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Ekky Nur Arvia Fahma; Ika Rahmawati

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study aims to develop an interactive digital learning media based on Wordwall, named TANGKAS (Tantangan Asyik Ngulik Pecahan Kelas Empat Seru), as a practice tool for addition and subtraction of fractions in fourth-grade elementary students. The development process employed the ADDIE model, which includes the Analyze, Design, Develop, Implement, and Evaluate stages. The research subjects consisted of 29 fourth-grade students at SDN Ngemplak I Baureno. The needs analysis revealed that learning activities were still dominated by conventional methods with limited use of digital media, resulting in low student engagement. To address this issue, TANGKAS was developed using a maze chase game design to enhance motivation and support engaging fraction practice. The validation results indicated a material validity score of 94% (highly valid) and a media validity score of 80% (valid). The practicality aspect obtained 81.8% from students, both categorized as highly practical. The effectiveness test showed an improvement in learning outcomes with N-Gain scores of 0.6 for fraction addition and 0.54 for fraction subtraction, both classified as moderate. Therefore, TANGKAS is proven to be feasible, practical, and effective as an interactive game-based learning media to support students’ understanding of mathematics in elementary school.

Aleks Effendi; Partono Nyanasuryanadi

Jurnal Budi Pekerti Agama Buddha 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze and synthesize research findings related to the integration of Buddhist values in the development of interactive learning media. The research employed a qualitative approach using a systematic literature review method on fifty selected articles published between 2018 and 2025. Data were collected through a structured process of identification, screening, and extraction from primary sources consisting of accredited national journals and reputable international journals. The data were analyzed using thematic and comparative synthesis techniques to identify patterns, effectiveness, and research gaps. The results show that interactive learning media based on Buddhist values can enhance students’ motivation, moral understanding, and engagement through the use of technologies such as gamification, educational animation, augmented reality, and mobile applications. The effectiveness of these media is strongly influenced by the alignment between Buddhist ethical principles, instructional design, and the cultural context of learning. Furthermore, the study reveals that the successful integration of spiritual values into digital media depends on educators’ readiness, digital literacy, and technological infrastructure support.

Mesy Nadia Safitri; Mega Kencana; Suci Fajrina

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

In today's digital era, the dance learning process is no longer limited to conventional studios. Various technologies, ranging from instructional videos and interactive media to virtual reality, are increasingly being utilized in dance education. Through a systematic literature review (SLR), this study examines the effectiveness of various dance learning tools based on empirical findings and development studies. This study compiles, compares, and summarizes research findings on the use of various media (such as video, VR, interactive PowerPoint, and augmented reality) and their impact on several aspects, including material comprehension, movement skills, aesthetic appreciation, and student engagement. The analysis shows that digital technology can improve dance learning outcomes across the cognitive, psychomotor, and motivational domains. However, challenges such as limited technological facilities and the need for teacher training still need to be addressed. This study also provides recommendations for educators and dance learning developers to integrate technology in harmony with appropriate pedagogical approaches.

Dea Utami; Yolanda, Yolanda; Sari Safitri; Frika Fatimah Zahra

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

This study aims to explore and improve the quality of Social Studies (IPS) instruction at SD Negeri 04 Palembang by integrating interactive learning media and collaborative teaching strategies, especially in the “Map Layout” topic for fifth-grade students. Using a qualitative descriptive approach, the researchers gathered data through document analysis, conversations with teachers and students, as well as direct observation of learning activities. The findings show that the use of visual learning tools, cooperative group work, and contextual tasks related to students’ everyday environments helps make Social Studies lessons more engaging and meaningful. Simple interactive materials such as illustrated school layouts were shown to increase students’ participation and strengthen their understanding of spatial concepts. Overall, the integration of interactive media with collaborative learning approaches contributes to a more dynamic classroom atmosphere, supports deeper conceptual comprehension, and enhances students’ motivation to learn. This approach demonstrates strong potential for improving IPS learning outcomes in elementary education.  

