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Fatmawati, Fatmawati; Junaedy , Junaedy; Sari, Dian Vita; Mursyidah, Nelly

Jurnal Pengabdian kepada Masyarakat Wahana Usada (WUJ) 2026 Sekolah Tinggi Ilmu Kesehatan KESDAM IX/Udayana

Background:The digital transformation in education requires teachers to possess adequate competencies in utilizing technology to support innovative, interactive, and student-centered learning. However, the integration of digital platforms into classroom practices remains limited due to teachers’ varying levels of digital competence and experience. This community service program aimed to improve teachers’ competencies in utilizing digital platforms to support innovative learning implementation at SMAN 8 Banda Aceh. Methods:The program employed a participatory approach consisting of needs assessment, workshops, hands-on practice, mentoring, evaluation, and reflection activities. A total of 40 teachers from various subject areas participated in the program. The training materials included the use of Canva for developing digital learning media, Quizizz for gamified assessments, Google Workspace for collaborative learning, and Artificial Intelligence (AI) technologies to assist in instructional material development and creative learning activities. Program evaluation was conducted through participant observation, assessment of digital learning products, satisfaction questionnaires, and reflective discussions. Results: The results showed that participants successfully produced 18 interactive presentations using Canva, 10 digital modules, 8 Quizizz-based quizzes, and 4 evaluation instruments using Google Forms. Furthermore, teachers demonstrated improved competencies in designing digital learning media, developing technology-based assessments, integrating digital platforms into instructional practices, and utilizing AI as a learning support tool. The high level of participation and enthusiasm among participants indicated the effectiveness of the program in strengthening teachers’ digital literacy and technological competencies. Conclusion: In conclusion, the community service program successfully enhanced teachers’ competencies in utilizing digital platforms to support innovative learning in schools.

Wahyuni, Eva; Eti Ramaniyar; Netti Yuniarti

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This research is motivated by the low poetry writing skills of grade VIII B students at MTs Mujahidin Pontianak, evidenced by a pre-cycle average score of 64% and a classical completeness rate of only 34%. The primary issues include students' difficulties in developing imagination, word choice (diction), and the limited use of innovative learning media. This study aims to improve poetry writing skills through the implementation of the Project Based Learning (PjBL) model assisted by Canva digital media. This study employed Classroom Action Research (CAR) conducted in two cycles, comprising planning, action, observation, and reflection phases. The research subjects consisted of 23 students. The results indicated a significant improvement in each cycle. The students' average score increased to 80% in cycle I and reached 87% in cycle II. Classical completeness also rose from 65% in cycle I to 86% in cycle II. The use of Canva was proven to stimulate students' creativity and motivation in expressing ideas into aesthetic poetry. The conclusion of this study is that the integration of the PjBL model and Canva media is effective in improving the quality of both the process and the learning outcomes of poetry writing. It is suggested that teachers adopt this model as an innovative alternative for literature learning in the digital era.

Anita Puspa Meilina; Meysila Sesilia Putri; Bunga Regina Andini; Erliza Azzahra

Hidayah : Cendekia Pendidikan Islam dan Hukum Syariah 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze strategies for increasing reading interest in developing a literate generation among elementary school students and to identify factors influencing literacy culture within school and family environments. The phenomenon of low reading interest among elementary school students has become a significant concern because the rapid development of digital technology tends to shift students’ attention from reading activities to audiovisual entertainment. This research employed a descriptive qualitative approach using a case study method at SDN 1 Notoharjo. Data were collected through semi-structured interviews, observations, and documentation studies. The participants consisted of one classroom teacher and four third-grade students of SDN 1 Notoharjo. Data analysis was conducted through data reduction, data display, and conclusion drawing, while data validity was tested using source triangulation and method triangulation. The findings revealed that literacy strengthening was implemented through morning reading activities, book discussions, the use of visual and digital media such as e-books, and the utilization of reading corners and school libraries. The study also found that students’ reading interest was influenced by the availability of reading materials, the comfort of literacy environments, family support, and the dominant use of gadgets for entertainment purposes. This study contributes scientifically by strengthening the concept of collaborative literacy involving schools, families, and digital technology in developing reading culture among elementary school students. The findings imply the need for more integrated, adaptive, and sustainable literacy programs to improve students’ reading interest in the digital era.  

