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Aurellia Fitrista Maharani; Puji Wahono; Muhammad Ikhwan

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and evaluate the feasibility of Teknoran, a website-based digital learning medium developed through the Canva application for the Office Technology subject in Grade X at SMKN 31 Jakarta. The study was motivated by learning activities that were still dominated by lecture methods and limited learning media. Teknoran was designed to facilitate learning through integrated features such as learning materials, assignments, and educational games within a single platform. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. Data were collected through observation, needs analysis questionnaires, validation sheets from material and media experts, and student response questionnaires during one-to-one and small group trials. Data were analyzed using descriptive quantitative and qualitative techniques. The results showed that the Teknoran website achieved a feasibility score of 95% from material experts and 93.33% from media experts, both categorized as “Very Feasible.” Student responses also indicated a very high level of acceptance, with an average score of 95.68%. These findings demonstrate that Teknoran is highly feasible as a digital learning medium and can support more interactive, flexible, and independent learning in Office Technology subjects at SMKN 31 Jakarta.

Renawati Renawati; Resty Desnita; Rusia Yanti; Jenni Afriani; Sahara Wita

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2026 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This study endeavors to elucidate the application of educational videos pertaining to Heroes' Day in fostering the social communication competencies of early childhood learners at Kindergarten 001 Bunguran Timur Laut. Social communication skills are essential for young children as they support language development, social interaction, emotional expression, and the ability to build positive relationships with others. Therefore, educators are encouraged to utilize innovative and engaging learning media that can effectively stimulate children's communication abilities. The methodological framework employed in this investigation was qualitative in nature, utilizing a descriptive approach. The participant cohort comprised 15 children from Group B, aged between 5–6 years. Data were gathered through systematic observation, structured interviews, and comprehensive documentation to obtain a thorough understanding of the learning process and its outcomes. The findings revealed that the integration of educational videos concerning Heroes' Day facilitated the development of social communication skills among children, including verbal expression, responsive inquiry, collaborative engagement, and interactive discourse with peers and educators. The participants demonstrated heightened enthusiasm, greater confidence in expressing their opinions, and increased active participation throughout the instructional sequence. Moreover, the visual and auditory elements of the videos helped children better understand the learning material and encouraged meaningful discussions. Consequently, educational videos pertaining to Heroes' Day may serve as an effective pedagogical medium for nurturing the social communication competencies of early childhood learners at Kindergarten 001 Bunguran Timur Laut.

Daurat Sinaga; Cahaya Jatmoko; Sindhu Rakasiwi; Feri Agustina; Heru Lestiawan +1 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The rapid development of information technology has had a significant impact on the world of education, particularly in the use of mobile applications as learning media. Developing Android-based applications using Flutter is one innovation that can increase efficiency and provide a more personalized and adaptive learning experience. In this context, educators are required to continue innovating to meet the increasingly diverse and dynamic needs of students in the digital era. The Multimedia and Information Technology Professional Association (PPMultindo), an organization that brings together technology professionals, is taking advantage of this opportunity by developing an Android-based learning platform. This platform is designed to provide easier, more flexible, and more interactive access to learning materials, as well as support the process of designing more engaging materials. Features such as learning data analysis, material recommendations, and automatic evaluation are expected to increase the effectiveness and efficiency of the teaching and learning process, while also providing a means for collaboration between members. However, the implementation of this technology still faces various challenges, such as limited technological competence of educators, inadequate infrastructure, and the need for curriculum adjustments. Therefore, collaborative efforts are needed to optimize the use of mobile technology to support educational transformation.

Sindhu Rakasiwi; Cahaya Jatmoko; Candra Irawan; Lalang Erawan; Suprayogi Suprayogi +1 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of information technology, particularly the use of smartphones, has changed human activity patterns and significantly impacted the education sector. The "one-stop-shop" concept reflects the use of mobile devices as centers for various activities, including learning. This situation drives the need for innovation in the development of adaptive and interactive learning media. One solution that can be developed is an Android-based mobile application using Flutter, which can increase the effectiveness and efficiency of the learning process. The Association of Multimedia and Information Technology Professionals (PPMultindo), an organization focused on technology, has developed an Android-based learning platform. This platform is designed to provide flexible access to materials, support interactivity, and facilitate collaboration between educators. Features such as learning analysis, material recommendations, and automatic evaluation are expected to improve the quality of the learning experience. However, the implementation of this technology still faces various challenges, including limited technological competence of educators, inadequate infrastructure, and adjustments to curriculum needs. Therefore, collaborative efforts are needed to optimize the use of mobile technology to support educational transformation in the digital era.