Nurfadilah Muthalib; Nirmala L. Nasief; Asya Anggraini Langindara; Nindi Astuti; Sulastya Ningsih

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the importance of creating enjoyable learning so that early childhood learning interests can develop better, especially in Pembina State Kindergarten, Dungingi District. The purpose of this study was to determine the effect of the use of interactive learning media on children's learning interests and describe changes in their learning behavior when activities are carried out without media and with interactive media. This study used a quantitative approach with a quasi-experimental method through conventional learning and learning using interactive media in the form of coloring activities. Data were obtained through observations by assessing aspects of enjoyment, focus, activeness, and enthusiasm during the activity. The results showed that children's learning interests in conventional learning only reached an average score of 6 and tended to be low, while in learning using interactive media, it increased significantly to an average score of 13.1. This change was seen from the increase in children's enthusiasm, better ability to focus, and their more active involvement during the learning process. The findings of this study confirm that interactive learning media has an important role in attracting children's attention and creating a more lively and meaningful learning atmosphere, thereby increasing early childhood learning interests

Muhammad Arham Firmansyah; Deby Febrianti Syam; Edy Kurniawan; Suriati Suriati

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The rapid advancement of technology has significantly impacted the field of education, making learning more interactive and engaging. This study aims to investigate the implementation of Google Sites in enhancing the learning motivation of eighth-grade students at SMPN 1 Polongbangkeng Utara in science subjects. The research employed a Classroom Action Research (PTK) approach with a quantitative descriptive method, involving 32 students as participants. Data were collected through observations, questionnaires, and documentation over two cycles of learning interventions. The results showed that students’ learning motivation increased progressively from the pre-cycle, with a low average of 38%, to cycle I with 55% (moderate), and reached 78% (high) in cycle II. Indicators such as diligence, perseverance, attention, achievement, and independence showed significant improvement after utilizing Google Sites. These findings suggest that Google Sites, as an interactive and easily accessible digital learning media, can effectively stimulate student engagement, facilitate understanding of complex concepts, and foster independent learning. The study highlights the potential of integrating technology-based media to enhance motivation in science education.

Mahlaini; Fanisa Putri Anggraini; Chardinal. DV; Sani Safitri; Rani Oktapiani

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

The rapid advancement of digital technology has transformed the learning patterns of Generation Z, who tend to be visual, quick in accessing information, and highly engaged with interactive media. These characteristics pose challenges for history learning, which is often perceived as monotonous and focused on memorization. This study aims to examine the needs, urgency, and strategies for developing history teaching materials that are relevant and effective for Generation Z in the digital era. Using a descriptive qualitative approach through library research, the findings indicate that effective history materials should integrate digital media, apply active learning models, and connect historical content with students’ real-life experiences. Teachers play a key role as innovators by utilizing digital storytelling, virtual tours, gallery walks, and gamification. Integrating local history and national values is also essential to strengthen students’ national identity. This study emphasizes that developing digital history teaching materials is not merely about adopting technology but about creating meaningful, reflective, and generation-appropriate learning experiences.

Firmansyah, Muhammad Arham; Syam, Deby Febrianti; Kurniawan, Edy; Suriati, Suriati

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

  The rapid advancement of technology has significantly impacted the field of education, making learning more interactive and engaging. This study aims to investigate the implementation of Google Sites in enhancing the learning motivation of eighth-grade students at SMPN 1 Polongbangkeng Utara in science subjects. The research employed a Classroom Action Research (PTK) approach with a quantitative descriptive method, involving 32 students as participants. Data were collected through observations, questionnaires, and documentation over two cycles of learning interventions. The results showed that students’ learning motivation increased progressively from the pre-cycle, with a low average of 38%, to cycle I with 55% (moderate), and reached 78% (high) in cycle II. Indicators such as diligence, perseverance, attention, achievement, and independence showed significant improvement after utilizing Google Sites. These findings suggest that Google Sites, as an interactive and easily accessible digital learning media, can effectively stimulate student engagement, facilitate understanding of complex concepts, and foster independent learning. The study highlights the potential of integrating technology-based media to enhance motivation in science education.

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.

Arcita Rizara; Dwi Kusumawardani; Mita Septiani

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This systematic literature review examines the effectiveness of game-based learning (GBL) interactive e-modules in improving students' learning concentration. The study synthesizes the findings from eight research articles published between 2012 and 2025. The analysis reveals that GBL-based e-modules significantly enhance learning motivation, with validity rates ranging from 90% to 99%. Additionally, the use of interactive platforms such as Wordwall, Gimkit, and other digital tools effectively supports various learning styles, particularly visual and kinesthetic learners. The review highlights that student engagement levels improve significantly, ranging from 67.42% to 87.12%. Furthermore, these e-modules positively impact learning outcomes, providing a more engaging and interactive approach to education. By integrating gamification elements, the e-modules create a dynamic and motivating learning environment that fosters better concentration and focus among students. The review concludes that GBL-based e-modules are an effective educational strategy, particularly in geography education at the high school level. These tools not only engage students in a fun and interactive manner but also improve their ability to focus, leading to enhanced learning experiences. As a result, incorporating GBL-based e-modules in educational practices can contribute to better learning concentration and overall academic performance.

