creative and contextual math learning.

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.

Ummiati Rahmah; Citra Ayni Kamaruddin; Mahmud Mustapa

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

North Polongbangkeng is a part of Takalar Regency where the people grow corn besides rice. However, until now corn plants have only been dried and then sold in the form of shelled seeds, while they can actually be sold in the form of processed food. For this reason, people need to be taught how to process it and then taught how to market it in MSME activities through various digital social media. More specifically, the objectives of this service activity are: 1. Increasing community knowledge in utilizing yellow corn so that it can increase community income. 2. Creating an application that can be used to help increase yellow corn production;; 3 Provide assistance to start-up businesses in the field of yellow corn cultivation; 4. Provide assistance in the use of the Yellow Corn marketing market place via Android Applications and E-Marketing; 5. Diversification of Processed Yellow Corn Products into other processed products and designs. ; and 6. Creation of interactive media and training modules for processing yellow corn has been completed. This service activity received a very good response from the Biralle Kunyi farmer group, as well as North Polongbangkeng State Middle School 4 as the target group. Based on the results of the implementation carried out in these 2 stages, it was able to increase the knowledge and skills of the partner group in applying techniques for processing yellow corn into finished food and was able to market it using social media so that the digitalization system could run as expected in optimizing the marketing of yellow corn processing results.

Rizqi Ilyasa Aghni; Vera Astuti; Arief Nurrahman

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Current developments require teachers to adapt to the learning process. The problem that teachers at the Yogyakarta Cooperative Vocational School still face is the development of unique and interactive learning media such as the Canva-based Flipbook learning media. Previously, the learning media that was widely used by teachers was PowerPoint, there was no alternative media that was more interactive that could be applied in the learning process, so these teachers needed Canva-based flipbook interactive media training. This training aims to make teachers skilled in developing interactive learning media using Canva-based Flipbook. Participants who took part in the training were 22 teachers. The training is filled with material delivery, discussion and practice. The results of this training activity show that: (1) the participants were satisfied with the training activities carried out, (2) the training activities were also considered effective to carry out and continue to be developed in the future, (3) the target of the product produced has also been achieved because in part Most participants were able to produce products in the form of interactive learning media using Canva-based flipbooks

Tigor Sitohang; Eva Dita Yanti Simanjuntak; Sarah Evelyn Samosir; Mindela Frida Panggabean; Sarah Evelyn Simanjuntak

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

A teaching program is a plan for implementing the teaching and learning process which is based on consideration of the objectives to be achieved, materials, methods, tools, time allocation and evaluation so that students master the learning process and have optimal learning outcomes. Wordwall is an interactive media that provides features to foster student learning motivation according to the learning material presented by the teacher in class. Word wall media provides features such as quizzes, matching, pairing, anagrams, random words, word searches, grouping. The PkM (Community Service) Lecture Program with the title "Using the Wordwall Website as a Learning Media to Increase Student Learning Motivation at Bima Utomo BS Vocational School" is carried out by prioritizing how to use the wordwall website, especially for teachers or teaching staff at Bima Utomo BS Vocational School with the main aim increase student learning motivation and make it easier for teachers to deliver learning material. The results of the implementation of Community Service at BIMA UTOMO BS Vocational School, Sidodadi Village, Batang Kuis District, Deli Serdang Regency, North Sumatra which was carried out from February 5 - February 27 2024, the team was able to adapt well so that a cooperative relationship was established between the school, students and students, teachers are able to use wordwall media as an interactive learning media for the continuity of teaching and learning activities, socialize the use of wordwall media as an interactive learning media, provide contributions in the form of assistance to the school regarding administration and students feel motivated by the existence of interactive learning media.