Puspita, Ni Kadek Reka; Kertih, I Wayan; Sidaryanti, Ni Nyoman Asri; Sukadi; Budiarta, I Wayan

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

This study focuses on examining the effect of using the cooperative learning model type Teams Games Tournament (TGT) assisted by Kahoot in optimizing students’ problem-solving skills. The research method applied was Classroom Action Research (CAR), conducted through several cycles with stages including planning, action implementation, observation, and reflection. The subjects of this study were students of class X.B at SMA Negeri 2 Singaraja. The results of the study indicate a significant improvement in students’ problem-solving abilities after the implementation of the TGT model assisted by Kahoot. In cycle II, the students’ average score reached 88.15, with a learning mastery level of 84.21%. Therefore, it can be concluded that the majority of students had met the minimum learning mastery indicators. In addition, the learning process became more active, interactive, and enjoyable, which increased student engagement in the classroom. In conclusion, the cooperative learning model Teams Games Tournament (TGT) assisted by the Kahoot application has a positive impact on improving students’ problem-solving abilities. Therefore, the use of game-based digital learning models and media is recommended to enhance the quality of both the learning process and learning outcomes.

Fahrur Rijal Ardiyanto; Ginanjar Rochmad Mulyanto; Erlandy Singgih Pradana; Rizky Dany Setyawan; Rini Dwi Lestari +21 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The internship program of Universitas Mayjen Sungkono in Begaganlimo Village introduced a training initiative focused on the Development of an Adaptive Learning Platform Based on D-PACK as an effort to enhance the quality of digital learning in Begaganlimo elementary schools. This training was designed to assist teachers in strengthening their ability to design and utilize interactive learning media supported by artificial intelligence (AI). Through this socialization activity, teachers were not only introduced to the use of adaptive technology but also guided to apply it in teaching practices so that the learning process becomes more effective, easier to understand, and more engaging for students. In addition, the socialization activities provided a deeper understanding of how technology can be used and integrated into teaching. Teachers not only learned to operate AI-based applications or devices, but they also gained insight into the pedagogical principles within the DPACK framework, which ensures that technology is applied appropriately. As a result, learning is expected to become easier to understand, more engaging, and capable of increasing students’ participation and motivation in the classroom.

Usman Arfan; Muhammad Rizki Santoso

JTI : Jurnal Teknologi dan Informatika 2026 STMIK Pesat Nabire

This study aims to improve students’ learning activities and learning outcomes in history learning through the implementation of a digital visual-based mind mapping method at SD Plus Asy-Syafi’iyah Nabire, Central Papua. This research employed a Classroom Action Research (CAR) approach conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The research subjects consisted of 40 students. Data were collected through observation of students’ learning activities, learning achievement tests, and documentation. The data were analyzed using descriptive quantitative and qualitative techniques. The results indicated that the average score of students’ learning activities increased from 2.0 in the pre-cycle to 3.6 in the second cycle. In addition, the average learning achievement score increased from 62.4 in the pre-cycle to 83.6 in the second cycle, with classical mastery reaching 90%. These findings demonstrate that the digital visual-based mind mapping method is effective in improving students’ learning activities and learning outcomes in elementary school history learning.