Muhammad Afian Firmansyah

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Children in Tambak Osowilangun Village have high access to digital technology, but their digital financial literacy remains very low. Technology is generally used only for entertainment and social media without an understanding of its economic value. This condition is exacerbated by limited supervision from parents, the majority of whom work in the industrial sector, leaving children vulnerable to uncontrolled consumer behavior online. This community service activity aims to equip children in Tambak Osowilangun Village with a basic understanding of modern economics. The main focus is to improve their ability to manage their finances wisely, introduce the concept of digital savings, and develop critical thinking skills so they can distinguish between needs and wants in the technology era. The program uses the Participatory Action Research (PAR) method, which involves the active participation of children through a spiral of stages: planning, action, observation, and reflection. Data was collected through participant observation to monitor the learning dynamics of participants during the educational sessions. The implementation of the activity showed a significant increase in participants' financial understanding. Children became more aware of the risks of digital fraud and began to understand how financial applications work. Through interactive discussion sessions, high enthusiasm was generated, shifting the children's mindset from mere entertainment users to financially savvy technology users. The synergy between students and the community has succeeded in fostering a disciplined and responsible economic character in the young generation in the village.

Istiqomah Istiqomah; Sifana Alqorana; Meysi Wulandari; Safina Desfianti; Sani Safitri

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The rapid development of digital technology in the 21st century has brought significant changes to various aspects of life, including education. One of the emerging innovations in the educational field is the use of Artificial Intelligence (AI) as a tool to support the learning process. The integration of AI in history education offers new opportunities to create more interactive, adaptive, and contextual learning experiences through access to various digital historical sources. This study aims to analyze the integration of Artificial Intelligence in history learning and its implications for improving students’ digital historical literacy. This research uses a qualitative approach with a descriptive method through a literature study by reviewing various scientific articles related to the use of AI in education and digital literacy in history learning. The findings indicate that the use of Artificial Intelligence can assist students in accessing, analyzing, and understanding various digital historical sources more broadly through interactive media such as online archives, historical simulations, and technology-based learning platforms. In addition, the integration of AI can increase student engagement in the learning process, encourage critical thinking skills, and support more personalized learning based on students’ needs and abilities. However, the implementation of this technology must be accompanied by the strengthening of digital historical literacy as well as the application of academic integrity, ethical principles, and responsible use of technology. Therefore, the proper integration of Artificial Intelligence can serve as an innovative strategy to enhance the quality of history education in the digital era.

Asep Sapaatullah

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze the effect of information technology (IT)-based learning media on improving students' academic performance. With the advancement of digital technology, the use of IT-based media such as interactive presentations, educational videos, Learning Management Systems (LMS), and online quiz applications has become part of modern teaching strategies. This study uses a quantitative approach with a quasi-experimental method. The subjects of the study were secondary school students divided into experimental and control groups. The instruments used include learning achievement tests to measure academic performance and observation sheets to assess the implementation of IT media usage. Data were analyzed using t-tests and simple regression analysis. The results show a significant difference in academic performance between students who used IT-based learning media and those who used conventional methods. The experimental group showed a higher average score compared to the control group. These findings indicate that the use of IT-based learning media, when planned and implemented systematically, can improve students' motivation, engagement, and understanding of learning materials. Therefore, the integration of information technology into the learning process is recommended as an innovative strategy to enhance the quality of education.

Muhammad Alfadilal Rizky Rinda; Triana Harmini; Eko Prasetio Widhi

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Learning to read the Al-Qur'an at TPA Al-Amin Brahu Ponorogo still relies on conventional methods, which lead to low motivation and boredom among students. This study aims to design and develop interactive learning media based on Augmented Reality (AR) through the AR-Iqro' Jilid 5 application on the Android platform. The development method employed is the System Development Life Cycle (SDLC) using the Waterfall model, which encompasses the stages of planning, design, implementation, testing, and maintenance.The results of the study indicate that the application performs exceptionally well, with material validation reaching 96%, media design at 96%, and user testing at 97%. These findings prove that the AR-Iqro' Jilid 5 application is highly feasible for use due to its ease of navigation and intuitive visual interface. The implication of this research is the availability of an innovative alternative learning medium capable of increasing students' interest in learning the Al-Qur'an, with the potential for broader implementation in technology-based Islamic educational institutions.

