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Faridahtul Jannah; Shofia Hattarina

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment

Legi Aulia Putri; Ulva Rahmi

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2023 FKIP, Universitas Palangka Raya

In the digital era, Islamic religious education (PAI) is faced with the challenge of attracting the learning interest of the millennial generation who are accustomed to technology. This article explores the potential of using digital media as an innovative strategy to increase interest in learning PAI in the millennial generation. This approach includes the use of mobile applications, interactive learning videos, and online platforms specifically designed to provide an engaging learning experience that suits the learning styles of the millennial generation. By understanding the characteristics of the millennial generation who tend to be responsive to technology, the application of digital media in PAI classes can create a more dynamic and relevant learning atmosphere. In addition, this article explains how the integration of digital media can stimulate discussion and active participation of students, building connections between PAI material and the daily life context of the millennial generation. The successful use of digital media to increase interest in learning PAI in the millennial generation requires an active role from educators in designing interesting content, facilitating online interactions, and continuing to apply innovation in learning approaches. Thus, this article not only discusses the positive impact of using digital media in increasing interest in learning PAI in the millennial generation, but also provides practical guidance for educators to implement it effectively in the educational environment.

Rayhan Akbar Wiguna; Kinanti Wijaya

Jurnal Teknik dan Teknologi Indonesia (JTTI) 2023 PT. Arsil Reka Engineering

Indonesia has about 81,000 km of coastline making coastal areas of great significance to the Indonesian economy. Development in coastal areas is very important to provide an improved quality of life to coastal communities with the development of health services, education, infrastructure to places of worship such as mosques/mushola. The platform structure of a floating mosque or mushola building is unique in its platform part, which resembles a building on stilts. Based on the data obtained, the majority of students do not understand the type of floating building construction. Therefore, product development on the construction of floating prayer rooms with interactive augmented reality (AR) based learning media using the Assemblr Studio application and developed with the 4D model consisting of the stages of define, design, develop, and disseminate. The product in the form of this media is intended to display a 3D model in the form of an architecturally floating mushola building with illustrations of the surrounding environment, displaying a 3D model in the form of a structure of a floating mushola building along with its explanation, displaying supporting videos in the form of building renderings and structural development stages of a floating mushola building. This learning media has gone through validity testing by material experts and media experts and obtained a feasibility score of 4.14 (predicate feasible) for the material validation test and obtained a feasibility score of 4.17 (predicate very feasible) for the media validation test.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.

Zaitun Qomariah; Hesty Widiastuty; Iffa Kharimah; Winna Winna; Lafifah Suliyya

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to explore innovative approaches in integrating English-language religious content as a means of strengthening religious values ​​and improving listening skills in junior high school students at Alam School. This research uses a descriptive method, an innovative approach that illustrates the condition of the subject or object of research by detailing existing facts. The results of the research show that community service activities that use English religious content are successful in strengthening religious values ​​and improving students' listening skills. Students are able to understand and remember new vocabulary through listening to videos. They can also internalize the moral values ​​contained in the video. Apart from that, the use of gamification through the Kahoot application can motivate students to learn in an interactive and fun way. An innovative learning approach that integrates elements of religion and English can help students develop holistically, both spiritually, morally and in language skills. This approach can be an alternative that can be applied in learning English at school.

Raden Mohammad Zaky Ar-Rafi; Restu Ismoyo Aji

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2023 International Forum of Researchers and Lecturers

This research analyzes the branding strategy used by Ikatan Orang Tua Mahasiswa ITS (IKOMA) Institut Teknologi Sepuluh November (ITS) through social media, with a focus on the use of interactive Reels videos as a campus approach. The research results show that the use of interactive Reels videos has made a positive contribution in increasing student interaction and awareness of IKOMA and ITS. This research also identifies key factors that influence the success of a branding strategy through social media, such as content quality, creativity, consistency and interaction with the audience. These findings provide important insights for student organizations and educational institutions in understanding the role of branding strategies through social media as a means of strengthening relationships between students and the College.