Satria Chandra; Andres M. Ginting; Asnewastri Asnewastri; Ahmad Fakhri Hutauruk; Jalatua H. Hasugian +4 more

Populer: Jurnal Penelitian Mahasiswa 2026 Universitas Maritim AMNI Semarang

This study aims to analyze the use of digital media in the form of infographics to improve student learning outcomes in history lessons, specifically regarding the events of the national movement in the 11th grade students of SMA Muhammadiyah 07 Serbelawan in the 2024/2025 academic year. Along with technological advancements, the use of digital media is becoming increasingly popular in education as an alternative to improve student understanding and learning interest. One form of digital media used is infographics, which can simplify complex information into easier-to-understand information through engaging visual elements. The research method used was classroom action research (CAR), implemented in two cycles, with the stages of planning, implementation, observation, and reflection. The subjects of this study were 30 11th grade students of SMA Muhammadiyah 07 Serbelawan. Data collection techniques were conducted through tests, observations, and interviews. Data analysis was conducted using quantitative and qualitative descriptive analysis. The results showed that the use of infographics in history lessons can improve student understanding and learning interest. Improved student learning outcomes were evident in improved test scores after the use of infographics, as well as increased student active participation in class discussions. Furthermore, students also responded positively to the use of this digital media because infographics presented information in a more engaging and easy-to-understand manner. Based on the results of this study, it can be concluded that the use of digital media in the form of infographics can be effective in improving students' history learning outcomes, particularly in understanding the material on the national movement. Therefore, it is recommended that history teachers consider using infographics in their lessons to improve the quality of teaching and student learning outcomes.

Tifani Hadi Tri Wahyuni

VitaMedica : Jurnal Rumpun Kesehatan Umum 2026 STIKES Columbia Asia Medan

Adolescent reproductive health is a crucial issue requiring special attention in the digital era. Lack of proper knowledge about reproductive health can negatively impact adolescent lives. The utilization of digital technology as an educational medium is predicted to enhance the accessibility and effectiveness of delivering reproductive health information to adolescents. This study aims to determine the effect of digital-based reproductive health education on the knowledge level of students at SMA Negeri 1 Selesai. This study employed a quasi-experimental design with a pre-test and post-test one-group approach. The research sample consisted of 20 grade XI students selected using purposive sampling technique. The intervention involved digital-based reproductive health education delivered through Google Classroom platform and interactive learning videos over 4 weeks. The research instrument used a reproductive health knowledge questionnaire that had been tested for validity and reliability. Data were analyzed using paired t-test with a 95% confidence level. The results showed a significant increase in students' knowledge level after receiving digital-based education. The pre-test mean score was 61.50 (SD=9.15) categorized as moderate knowledge, while the post-test mean score increased to 79.25 (SD=7.68) categorized as good knowledge. Paired t-test results showed p-value=0.000 (p<0.05), indicating a significant difference between knowledge levels before and after the intervention. Digital-based reproductive health education proved effective in improving high school students' knowledge level. Digital media can be an effective alternative in providing reproductive health education to adolescents.

Silvi Laila Rista Fauziah; Putra Ika Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The Integration of technology in the education sector is a crucial strategy for addressing the challenges of the Industrial Revolution 4.0. This study aims to develop and examine the effectiveness of "Physical Changes of the Earth’s Environment" learning media by utilizing the interactive features of the ClassPoint platform and Edpuzzle videos in 5th-grade elementary school. The method employed is library research with a qualitative-descriptive approach, conducted through content analysis of various relevant scientific literatures from the last five years. The research findings indicate that the synergy between ClassPoint and Edpuzzle is capable of transforming abstract science materials into more concrete and engaging content for students. ClassPoint plays a role in creating a participatory digital classroom through various real-time interaction formats, while Edpuzzle reorients video-viewing activities into an active learning process through embedded question features that stimulate critical thinking. Overall, the use of these interactive media has positive implications for the escalation of active participation, concentration, and the depth of students' conceptual understanding. This study concludes that the development of ClassPoint and Edpuzzle-based learning innovations is an effective and relevant strategic step in improving the quality standards of science education in elementary schools.

