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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.

Untari, Erny; Kurniawati, Inung Diah; Miranda, Febiola Dwi; Yuanmar, Putri Rose Viana; Thariq, Aqwamith +2 more

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2025 Fakultas Teknik Universitas Maritim AMNI Semarang

The rapid development of technology in today's era requires every profession to align with existing developments. The teaching profession is no exception. Teachers must be able to utilize technology in the learning process to create an engaging learning environment for students. To support this capability, training is essential. This community service activity aims to provide training to teachers at Bancong  Elementary School in Wonoasri District, Madiun Regency, to familiarize themselves with and be able to use the GeoGebra application. This training also aims to improve teachers' competency in utilizing digital technology as a learning medium. The GeoGebra application is an effective application for solving mathematics problems in elementary schools, particularly in geometry, particularly plane figures. The implementation method for this activity includes preparation, training, and mentoring. The training was provided in the form of workshops and hands-on practice using GeoGebra-based mathematics learning media. The activity proceeded orderly and smoothly, and the training participants understood the material well, both theoretically and in practice.

Anhari, Ridlo Qoirul; Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students

Elmustian Elmustian; Siti Andriana

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

This article discusses the development of Digital Learning media based on Malay rhymes for high school students (SMA) with the aim of improving the competence of literary appreciation. The research was conducted using research and Development (R & D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data were collected through observation, questionnaires, and literature appreciation tests given to students before and after using digital learning media. The results showed that digital learning media Malay poem was able to improve students' understanding of the structure, meaning, and cultural values in the poem. In addition, this media makes it easier for teachers to present literary material in an interactive and interesting way, thereby increasing student learning motivation. The integration of digital media in learning also facilitates students in exploring literature more creatively. This finding confirms that the integration of digital technology in traditional literary learning can support the improvement of cultural literacy competence and literary appreciation in high school students. This innovation opens up new possibilities for engaging students with their cultural heritage in a digital era, encouraging a deeper understanding and connection with traditional arts.

Ryan Marina; Dimas Prasetya; Arditya Prayogi; Alif Adhar Amatullah; Keisha Kirania Safitri

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Early Childhood Education is a fundamental phase in the formation of a child's character and basic skills. This period, known as the golden age, is crucial for providing appropriate stimulation so that all aspects of a child's development can develop optimally. The limited learning resources at the Bajo Sayang Early Childhood Education on Boleng Island, West Manggarai Regency, drove the need for innovative, simple yet meaningful learning media. This community service activity aims to implement interactive storytelling as a learning medium that can stimulate the cognitive and social-emotional aspects of early childhood. The implementation method used a participatory and interactive approach, where children are actively involved through questions and answers, emotional expression, and supporting activities such as singing and dancing. The results of the activity indicate that the interactive storytelling method can improve children's concentration and courage in expressing opinions. Furthermore, children also demonstrate a better understanding of basic emotions such as happiness, sadness, and anger, as well as increased empathy for the story characters.

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.

Rio Rizkiansyah; Asep Purwo Yudi Utomo; Rustono Rustono; Haryadi Haryadi; Audya Nilam Nariswari +1 more

Jurnal Pengabdian Masyarakat Terapan 2025 Lembaga Pengembangan Kinerja Dosen

Digital literacy is a crucial competency for teachers. Accelerating digital literacy for elementary school teachers is not only about mastering digital tools and applications, but also about changing mindsets and approaches to teaching. There are three impacts for teachers and students if teachers are unable to master digital competencies: 1) teachers are less able to keep up with the latest technological developments; 2) teachers are unable to filter and process the latest information, resulting in a tendency towards misinformation; 3) students are less able to absorb the latest information and thus misuse the wrong sources of information. Given these impacts, training and mentoring are needed for elementary school teachers in Songgom District to acquire the right digital skills so that elementary school teachers can maximize their potential. Elementary school teachers in Brebes Regency still do not have good digital competencies. If left unchecked, more and more teachers will lack digital competency. This can lead to a lack of technology-related information that students can use to support their learning. Furthermore, inadequate technology skills can hinder differentiated learning within the independent curriculum. The Community Service Program, initiated by professors and lecturers with expertise in digital literacy and language, is highly relevant to the needs of teachers in Brebes Regency. Elementary school teachers are developing digital competencies by implementing interactive quiz-based learning and Canva-based learning media. These competencies can be applied by teachers in the classroom. Students are expected to absorb the material more meaningfully. Learning through the application of digital literacy by teachers will increase student interest and engagement in learning the material.

