SciRepID - Scientific Publication Search

Publication Search

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

Showing 1-18 of 18

Analytics

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.

Najwa Salsabila Putri; Marsofiyati Marsofiyati

Jurnal Mahasiswa Kreatif 2024 International Forum of Researchers and Lecturers

This study evaluates the impact of Learning Technology Integration and Education Effectiveness on the Transformation of Educational Paradigms in the Digital Era. Learning Technology Integration refers to the application of digital tools such as e-learning platforms, online learning applications, and interactive media to support educational processes, while Education Effectiveness encompasses the ability of the education system to achieve optimal learning outcomes through efficient and relevant approaches. This research employs a quantitative method using a questionnaire survey distributed to 50 students at Universitas Negeri Jakarta, selected randomly. Data were analyzed using multiple linear regression to examine the relationship between the two independent variables (Learning Technology Integration and Education Effectiveness) and the dependent variable (Transformation of Educational Paradigms in the Digital Era). The results indicate that both variables have a positive and significant influence, both partially and simultaneously. This study recommends enhancing learning technology integration and the effectiveness of education systems as key strategies to accelerate the transformation of adaptive and innovative educational paradigms in the digital era.

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.

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.

Rosmidar Rosmidar; Robiatul Adawiyah; Junita Irawati

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Beginning readingability in childrenage5-6years is a basic skill that is very important in supporting their academic development. One effective method for improving this ability is through interesting and interactive media, such as picture word cards. This media is designed to introduce children to basic vocabulary with the help of appropriate pictures, and remember these words. Using picture word cards can strengthen children's reading skills, because they combine attractive visual elements with direct reading practice. Through fun games and activities, children can gradually learn to recognize words, improve their reading fluency and enrich their vocabulary. This approach also provides a pleasant experience, makes the process of learning to read more interesting and reduces the anxiety that may arise in children when learning to read. In this way, picture word cards become an effective medium in supporting the development of early reading skills in young children.

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.

Winda Winda; Anisa Anisa; Abdul Aziz; Dewi Aulia; Muhammad Hasan

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Learning is still teacher-focused, students often feel bored in learning, especially learning fiqh, therefore this study aims to increase student activeness in fiqh learning at MTs Islamiyah through the development of learning media in the form animation videos and games “Open the Box”. Learning that still focuses on the teacher causes students to feel bored and lackluster. By utilizing technology, this research develops interesting interactive media to support the teaching and learning process. The method used is research and development (R&D) with the ADDIE model. The results showed that the use animated videos and educational games can increase student motivation and engagement in fiqh learning.

R. Mekar Ismayani

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This study aims to examine the effect of the use of the Kahoot application in teaching materials for reading numerical texts on students' understanding and ability to solve problems related to the material. The research design used was an experiment with a quantitative approach, with a pre-test post-test control group model. The research sample consisted of two classes of junior high school grade VII students, each of which was given different treatment, namely the use of the Kahoot application in the experimental group and the conventional method in the control group. The results showed that the use of the Kahoot app could improve students' understanding of social arithmetic material, with a significant increase in scores in the experimental group (25 points) compared to the control group (8 points). In addition, the Kahoot application has also been shown to increase student motivation and participation in learning, with the majority of students feeling more interested and motivated to learn actively and collaboratively. These findings suggest that the use of the Kahoot app can be an effective tool for improving learning outcomes and student engagement in math learning.

Iis Siti Salamah Azzahra

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of Information Technology, Industrial Revolution 4.0, and the impact of the Covid-19 Pandemic have changed students' behavior and learning styles, making them more accustomed to using technological devices. However, their interaction with the physical environment is reduced, hindering their ability to predict and observe. Therefore, media is needed that encourages students' viewing abilities while maintaining interaction with the objects being studied. This research aims to provide an overview of an alternative microsite-based QRcode interactive digital learning media designed with procedures for its application in the language learning process, especially in audience language skills. The research method used in this paper is literature study and also uses quantitative descriptive methods. The research results show that currently an alternative media is needed to help improve language skills, especially viewers. In response to this need, this paper was written to provide an overview of the design of an interactive application to help increase viewing of elementary school students using QRcode and microsites. With this interactive media, it is hoped that students will become more interested and improve their viewing abilities.