Dahniar Dahniar; Andi Agus; Susiana Muchtar; Gunawan Pokpadang; A. Pattiware

Jurnal Pengabdian Sosial 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of Artificial Intelligence (AI) technology presents significant opportunities to improve the quality of learning; however, its utilization in school settings is still constrained by teachers’ limited competencies. This community service program aims to enhance teachers’ competencies in utilizing AI-based learning technologies in a pedagogical, ethical, and practical manner. The implementation method consisted of preparation, implementation, and evaluation stages. The activities were carried out through interactive workshops, demonstrations of AI-based educational tools, hands-on practice with mentoring, and evaluation using pre-tests and post-tests. The results indicate a significant improvement in teachers’ understanding and skills in using AI for lesson planning, instructional media development, and learning assessment. Teachers also demonstrated more positive attitudes and greater confidence in integrating AI into classroom practices. Nevertheless, challenges such as varying levels of digital literacy and limited technological infrastructure were still identified. Overall, this community service activity proved effective in improving teachers’ competencies and has the potential to support more innovative and adaptive learning transformation in the digital era.

Abdul Khamid Nasimul Askhia; Nurul Lailatul Hidayah; Rizkiyatul Aliyah; Hibrul Umam

Ikhlas : Jurnal Ilmiah Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to describe the implementation of innovative learning strategies through the Game-Based Learning (GBL) model to enhance the active participation of tenth-grade students in Islamic Religious Education (PAI) at MA Hasyimiyah. The research is motivated by the prevalence of conventional teacher-centered learning, which results in low student engagement and enthusiasm. Employing a descriptive qualitative approach with a case study design, the research subjects included tenth-grade students at MA Hasyimiyah and Field Experience Practice (PPL) students as key informants who conducted the lessons directly. Data collection techniques included classroom observations, semi-structured interviews with PPL students, and documentation gathered during a one-month PPL period. The results indicate that the application of the GBL model utilizing digital media such as Quizizz, Wordwall, Zep Quiz, and Spinner, as well as manual media like question-and-answer cards, significantly increased learning motivation, classroom interaction, and active participation. This improvement was evidenced by students' increased confidence in expressing opinions and intensive involvement in group discussions. Although challenges such as limited infrastructure, unstable internet connections, and restricted student device access were identified, these obstacles were effectively overcome through adaptive strategies by PPL students, who modified digital games into manual formats. This study confirms that innovative and adaptive learning strategies play a crucial role in enhancing student participation levels, particularly within the context of schools with limited facilities.

Ainun Nuramalia; Erick Cantona; Slamet Rahardjo; Apit Ikhsan Maulana; Shefilia Lesti

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

The use of the social media platform TikTok as a learning medium in Social Studies (IPS) has emerged as an innovative strategy to enhance students’ learning creativity and engagement in the digital era and within the Merdeka Curriculum framework. This study aims to examine the effectiveness of TikTok in supporting creative learning processes, particularly in helping students understand Social Studies content in a visual, interactive, and easily accessible manner. The research was conducted through an online training seminar involving teachers and students, which included material delivery, demonstrations of TikTok usage, hands-on practice in creating learning content, and trial implementation in classroom learning activities. The analysis focused on three main aspects: (1) the improvement of teachers’ competencies in designing creative TikTok-based learning media, (2) students’ responses and learning experiences when using the platform, and (3) the effectiveness of the media in enhancing students’ understanding of Social Studies concepts. The results indicate that the use of TikTok improves the quality of learning media created by teachers and facilitates students’ independent learning. Pre-test and post-test data show an increase in students’ conceptual understanding, while student responses reveal a high level of learning interest through visual and interactive media. Nevertheless, several challenges related to device availability and internet connectivity were identified among some participants. In conclusion, TikTok is effective as an independent learning medium for Social Studies and contributes positively to improving students’ understanding and learning motivation. The study recommends continuous mentoring for teachers, strengthening ICT infrastructure, and further development of diverse learning media to support learning needs within the Merdeka Curriculum.