Ayesha Nayra E.; Mutia Sandrina; Rifa Aska Auliya; Sherly Purnama Sari; Rita Kurnia +1 more

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to describe the professional competence of Early Childhood Education (ECE) teachers in implementing technology-based learning at PAUD “X”. Teacher professionalism plays a crucial role in determining the quality of early childhood learning, particularly in the digital era where educators are expected to adapt to technological advancements. This research employs a descriptive qualitative approach, utilizing observations and semi-structured interviews to obtain an in-depth understanding of teachers’ abilities in managing learning processes, mastering instructional content, and integrating appropriate learning media. The findings indicate that teachers demonstrate strong pedagogical, social, and personal competencies. They successfully create an engaging and  developmentally appropriate learning environment, use language that is easily understood by young children, and exhibit patience, discipline, and effective communication skills. Positive interaction among teachers, children, and parents contributes to a supportive and collaborative learning atmosphere. Teachers also incorporate simple learning materials, such as origami and visual aids, to enhance student engagement. Nevertheless, the study reveals that teachers’ professional competence in utilizing digital technology remains limited. Although technological tools are available, several teachers lack confidence and technical skills in operating digital devices, such as projectors and interactive media. Insufficient training and mentoring are identified as primary barriers. The study concludes that strengthening teachers’ technological competence should be prioritized through continuous professional development programs, including structured training and peer mentoring. Enhanced technological skills will enable teachers to design learning experiences that are more interactive, innovative, and responsive to the developmental needs of young children.

Fadiatur Rosidah; Muhammad Suwignyo Prayogo; Risa Fitria Agustina; Faiqotun Ni’mah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop an interactive learning media based on Genially Hybrid for the topic of the Human Reproductive System in senior high schools, aligned with the 2024 National Curriculum. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the development stage. The final product consists of three main media: (1) interactive presentation, (2) digital board game, and (3) “Family 100” game show. Each medium was designed according to Mayer’s Multimedia Principles and Cognitive Learning Theory to enhance students’ engagement and conceptual understanding. The results show that Genially Hybrid media successfully integrates visual, verbal, and interactive components that support both face-to-face and online learning flexibly. These media not only enrich learning experiences but also improve students’ motivation and collaboration in mastering abstract biological concepts. This innovation is expected to serve as an initial model for developing effective and adaptive digital learning media that meet the demands of the Society 5.0 era and the 2024 National Curriculum.

Annisa Sofia Mujahidah

International Journal of Religious Education and Philosophy 2025 International Forum of Researchers and Lecturers

Learning Hajj rituals requires innovation to overcome the limitations of available media, one of which is through the utilization of the integration of the Android platform with Augmented Reality technology. The Muslim Sadiq application on smartphones displays 3D objects related to the practice of Hajj rituals. This study aims to explain the design of interactive media based on Augmented Reality as an innovation in learning Hajj rituals, expected to improve student understanding through a more visual, interactive, and contextual learning experience. This media design method adopts two stages of the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), namely the needs analysis and media design stages. This study reveals that learning Hajj rituals requires interactive and applicable media to overcome the gap between theoretical understanding and the practice of Hajj worship in real life. The designed media utilizes AR technology to create a simulation of Hajj implementation and supports experience-based learning. Although the design has considered technical and pedagogical aspects, this media is still in the design stage and has not been tested or implemented directly. Therefore, further research is needed to assess the effectiveness of this media in learning Hajj rituals.

Eka Maulidia; Muhammad Suwignyo Prayogo; Tsania Nailal Ilfa; Adellia Saputri

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Science learning in elementary schools plays a vital role in fostering scientific thinking, curiosity, and critical thinking skills from an early age. However, classroom practices are still dominated by conventional methods that make students passive and less motivated, which affects their understanding of abstract concepts such as the states of matter and their changes. This study aims to describe the effectiveness of using Canva as an interactive learning medium to enhance the motivation and learning outcomes of fourth-grade elementary school students on the topic of states of matter and their changes. The research employs a qualitative descriptive method through literature review and theoretical experimentation. The study involved reviewing various scientific sources and conducting a simulated Canva-based learning activity that visualized changes in the states of matter through images, animations, and simple classroom experiments. The findings reveal that using Canva encourages active student participation, clarifies abstract science concepts, and creates an engaging learning experience. Canva has proven to be an effective and innovative medium that supports the principles of the Merdeka Curriculum, emphasizing creativity, collaboration, and independent learning.