Sri Wahyuni; Martin Kustati; Gusmirawati, Gusmirawati

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The learning process that engages students greatly influences their interest in learning. The integration of technology in education can enhance students’ interest and motivation to learn, and technological advancements provide significant support in delivering education on Islamic religious knowledge. Various social media platforms can serve as learning resources. With technological assistance, it becomes easier to spread religious knowledge in innovative and creative ways. This technology can also capture students’ attention, as it enables the creation of animated videos to enhance students’ comprehension of religious knowledge. An example of such a platform that can serve as an educational resource is YouTube Kabi. YouTube Kabi is an interactive medium that offers engaging audio-visual content with animations that capture students’ interest. The delivery of Sirah Nabawiyah material can be accomplished easily because this application can be accessed on laptops or smartphones. The purpose of this study is to examine the utilization of YouTube Kabi in teaching Sirah Nabawiyah material. The method employed in this study is qualitative with a descriptive approach. This research is field-based, and the data collection process involves observation, interviews, and documentation. The findings of this study demonstrate that YouTube Kabi serves as an example of an Islamic educational resource that can enhance students’ motivation to learn, especially in learning Sirah Nabawiyah material, because during the learning process, students demonstrate enthusiasm and engagement.

Wiwin Tampubolon; Yohanes Michael Sijabat

jurnal Riset Rumpun Agama dan Filsafat 2026 Pusat Riset dan Inovasi Nasional

Technological innovation in Christian Religious Education learning strategies aims to improve students' learning literacy comprehensively. In an era of globalization and rapid technological advancement, Christian Religious Education is required to adapt to digital learning media to ensure relevance and effectiveness. The use of various technologies, such as interactive learning videos, educational applications, and e-learning platforms, increases student motivation and active engagement in understanding Christian values ​​and integrating faith with knowledge. Learning strategies using attractive digital technology, a hybrid learning model that combines face-to-face and bold learning, and improving teacher competency are key to the successful implementation of this innovation. The research method used is descriptive qualitative based on a literature review that examines relevant scientific literature, books, and documents on technological innovation in religious education and improving learning literacy. Content analysis was conducted by grouping data based on themes such as technology type, learning strategy, and its impact on student literacy. The research results show that the integration of technology in Christian Religious Education learning provides a significant opportunity to create a technologically savvy young generation that is both mature in faith and character, and able to face the challenges of the times with steadfastness.

Faiq Madani; Ahmad Ilham; Muhammad Sam’an; Rima Dias Ramadhani; Akhmad Fathurrohman +5 more

Nusantara: Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

This study aims to evaluate the effectiveness of the Artificial Intelligence-Based Learning Media Development Program (P3MP-AI) in enhancing teachers’ technological and pedagogical competencies at SMK Muhammadiyah 2 Malang. The program employed a descriptive approach using both quantitative and qualitative methods, including pre-test and post-test assessments, as well as direct observation of the training process. A total of 30 teachers from various disciplines actively participated in the program conducted on August 12, 2025. The evaluation results revealed an increase in the participants’ average scores from 100 to 130 out of a maximum of 150, indicating a significant improvement in their understanding of AI concepts and applications in education. Beyond competency enhancement, the training also fostered teachers’ confidence, creativity, and ability to integrate AI-based tools into interactive learning media. However, several challenges were identified, such as limited technological resources and time constraints in classroom implementation. Overall, this program has made a tangible contribution to strengthening teachers’ digital literacy and can serve as a replicable professional development model for other vocational schools seeking to advance AI-based educational transformation.

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.

Ariz Aprindo Putra; Ali Sadikin; Ahmad Asyhadi

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The rapid development of information technology encourages the use of digital media as an educational tool in the health sector, particularly for pregnant women. One of the problems faced by Klinik Bidan Rima Pondok Meja is the limited use of conventional educational media, such as books and posters, which are considered less attractive and difficult to understand. This study aims to design and develop an Android-based Augmented Reality (AR) application as an educational medium for nutrition and fetal development for pregnant women. The application presents three-dimensional (3D) visualizations of fetal development from week to week, along with information on nutritional needs during pregnancy. The system development method used in this research is the Prototype model, while the Augmented Reality technology applies marker-based tracking. The development tools used include Unity, and Blender 3D. The result of this study is an Android-based AR application prototype that provides interactive and easily understandable information about fetal development and maternal nutrition. This application is expected to increase learning interest and understanding of pregnant women in maintaining a healthy pregnancy at Klinik Bidan Rima Pondok Meja.