Maria Imakulata Ina Talu; Stefanus Dwi Istiavan Mau; Lidia Lali Momo

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

This research is entitled “Implementation of Lumi H5P in Mathematics Learning Media at SDK PERO Using the MDLC Method.” The aim of this research is to create a digital-based interactive learning medium designed to enhance students’ understanding of the subject matter. media that can help students understand mathematics lessons, particularly on the topics of whole numbers and multiples, in an engaging and easy-to-understand way. The approach applied in this research is the MDLC method.. Each stage was carried out systematically to produce an interactive and high-quality learning media. The learning media application was developed using LUMI H5P, which provides various interactive features such as text, images, videos, and interactive exercises in the form of single choice sets and drag-and-drop activities. The results of the study show that the implementation of Lumi H5P-based learning media can increase students’ learning interest and facilitate their understanding of the material. Moreover, the simple interface design and user-friendly features make this application effective for both classroom learning and independent study. Therefore, the implementation of Lumi H5P in mathematics learning The media can act as an innovative solution to promote a learning process that is more engaging and effective.

Siti Amanda; Muhammad Suwignyo Prayogo; Aprilia Yuliantika; Maimunah Maimunah

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study originated from the issue of students’ limited comprehension of healthy and nutritious food concepts, which influences their lack of awareness in practicing a balanced diet in daily life. The conventional learning approach with minimal integration of visual aids has made students less engaged and hindered their overall understanding of the material. The primary objective of this research is to enhance fourth-grade students’ understanding of healthy and nutritious food at MI Al-Barokah through the application of picture-based learning media. Planing, implementation, observation, and reflection were the two stages of Classroom Action Research (CAR) that was used in the research. The participants were 25 fourth-grade students of MI Al-Barokah. Data were gathered through observations, interviews, and achievement tests, and analyzed using both qualitative and quantitative descriptive methods. The findings revealed a marked improvement in students’ understanding after the introduction of picture media, as reflected in the increasing average learning scores across cycles, along with greater motivation, participation, and engagement in classroom activities. The integration of picture media proved effective in facilitating a clearer, more engaging, and meaningful grasp of healthy and nutritious food concepts. These results suggest that picture-based instructional media can serve as a valuable strategy to improve the quality of thematic learning in elementary education, especially in lessons concerning healthy living and balanced nutrition.

Yasmine Sabila Hawani; Ahmad Afandi

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This Independent Community Service Program (KKN Mandiri) was conducted to foster the habit of saving and to enhance students’ understanding of the fundamental principles of Islamic finance in Gunung Melayu Plantation Village, Rahuning District, Asahan Regency, North Sumatra Province. The program was designed as an educational-based community engagement activity involving students, teachers, and local residents. The implementation methods included educational approaches such as socialization, counseling, interactive discussions, saving practice sessions, and community service activities as collaborative learning media. The results revealed a significant improvement in students’ awareness of the importance of saving from an early age, their ability to manage pocket money effectively, and their understanding of Islamic financial values such as the prohibition of riba (usury), fairness in transactions, and the importance of seeking blessings in wealth. Furthermore, this program strengthened community and school participation in supporting sustainable Islamic financial literacy initiatives. Overall, the KKN activity had a positive impact on shaping students’ financial intelligence, discipline, and Islamic moral character.

Dorthea Maria Woga Nay; Heru Christianto; Arvinda C. Lalang; Eka C. G. Kerihi

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Technological advances provide educators with the freedom to create quality learning that meets the needs and learning environment of students. A crucial aspect for teachers to consider in realizing effective learning is the use of interactive learning media tailored to the characteristics and needs of students. The use of digital technology to develop interactive learning media is a necessity in today's learning process. Training and mentoring for teachers in Malaka to develop interactive and innovative digital media is based on the need to improve their competency and skills in utilizing technology to develop learning media. This activity aims to improve teachers' competency and skills in utilizing technology to design engaging and interactive digital-based learning using Book Creator and QuizWhizzer. Monotonous learning activities, often based on lectures and group discussions, with the use of conventional learning media, tend to make students passive and easily bored, resulting in a lack of student interest in learning and a decline in the quality and outcomes of learning. Furthermore, technological developments demand increased competency, including in preparing engaging learning media. Therefore, through this training activity, teachers are provided with guidance and training in developing interactive learning media so that the resulting products can be directly used in the learning process. The developed media is designed to be interactive and engaging, thereby increasing student motivation. Furthermore, this activity also encourages teachers to be more creative and innovative in creating learning media that can attract student interest. The training activities ran smoothly and effectively, as evidenced by the high enthusiasm of teachers and the increase in knowledge and skills related to the training material. The mentoring results also showed an improvement in the quality of learning through active student interaction in learning with the help of digital learning media, which resulted in improved interest and learning outcomes.