Paputungan , Moh. Zulkifli; N. Hula, Ibnu Rawandhy; Mariana, Ana

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

This study aims to decipher the results of validation tests and find out the user's response to the development of Android-based learning media using the Smart Apps Creator (SAC) application. This study uses mixed methods (quantitative and qualitative). Data collection uses questionnaires and documents. Quantitative analysis techniques were carried out on validation results using numbers, scales, or percentages, while qualitative analysis was carried out on the results of (1) individual trials, (2) small groups and (3) large groups.  The population of this study is 30 grade VII students, while the sample is determined using non-probability sampling which aims to make all populations as samples. The results of the study show that: (1) the results of the validation of media experts obtained a percentage of 95% (very feasible) and material experts 94% (very feasible).  (2) the results of user trials on the development of Android-based Arabic learning media products received an average score for individual trials of 80% with categories (good), small group trials of 85% with categories (very good) and large group trials of 95% with categories (very good).

Khalimatus Sya’diah; Mukhammad Hendry Ansyah; Naila Adinda Habibah; Nafisa Putri Aji; Siti Masfuah

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

The aim of this research is to find out the results of the development of interactive media diorama metamorfosis against the learning results of IPAS. This research uses quantitative methods with the research method is quantitatively descriptive. The data gathering techniques used in this study include observations, interviews, and lifting. Subjects in this study are 2 teachers and 5 students of SD 2 Jurang. The analysis technique is quantitative descriptive analysis with the help of Ms. Excle data processing software. The research data obtained was carried out V Aiken test. Based on the above data, it can be known that the results of the validation test of teaching materials and media Diorama Metamorfosis carried out by the teacher as a validator obtained an average score of ≤ 0,82, which means that the data received can be said to be very valid, effective, and worthy to be a support for learning. Meanwhile, the results of the validation test conducted by 5 students obtained the same score that is about ≤ 0.88 so that it can be concluded that the results show very valid and effective data, so that can be used in the student learning process.

Sulistia Wati

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This community service activity focuses on teaching students at TKA/TPA Darussa'adah Palangka Raya with a focus on using Flashcard media in learning Al-Qur'an activities. The purpose of this service is to see and explore the potential of using Flashcard media in the activity of strengthening Qur'anic recitation of idgham bighunnah and idgham bilaghunnah tajweed laws that can be useful and easy to understand for santri children. The service method used is Service Learning (SL) with two stages. The first stage, field analysis and program or activity project design. Second stage, the implementation of the service according to what has been designed. The results of the service show that the implementation of learning the Qur'an, especially the legal material of Idgham bighunnah and Idgham bilaghunnah through Flashcard media at TKA/TPA Darussa'adah, has proven to make it easier for children to understand the reading laws of Idgham bighunnah and Idgham bilaghunnah. This method of learning by utilizing interactive media also prevents children's boredom in learning the Qur'an.

Carolina Sri Athena Barus

ARDHI : Jurnal Pengabdian Dalam Negri 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This article discusses the socialization n of interactive media utilizing Canva, enhanced with Artificial Intelligence (AI), at SMA Negeri 6 Central Maluku. The initiative aims to modernize the educational tools available to teachers and students, promoting a more engaging and effective learning environment. Canva's AI-driven features facilitate the creation of dynamic and visually appealing educational content, making complex concepts easier to understand. The socialization process involved training sessions for teachers and interactive workshops for students, highlighting the practical applications of AI in education. The feedback from participants indicated a significant improvement in both teaching methodologies and student engagement. This project demonstrates the potential of AI-based tools in transforming traditional educational practices, paving the way for future innovations in the field of education.

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.

Sarah Dalila Fitri; Rodia Rotani Rianda; Lara Dwi Alma; Revi Yulianti; Wismanto Wismanto

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

Students are slow to memorize prayer readings because the learning methods used by teachers are still conventional. As a result, students are not interested in learning prayer readings. The objectives of this research are as follows: (1) create interactive learning media that can be used, easy to use, and suitable for individual learning; and (2) find out how effective the media is in teaching prayer. The Smart App Creator application is used to provide Android-based interactive media. Education must be able to develop the potential of every child in line with current developments in science and technology (IPTEK). Student potential can be developed according to the teacher's ability to manage learning. The material provided must be interesting and not make students bored.

Citra Ratih Prameswari; Fajar Abadi; Eki Arla Pribadiyanti

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The role of computers in the process of teaching and learning activities is very developed. Teachers in schools adapt to using computers as media for deliver learning materials. Javanese script contained in Javanese language subjects is one of the subjects taught to grade 4 elementary school students.The method used in this study is based on interactive media by combining teaching materials, and technological advances. The visual display will contain Javanese script material equipped with images, animations, and audio.Perancangan Media Interaktif “Mengenal Aksara Jawa” is a learning media that adapt students need in this era, so they can easy to receive, absorb, and understand the material.