Ahmad Fauzi Hasibuan; Mhd Adi Wahana; Suhut Parlindungan Daulay; Nurul Zaman

Jurnal Budi Pekerti Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze the difficulties experienced by students in understanding abstract concepts in Islamic creed (akidah) and to evaluate the effectiveness of Islamic-based animation learning media as an innovative and interactive solution. The research employs a qualitative Classroom Action Research (CAR) approach, conducted in two learning cycles using observation, interviews, documentation, and questionnaires as data collection techniques. The implementation of Islamic animation learning media demonstrated a significant improvement in students’ conceptual comprehension. The results indicate that the average understanding score increased from 35.25% in the preliminary stage to 89.25% after the final cycle, showing a substantial rise in students’ achievement levels. In addition, students’ enthusiasm, motivation, and active participation in classroom activities increased markedly when learning materials were presented through animated visualization rather than conventional lecture-based instruction. Expert validation confirmed that the developed instructional media meets pedagogical, didactic, and visual quality standards, and responses from teachers and students revealed positive perceptions regarding the relevance and attractiveness of animation-based learning. The findings highlight that Islamic-based animation learning media serves as an effective educational tool capable of simplifying and concretizing abstract theological concepts, enabling learners to construct deeper understanding through visual and contextual illustration.Therefore,the study recommends the broader application of animation-based Islamic instructional media in akidah education to enhance comprehension, engagement, and learning outcomes in schools.

Rina Dwi Astuti; Sinta Devi Prastika Putri; Siti Inganah

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

The purpose of this study was to evaluate the application of the Deep Learning approach in teaching mathematics in the first grade of addition and subtraction of numbers 1 to 20 in a story problem through the concrete media Si PONPEL and the educational game Quizizz Paper Mode. This technology-based learning is intended to make learning more interactive and enjoyable, but does not require personal digital devices. Qualitative and quantitative data were collected through a mixed-method research design to measure student understanding the result show that the Si PONPEL and Quizizz Paper Mode methods successfully improved students’ understanding of basic mathematical concepts, with an average increase in student scores of 38.33%. In addition, findings from interviews conducted with teachers and students showed that the Si PONPEL concrete media and this technology made students more engaged and motivated to learn. It is hoped that this research will make a significant contribution to creating more inclusive and interactive mathematics kearning in elementary schools.

Saskia Widya Aini; Winda Ayu Amelia; Hanydhar Rose Manicha; Nisa Dwi Septiyanti; Rizky Basatha

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Rapid advances in Information Technology (IT) in the 21st century have significantly transformed educational practices, particularly in vocational high schools (SMK) specializing in Software Engineering (RPL). Traditional learning media, such as textbooks, static slides, and lectures, often fail to provide an interactive learning experience, limiting students’ engagement and reducing the effectiveness of knowledge retention. To overcome this challenge, this study focuses on developing and validating an interactive quiz application called VOCANETIC, designed as an innovative learning aid for SMK RPL students. The research uses a Research and Development (R&D) approach, emphasizing the stages of product development, expert validation, and feasibility assessment. VOCANETIC is developed using VB.NET in the Microsoft Visual Studio environment, and MySQL is employed for efficient data management and storage. The application features interactive quizzes, real-time feedback, and user-friendly interfaces to enhance student engagement and motivation. Based on evaluation and analysis by expert validators, VOCANETIC meets the “Proper” feasibility criteria, demonstrating usability, interactivity, and educational effectiveness. The results indicate that VOCANETIC is capable of supporting active learning, improving students’ understanding of software engineering concepts, and providing an effective platform for self-assessment and practice. In conclusion, the VOCANETIC application is proven to be a valid, reliable, and practical tool that can be implemented as an interactive learning medium in SMK RPL, offering an innovative approach to facilitate student learning and engagement in the digital era.                                                              