Anggun Syahriani Putri; Rizka Harfiani

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

This study aims to analyze the role of Islamic Religious Education (IRE) in shaping students’ character in the digital era, particularly through the use of non-digital learning media. The rapid development of technology has brought both positive and negative impacts on students. On one hand, technology facilitates access to information and enables more interactive learning processes. On the other hand, exposure to negative content and digital distractions can weaken students’ concentration and moral control. This research employed a quantitative method with a survey approach and a correlational design. Data were collected using a Likert-scale questionnaire from five respondents selected through purposive sampling. The findings reveal that teaching IRE using non-digital media significantly improves students’ concentration, discipline, and awareness of worship. Furthermore, IRE positively contributes to fostering wise internet usage and proper digital communication ethics. These results indicate that combining traditional approaches with the integration of religious values is highly effective in addressing the challenges of the digital era and promoting the development of students’ character rooted in Islamic values.

A’thi Fauzani Wisudawati; Muhyiddin Aziz; Halim Ahmad Faizin; Muhammad Isa; Yulius Harry Widodo +1 more

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

English literacy at early childhood is a crucial foundation for language development, cognitive growth, and academic readiness. TK Desa Bagi 01, despite its high academic achievements, faces several challenges in teaching English, including a busy daily schedule, limited learning time, and restricted access to interactive learning media. This community service program was designed to address these challenges by introducing English literacy to young learners in a creative and engaging manner while simultaneously enhancing teachers’ skills in employing interactive and contextually relevant teaching media. The program employed several methods: observation of current teaching practices, planning and development of creative learning media such as flashcards, posters, storybooks, and puppets, implementation of learning activities through play-based approaches, and evaluation of student and teacher outcomes. The results indicate a significant increase in student enthusiasm, active participation, and comprehension of basic English vocabulary. Teachers also demonstrated improved creativity and confidence in using various teaching media to support literacy learning. This program shows that English literacy can be effectively fostered in early childhood using simple, locally relevant, and sustainable media. Furthermore, it highlights the importance of teacher development in enhancing the quality of English learning in rural school contexts. Overall, the initiative provides a practical model for integrating interactive English literacy education in early childhood settings with long-term potential for rural education improvement.

Dhea Kristiani Hutasoit; Lia Wildah Hasanah; Mutiara Lubis; Reyny Puspita Lubis; Sintya Rindi Utami +2 more

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2025 International Forum of Researchers and Lecturers

The digitalization of learning media in the world of education is increasingly visible. The aim of this research is to analyze the strengthening of Citizenship Education learning through learning media. This research uses a qualitative research method with a literature study approach. Citizenship education is an important thing to study in order to understand how citizens carry out their roles, rights and responsibilities for the country. There are various studies that have proven the effectiveness of several learning media for PPKn, including Powtoon, Anchor Podcast, Android Applications, and Roleplay.

Wulandari, Sri Hariani Eko; Erstiawan, Martinus Sony

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

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Shinta Kurnia Dewi; Nurul Fauziah

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This preliminary study was conducted as the foundation for developing an animated video-based learning media using Canva. The main objective of this research is to present the initial data collected during the early investigation phase, which will serve as the basis for creating innovative, research-based learning media in the future. The development model applied in this research is the Plomp model, and the study has currently reached the preliminary investigation stage. Data were collected using several instruments, including interviews, classroom observations, and student needs assessment questionnaires. The results of the needs assessment revealed that the learning media currently used in schools is considered less effective, leading to difficulties for students in understanding the subject matter. Furthermore, 91.33% of students agreed that the development of an animated video-based learning media using Canva would be beneficial and support the learning process. These findings indicate a strong need for engaging, interactive, and technology-integrated learning media. The selected topic for development is “Food and the Digestive System,” which is part of the curriculum for grade XI students in senior high schools (SMA/MA), as this topic is often perceived as challenging. By utilizing Canva to create animated videos, it is expected that students’ learning motivation, conceptual understanding, and classroom engagement will significantly improve. The results of this preliminary study serve as an essential foundation for the next stages of development, ensuring that the final product will provide an effective and enjoyable learning experience tailored to students’ needs.

Putri Putri; Tri Indah Kusumawati; Budiman Budiman

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

This research is entitled “Development of Student Worksheets (LKPD) Based on the Canva Application to Improve Procedure Text Writing Skills of Grade VII Students at Tiara Private Junior High School, Bandar Setia.” The background of this study is the low ability of students to write procedure texts, which is caused by the limited use of attractive and interactive learning media. To address this issue, the study developed a Canva-based LKPD designed to enhance students’ writing skills. The research method employed was Research and Development (R&D) using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research instruments included validation sheets for material experts, language experts, and media experts, as well as questionnaires to gather responses from teachers and students. The validation results indicate that the Canva-based LKPD is highly feasible for use in learning, with a material expert validation score of 96.36%, language expert 87%, media expert 87%, teacher response 94%, and student response 92%. Furthermore, implementation results demonstrated a significant improvement in students’ ability to write procedure texts, as evidenced by an increase in average scores from pretest to posttest. These findings suggest that the Canva-based LKPD is an effective and innovative learning medium that can facilitate students in improving their writing skills, particularly in learning procedure texts in Indonesian language classes. This research also contributes to the development of creative digital media for education in the current technological era.