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

Wulandari, Safira Laila; Fitriani, Siti Khoriah; Neni, Neni

Hidayah : Cendekia Pendidikan Islam dan Hukum Syariah 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Learning Islamic Religious Education (PAI) requires a systematic and adaptive approach to address the challenges of student development in the modern era. The ADDIE model, which encompasses needs analysis and continuous evaluation, is considered effective in developing PAI learning. This study aims to examine the application of ADDIE-based PAI learning design in enhancing learning independence. The method used is library research by reviewing journals, books, and scientific documents related to the ADDIE model, PAI learning, and learning independence. Data were analyzed using a content analysis approach to identify patterns and relevance between variables. The results show that each stage of the ADDIE model plays a crucial role in strengthening student learning independence, through the design of structured learning activities, interactive media, and evaluations that encourage self-reflection. The implications of this study emphasize the need for consistent application of the ADDIE model by PAI teachers to improve the quality of learning and the formation of independent character. Schools also need to support resources and training for optimal implementation of the ADDIE model.

Asy Syifa Tsaniya Adha; Aditya Januarsa

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Pop-up is a visual delivery technique in the form of three dimensions that falls under paper engineering, where paper is folded in such a way that it emerges or expands when a page is opened. This technique not only provides aesthetic value but also offers a more interactive reading experience for readers. Pop-up storybooks are designed to make the narrative within them come alive through the raised effects produced by folding techniques. Thus, readers not only enjoy the text but also gain a visual experience that supports their imagination of the story’s content. A well-designed pop-up book is determined by the effectiveness of the pop-up models used in clearly conveying the story’s message. The choice of folding models must align with the narrative so that the visual elements presented are not only aesthetically appealing but also communicative. This study aims to analyze the selection of pop-up models and to assess the extent to which these models successfully depict the story adapted from the Harry Potter film. The analysis results show that five types of pop-up models are used, namely magic box, V-folds, multiple layers, floating layers, and moving discs. Among these five, multiple layers are the most frequently used model, with a percentage of 35.3%. Meanwhile, effectiveness analysis indicates that 58.8% of the pop-up models employed successfully illustrate the story, both in terms of character visualization and storyline. In conclusion, the Harry Potter pop-up book demonstrates innovative and effective paper engineering techniques in storytelling. This proves that interactive media such as pop-up books can serve as a creative medium to enhance both the appeal and comprehension of readers toward a literary work or film adaptation.

Kairuddin Kairuddin; Fithrah Amalia Sirait; Devita Syahputri; Dinda Rizky; Nabila Nasution +2 more

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

Using Newman's Error Analysis (NEA) as a framework, this study will examine the many ways in which MAN 3 Medan students blunder while answering problems involving logarithms and exponentials. A total of thirty-one MIPA class X students served as subjects for this qualitative descriptive study. Essay tests, interviews with math instructors, and records of student work all contributed to the data set. Data analysis involves reducing, presenting, and making conclusions while triangulating sources to ensure the data is legitimate. According to the research, the two most common points of mistake are when people are trying to grasp the issue and when they are trying to convert it. This is because pupils have a hard time grasping the characteristics and fundamental ideas of logarithms and have a habit of rote memorization rather than critical thinking. Other factors that also affect include the lack of utilization of learning media and low student learning motivation. After being given discussion-based learning and interactive media, the post-test results showed an increase in comprehension and a decrease in conceptual errors. This research recommends that teachers should emphasize student-centered learning by strengthening basic concepts and implementing contextual problem-solving strategies.

Muhammad Rangga Pramana; Oktrigana Wirian

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to examine the role of Islamic Religious Education (PAI) in shaping students’ character in the digital era at SMK Negeri 1 Binjai. The research employed a descriptive qualitative method with a phenomenological approach. Data were collected through classroom observations, religious activities, interviews with PAI teachers, and questionnaires distributed to 50 tenth-grade students. The findings reveal that PAI plays a crucial role in instilling key character values, including discipline, honesty, responsibility, religiosity, and digital ethics. PAI teachers utilized interactive media, educational videos, and digital Qur’an applications, which enhanced students’ enthusiasm and facilitated better understanding of the subject matter. Based on the questionnaire results, 83% of students stated that PAI improved their discipline, 77% reported being more cautious in using social media, and 87% acknowledged that PAI fostered a greater sense of responsibility toward themselves and others. However, 60% of students still struggled to control their gadget usage, particularly for entertainment and online games. This indicates the need for continuous guidance and supervision from both teachers and parents. Overall, the study emphasizes that the effectiveness of PAI in the digital era depends on teachers’ competence in integrating technology, the role of exemplary behavior, and strong collaboration between schools and families. Therefore, PAI not only serves as a medium for delivering religious values but also as a vital instrument for shaping Islamic character, enabling students to face moral and social challenges in the digital age.

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.