Andi Nurul Hidayatullah

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

This study discusses the innovation of Arabic language learning strategies based on communicative skills that emphasizes mastery of four main aspects, namely listening (istima'), speaking (kalam), reading (qira'ah), and writing (kitabah). The background of the research departs from the problem that Arabic language learning in many educational institutions is still dominated by traditional approaches that focus on memorization and translation. As a result, students have difficulty in applying Arabic actively and communicatively. This research aims to describe the concept of language skills-based learning, identify effective methods, and analyze obstacles and implementable solutions. Using a qualitative approach with descriptive methods through literature studies, observations, and interviews, this study found that language skills-based approaches are more effective in improving communication skills than traditional methods. Methods such as Direct Method, Communicative Approach, Audio-Lingual Method, and Total Physical Response (TPR) have been proven to be able to increase students' participation and language competence. In addition, the use of digital media and interactive applications strengthens the learning process. However, limited resources, lack of interactive media, and lack of practice time are major challenges. This study concludes that technology integration, improving educator competencies, and preparing a practice-based curriculum are the keys to the success of Arabic language learning that is communicative and relevant to the needs of the modern era.

Rahma Widiantie; Handayani Handayani; Ina Setiawati; Huda Farid Nurrohman

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2025 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The community service program titled “Digital Literacy Transformation through Canva as a Strategic Step for Strengthening Education and Empowering the Potential of Susukan Village toward Independence” was implemented to enhance the digital literacy competencies of rural communities, particularly among youth. This initiative was motivated by the low level of digital-based educational literacy, limited use of interactive learning media, and the lack of promotional content supporting the creative economy in Susukan Village. The implementation method employed a community-based empowerment approach through five main stages: socialization, training, technology application, mentoring and evaluation, and the establishment of the Village Digital Literacy Center. The training was conducted through hands-on practice, including the introduction of basic Canva features, the creation of interactive learning media, and the development of village branding content. The results demonstrated a significant improvement in participants’ skills: 80% were able to produce at least three usable designs, 72% successfully created independent educational or promotional content, and participant satisfaction reached 91%. Moreover, participants’ digital literacy scores increased to 82.4 after the training. The establishment of the Village Digital Literacy Center serves as a strategic step to ensure program sustainability and autonomous knowledge transfer at the local level. Overall, this activity successfully promoted digital literacy transformation in Susukan Village, strengthened the community’s ability to utilize technology for education and local potential empowerment, and fostered an adaptive and self-reliant village in the digital era.  

Navisa Navisa; Siti Halima Sineri; Rahma Nur Khalifah3; Halimatus Sadiyah; Salza Putri Amelia Jaidi +2 more

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of the Crossword Puzzle Game Application (TTS) as a learning medium to increase students' involvement and understanding in the learning process. The rapid development of technology demands educational innovation, and gamification, especially in the form of mobile TTS game applications, offers attractive and accessible solutions. Using qualitative research methods with a phenomenological approach, data was collected through in-depth interviews, observations, and document analysis from selected groups of students and teachers who had used the application. The results of the study show that this application effectively increases the motivation, activeness, and vocabulary memory of students. In addition, TTS games provide challenges that spark curiosity and encourage collaboration between learners while solving puzzles. The app also provides a fun, interactive, and adaptive learning environment to individual learning needs, moving away from traditional methods that tend to be monotonous. This study concludes that the TTS Game Application is a very effective, interesting, and relevant educational tool for modern learners and has the potential to be applied to a wide range of subjects.

Seftian Rusditya; Dewa Gede Hendra Divayana; Gede Indrawan

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The use of technological resources, especially the internet, has a very important role in supporting the effectiveness of the implementation of the flipped classroom model. Through internet access, students can prepare before face-to-face learning by watching learning videos, reading materials, or doing exercises independently. This allows the classroom teaching and learning process to be more interactive, where face-to-face time can be focused on discussion, problem-solving, and application of concepts. Based on survey data collected from students of SMK Dewata Bali Denpasar, it is known that optimal use of the internet helps increase students' understanding and interest in learning science subjects. However, as time went by, it was found that some of the material was still difficult for students to understand and remember. Therefore, educators need to choose the learning platform that is most effective in supporting the implementation of this model. Using the ELECTRE (Elimination and Choice Expressing Reality) method, this study assessed various platforms such as features, price, ease of use, and user survey results. The results show that Google Classroom is the most suitable and efficient platform to support reverse learning because of its ability to integrate various learning media, ease of access, and support for interaction between teachers and students.