Annisa Azzahra; Rina Devianty; Edi Saputra

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

The research entitled "Development of Pantun Card Media to Improve Pantun Writing Skills of Grade VII Students of SMP Negeri 4 Percut Sei Tuan" was motivated by the low ability of students in writing pantun due to a lack of understanding of pantun structure and limited interesting learning media. The method used is Research and Development (R&D) with the ADDIE development model through the stages of analysis, design, development, implementation, and evaluation. Data were obtained through validation by media experts, material experts, and language experts, teacher and student response questionnaires, and pretest and posttest tests in the experimental and control classes. The validation results showed that the pantun card media was included in the "very valid" category with a percentage score of 92% from media experts, 92% from language experts, and 100% from material experts with an average of 94.67%, as well as practicality tests by teachers of 92% and 89.85% from students which indicated that this media was very suitable for use and well received. The effectiveness test showed a significant increase in the ability to write pantun in the experimental class compared to the control class with an N-Gain score of 57.83%, so that the pantun card media is quite effective to be used as an innovative alternative in learning Indonesian, especially the material for writing pantun.

Yubelina Oktofina Hay; Firman Firman; Dian Nitari Ribanor Sabarudin

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

SD Negeri 27 Salafen in Raja Ampat has not yet implemented varied video learning media. This study aims to develop a valid, practical, and effective Doratoon-based video learning media for use in the learning process. The research method used is Research and Development (R&D), adopting the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through observation, interviews, documentation, and other data collection instruments. The subjects of this study were 24 students from grade V of SD Negeri 27 Raja Ampat. Based on the results, the development of Doratoon-based video learning media showed very positive results. Validation was conducted by two validators, namely a material expert and a media expert. The material expert’s validation resulted in an average percentage of 97%, while the media expert achieved an average percentage of 86%, both falling into the "Very Valid" category. This indicates that the developed media met very good criteria for use in the learning process. The practicality of the learning media was measured using a respondent questionnaire, which showed an average percentage of 95.1%, classified as "Very Practical." Additionally, the effectiveness of the learning media was assessed using another respondent questionnaire, resulting in an average percentage of 95.7%, which is classified as "Very Effective." Based on the trial results from grade V students, the average score obtained was 87%, which is categorized as "Very Good." Based on the results of this study, it can be concluded that the development of Doratoon-based video learning media is valid, practical, and effective for use in the learning process at SD Negeri 27 Salafen. This media is expected to serve as a solution to improve the quality of learning, making it more interactive and engaging, and can be used as an innovative alternative for learning in schools, especially in remote areas like Raja Ampat. This study also provides an important contribution to developing digital-based learning technology in such regions.

Septia Ni’matul Lailiyah; Hendra Pratama

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study is motivated by the challenges students face in understanding the material on national income redistribution in the eighth-grade social studies curriculum, primarily due to its abstract presentation and lack of visual aids. Teachers also struggle to create innovative teaching media, and the available textbooks do not provide sufficient illustrative support. To address these issues, this research develops a video learning medium aimed at outlining the development steps, assessing the validity of the produced media, and evaluating its effectiveness in enhancing student comprehension at MTsN 2 Nganjuk. Educational media play a crucial role in facilitating and clarifying understanding of the material. One continually evolving form of media is educational videos, which can convey concepts and procedures concretely while boosting student motivation and retention. The research questions are: (1) What are the steps in developing video learning media for the national income redistribution material for eighth grade at MTsN 2 Nganjuk? (2) What is the validity level of the developed video learning media for this material? (3) How effective is the developed video learning media in improving student understanding? The study aims to determine the development steps, validity, and effectiveness of the video learning media. Utilizing the Research and Development (R&D) model with ten steps from Borg and Gall, the study assesses the validity of the video learning tool. The subjects include 30 students from class VIII 1 at MTsN 2 Nganjuk. Validity tests yielded percentages of 92% from content experts, 89% from media experts, 82% from language experts, and 98% from the social studies teacher. Effectiveness testing using the Paired Sample T-Test showed a significance level of 0.001, indicating a significant improvement in student learning outcomes after using the video. Thus, the video on national income redistribution is validated by experts and proves effective in enhancing student learning outcomes.