Hizkia Ananda Putri; Mahimma Romadhona

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The Bina Village program is a learning activity for students to jump directly in the community. The activity requires students to contribute actively and creatively to partners. This community service activity is the education of garbage sorting for 1st grade students in Penangungan SDN, Trawas District, Mojokerto Regency. This community service activity involves 31 students and is carried out through two methods, namely board game socialization and 2D animation video viewing. The first stage, students are asked to watch interactive animated videos depicting organic and inorganic waste management. The content of this 2-dimensional animated video includes the definition of garbage, the impact of garbage collection, the types of garbage with color symbols to identify the type of garbage, and the benefits of garbage sorting. The second stage, students are involved in board games. The main focus of the material given is the sorting of organic and inorganic wastes. This is in line with the Adiwiyata program of the school, which is a caring and environmentally cultured school, and has a real program to integrate environmental preservation. Students contribute to creating educational and training facilities to develop students' motor and memory for waste sorting materials. This is expected to form an environmental awareness for students early on, encourage the behavior of the surrounding community in terms of garbage sorting, and preserve the environment for the future through recycling of garbage.

Rini Marlina Masumba; Utin Desy Susiaty; Hartono Hartono

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

The research methodology used by researchers in this research is a research and development approach. The researchers in this study used a research plan that combines a three-dimensional model consisting of four different development stages: Define, Design, and Develop. The participants involved in this research were class VIII students of SMP Negeri 1 Teriak. The method used in selecting the sample used a purposive sampling technique. Purposive sampling is a sampling technique that involves deliberate selection based on certain reasons. Researchers use many data collection strategies, including indirect communication tactics and measurement techniques. The data collection methods used in this research include the use of validation sheets, questionnaires, and assessment of mathematical understanding abilities. Based on the results of the discussion in this research, it can be concluded that the level of validity of interactive video learning media in the form of animated videos on relationship and function material based on direct instruction can be classified as valid with a percentage of 85.27%, the level of practicality obtained is 90.58% with very practical and high level criteria. The effectiveness obtained was 80.76% with effective criteria.

Fahrina Yustiasari Liriwati

Journal Innovation in Education (INOVED) 2023 STIKes Ibnu Sina Ajibarang

The digital revolution has fundamentally changed the educational paradigm, influencing the way of learning, teaching and interacting in the educational environment. In responding to the challenges and opportunities presented by this technological era, the concept of "Freedom to Learn" emerged as an approach that empowers students to be active and independent in the learning process. This article discusses how the Merdeka Belajar approach can increase students' competitiveness in the technological era by combining the potential of the digital revolution in education. In the initial stage, the article introduces the concept of Merdeka Belajar which places students at the center of the learning process. By giving students the freedom to choose the time, method and learning materials according to their interests and abilities, this approach aims to increase students' motivation, creativity and participation in learning. Next, the article discusses the use of technology in education, including e-learning, learning videos, online learning platforms and educational applications. The use of this technology allows students to access various learning resources more easily, expand the range of knowledge, and increase learning efficiency. Technology integration is key in supporting the implementation of the Merdeka curriculum and providing an interactive and interesting learning experience for students. In addition, the article highlights the importance of developing digital literacy abilities, technological skills, and an understanding of digital ethics for students in an era of ever-developing technology. Merdeka Belajar plays an important role in helping students hone these skills, so they can be better prepared to face the challenges of the digital world. The article also examines the challenges and obstacles in combining Merdeka Belajar with technology, such as limited access to technology, lack of training for teachers, and concerns about data security . Solutions and strategies to overcome this obstacle are also discussed in the article. In its conclusion, the article underlines the importance of adopting the Independent Learning concept integrated with technology to bring innovation in education. This approach can improve the quality and relevance of learning, prepare students to face the challenges of the technological era, and increase their competitiveness in facing an increasingly digital future.    

Maria Ayu Fitri Lestari; Muchtadi Muchtadi; Wandra Irvandi

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

This study aims to produce interactive video learning media in mathematics learning to improve students' mathematical understanding that is valid, practical and effective. This research is a development research where the research procedure uses a 4D design, namely (Define, Design, Development, and Dissemination) but this research only reaches the Development stage due to limited time, costs and research subjects. The subjects in this study were 26 class X students of SMAN 1 Nanga Tayap. The instrument used by the researcher was a validation sheet to see the validity of interactive video media, a response questionnaire was used to see the practicality of interactive video media and a pilot test was used to see the practicality of interactive video media in improving students' mathematical understanding abilities. Based on the validation of the three validators on learning interactive video media, it can be declared valid with an average index percentage of 79.69% with valid criteria. Material expert validation was declared valid with an average index percentage of 78.88% with valid criteria. Meanwhile, media expert validation was declared valid with an average percentage index of 79.28% with valid criteria. The level of practicality with an average percentage of teacher responses is 80%, with very valid criteria and an average percentage of student responses is 82.66% with very practical criteria. From the results of completing the teacher and student response questionnaire, interactive video learning media for students' mathematical understanding can be stated to be very practical for students. The level of effectiveness of students after using interactive video learning media on mathematical understanding abilities is 80.76% with very effective criteria.    