Dzikra Tsabita Azalea; Aisyatun Munawaroh; Didik Tri Setiyoko

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze the obstacles in Social Studies (IPS) learning related to global issues influenced by technological advancement through a literature review method. Social Studies plays an essential role in shaping students’ understanding of social, economic, cultural, and political life while fostering global awareness in the digital era. However, in practice, IPS learning often faces various challenges that reduce its effectiveness and attractiveness. One of the main problems is students ’low interestin IPS, as it is often perceived as boring and overly theoretical, combined with the influence of technology that diverts students’ attention toward digital entertainment. Other contributing factors include non-interactive teaching methods, limited learning facilities, unconducive classroom environments, and a lack of parental support. Through a comprehensive literature review, this study found that relevant strategies to overcome these issues include Project-Based Learning, Technology Integration, and Contextual Approaches. These strategies enable students to learn actively, critically, and collaboratively by linking IPS material to global issues and real-world phenomena. The recommended solutions include implementing project-based education, utilizing interactive digital media, and fostering intercultural dialogue within the learning process. The results of this study are expected to provide theoretical contributions to the development of adaptive IPS learning models in response to technological progress, as well as practical benefits for teachers, schools, and policymakers in creating Social Studies learning that is engaging, meaningful, and relevant to the global challenges of the 21st century.

M Bambang Purwanto; Satriah Satriah

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Teaching fiction in Indonesian language classrooms is often constrained by text-centered instruction and limited use of engaging digital media. In the era of Generation Z learners who are visually and digitally oriented, innovative learning materials are needed to enhance motivation, interpretation, and comprehension of literary texts. This study aims to develop and evaluate a Scribus-based digital magazine for fiction learning by integrating the ADDIE model within a qualitative descriptive framework. The research adopted a qualitative descriptive design comprising five stages of the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. The study was conducted at SMP Negeri 10 Semarang, involving one Indonesian language teacher and fifteen Grade VIII students, who were selected through purposive sampling. Data were collected through observation, interviews, and documentation, and analyzed using the Miles and Huberman model (data reduction, data display, conclusion drawing). Media and content experts conducted validation to assess the feasibility, usability, and pedagogical quality of the content. Findings revealed that the Scribus-based learning media effectively increased students’ engagement and comprehension in analyzing fictional elements such as plot, character, and setting. Expert validation results indicated a high feasibility level, with mean scores above 85% in design and content quality. Teachers reported improved classroom interaction and creativity, while students expressed enthusiasm for the visual and interactive format. The study concludes that open-source tools, such as Scribus, can provide cost-effective and pedagogically sound alternatives for developing literary learning media. The integration of ADDIE and multimodal design promotes contextual, engaging, and sustainable learning experiences. Future research should explore multimedia enhancements, such as audio storytelling and cross-curricular applications, to broaden the pedagogical impact.

Adang Ridwan; Ria Karmila; Sri Hidayati; Harlina Harja; Rian Septiawan

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

The rapid development of digital technology requires teachers to possess competencies that are relevant to modern learning needs. This necessity underlies the focus of this community service program, namely transforming teacher competencies through character-based learning innovation supported by Artificial Intelligence (AI). The program was conducted at Madrasah Tsanawiyah Nurul Huda Muaro Jambi with the aim of strengthening teachers’ skills in utilizing AI as a tool to support interactive learning while instilling character values in students. The method included socialization, training, and direct mentoring in the practical application of AI-based learning media in the classroom. The results showed significant improvements in teachers’ ability to design technology-based learning materials, a better understanding of integrating character education, and increased motivation to innovate. Furthermore, the program fostered a more engaging learning atmosphere aligned with the needs of the digital generation. Therefore, the transformation of teacher competencies through AI not only enhances teacher professionalism but also plays a crucial role in shaping students with strong character amid technological advancement.

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.