Felicia Azzahra Kusdinar; Ratna Dewanti; Ilza Mayuni; Dieni Nurhasanah

Problems in learning writing did not seem to find a bright spot in education. Teachers tried to find solutions by evaluating learning materials and learning media. Recently, the solution of the writing problem had become a major concern. Thus, this research aimed to design technology-based learning materials referred to interactive videos with target learner seventh graders. This methodology used design development research (DDR). Data were sourced from junior high schools in Jabodetabek. The main data for designing were the results of the analysis learning materials, learning objectives, and interview result with teacher. The design of interactive video paid attention to the main aspects including the characteristics of interactive video, learning objectives, and students' needs. In addition, time efficiency was also important to maintain students' motivation in learning. Through interactive video, students' engagement in interacting with the learning content was the key to successful learning. Therefore, the result of this design showed this media has high potential to be implemented in writing class.

Rodia, Rindri Suci

Adi Widya: Jurnal Pengabdian Masyarakat 2023 Lembaga Penelitian dan Pengabdian Masyarakat

This activity aims to provide an overview of early childhood language development from learning stimulation activities through interactive video learning media at the Denali Development Center (DDC). Interactive video was chosen because it is considered very suitable for the characteristics of early childhood who tend to get bored easily, have low focus and concentration, and tend to be active and find it difficult to sit still. Based on the results of observations that have been made at DDC found problems where some children aged 1-3 years, experience speech delays where children cannot pronounce vocabulary correctly when communicating, the vocabulary mastered by children is still small, children cannot compose simple sentences when communicating, children have not been able to provide answers to questions that are given quickly and straightforwardly and the child has not been able to listen properly. From the results of the learning activities that have been carried out during the service period, gradually the child experiences significant language development where the child is quiet and never makes a sound or gives a slow reaction, this child begins to make sounds such as laughter or bubbling. And other children who cannot pronounce words correctly, gradually these children can say some words well and their meanings can be understood and the vocabulary they master also develops. Therefore providing stimulation to children is very important to reach this stage of development. Children who receive less stimulation tend to have problems and obstacles in their development.  

Fransi Arsani; Ahmad Zainullah

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Post-Cesarean Section (CS) patients often experience anxiety that can hinder the recovery process. Limited time for health workers to provide comprehensive education is one of the main factors causing a lack of patient understanding of post-CS care. This study aims to evaluate the effectiveness of providing video-based education and interactive sessions in reducing anxiety in post-CS patients. The methods used include socialization, video-based training, direct practice, and evaluation through pre-test and post-test questionnaires. The results showed an increase in patient understanding and compliance with post-CS care and a significant decrease in anxiety levels. Video-based education has been shown to be effective in helping patients understand recovery procedures better and reducing dependence on analgesics. Therefore, the implementation of similar education methods is recommended in health services to improve the quality of recovery in post-CS patients

Sadariani Zebua; Mortan Sibarani

Sinar Kasih: Jurnal Pendidikan Agama dan Filsafat 2023 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

Increasing the creativity of Christian religious education teachers through the development of digital learning materials is urgently needed because without developing digital learning materials, PAK teachers will experience a lag in digital information. This study aims to investigate the development of digital learning materials that can increase the creativity of Christian religious education teachers. In the digital era that continues to grow, the use of technology in Christian religious education has great potential to create a more interesting and effective learning experience. This study uses a type of qualitative research and involves literature studies to gain an in-depth understanding of the integration of Christian religious values in digital learning. The results of the study show that the development of digital learning materials can provide significant benefits in increasing the creativity of Christian religious education teachers. By integrating Christian religious values, teachers can create more innovative and creative teaching methods. The use of technological resources such as multimedia, video, and interactive software allows teachers to extend learning materials and create more engaging learning experiences for students.