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Dwi Muhammad Wicaksono; Teti Sobari; Heri Isnaini

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This study aimed to develop teaching materials based on Problem Based Learning (PBL) assisted by Canva media for teaching biography writing to tenth-grade vocational high school students and to examine their validity, practicality, and effectiveness. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The participants were 30 tenth-grade vocational high school students. Data were collected through observation, interviews, expert validation questionnaires, student response questionnaires, biography-writing tests, and documentation. The data were analyzed using descriptive quantitative and qualitative techniques. The results revealed that the developed teaching materials achieved a validity score of 95%, categorized as highly valid based on evaluations by subject-matter and media experts. The practicality level reached 94%, categorized as highly practical according to students’ responses. Furthermore, the effectiveness test demonstrated an improvement in students’ biography-writing skills, as indicated by the increase in the average score from 63.47 in the pretest to 84.73 in the posttest. The Normalized Gain (N-Gain) score of 0.58 was categorized as moderate. These findings indicate that the Canva-assisted PBL teaching materials are valid, practical, and effective for use in biography-writing instruction for vocational high school students. The study contributes to innovations in Indonesian language teaching by integrating problem-based learning with digital technology to enhance students’ writing skills.

Abdullatip Munawar; Teti Sobari; Heri Isnaini

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This research aims to develop audio-visual learning media based on the Discovery Learning model to improve the ability to write news texts in grade XI students of SMK Mutiara Qolbu Cianjur. The Research and Development (R&D) method is used by referring to the development model which includes the stages of identification of potentials and problems, data collection, product development, product validation, limited scale trials, product revisions, large-scale trials, final revisions, and final products. The research subjects consisted of 103 students in grade XI of SMK Mutiara Qolbu Cianjur which were divided into three classes. Data collection techniques were carried out through observation, interviews, questionnaires, expert validation, and news text writing tests. Data were analyzed using quantitative and qualitative descriptive techniques. The results of the study show that audio-visual learning media based on the Discovery Learning model obtained a very good feasibility level based on the results of the validation of material experts with a percentage of 91% and the validation of media experts of 89%. The results of the trial showed that the learning media received a positive response from students with an average percentage of 87.25%. In addition, the use of Discovery Learning-based audio-visual learning media has proven to be effective in improving students' ability to write news texts. This is shown by the increase in the average score of students from 64.21 in the pre-test to 84.37 in the post-test. The use of audio-visual media also improves students' learning activities, such as active questioning, discussion participation, and the ability to identify news elements.

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.

Annisa Ajeng Syamilah; Arissona Dia Indah Sari; Arya Setya Nugroho

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop a PAFE (KPK FPB BOARD) learning medium for KPK and FPB materials for fifth-grade students at SDN 47 Gresik. This research uses the ADDIE (Analyze, Design, Develop, Implement, and Evaluate) model, which focuses on the analysis, design, development, implementation, evaluation, and feasibility testing of the resulting learning media. This media was developed as an interactive tool capable of increasing learning interest, strengthening conceptual understanding, and providing a more enjoyable learning experience. The results indicate that Math Space media meets three main aspects of educational media development: validity, practicality, and effectiveness. In terms of validity, the media expert's assessment obtained a percentage of 95% and a percentage of 80.9%, respectively. Based on the average of the two results, the percentage obtained was 87.9%, making it highly valid. In terms of practicality and effectiveness, the N-gain calculation result of 0.80 is categorized as very effective, thus demonstrating that the use of the media significantly improves understanding of the KPK and FPB concepts. In terms of practicality, student responses reached 92.8%, indicating that this media is highly practical, easy to use, engaging, and supports independent learning. Overall, the PAFE (KPK FPB BOARD) learning media was deemed feasible, practical, and effective for use in mathematics learning, particularly in KPK and FPB. Furthermore, this media is flexible and can be used for both in-class and out-of-class learning.

Achmad Rifqi Adiyaksa; Arissona Dia Indah Sari; Arya Setya Nugroho

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the need for interactive digital learning media to increase interest in learning and understanding of multiplication concepts in elementary school students. This study aims to develop interactive Math Space media based on space math adventure games on multiplication material for third-grade students of Mursyidah Elementary School and assess its feasibility based on aspects of validity, response, and effectiveness. The method used is research and development with a 4D model that includes the stages of definition, design, development, and dissemination. Data were collected through expert validation, teacher and student response questionnaires, and learning outcome tests. The results showed that the Math Space media has a very high level of validity with a percentage of 94% from material experts and 95% from media experts. Meanwhile, positive responses from teachers and students were 94.5% which is included in the very good category. Meanwhile, the effectiveness test produced an N-gain value of 0.87 which is in the very effective category, so this media is proven to be able to significantly improve understanding of multiplication concepts. Based on these results, it can be concluded that the interactive Math Space media is valid, has received positive feedback, and is effective for use in learning mathematics, especially multiplication, and has the potential to be developed for other materials and subjects.

Sijabat, Desi; Sijabat, Osco P; Tinambunan, Herlina; Simanjuntak, Sondang

Komunitas: Hasil Kegiatan Pengabdian Masyarakat Indonesia 2026 Asosiasi Riset Ilmu Tanaman Dan Hewani Indonesia

Tujuan pelaksanaan kegiatan ini adalah membantu guru menguasai teknologi dan media pembelajaran berbasis digital, khususnya Canva, untuk menciptakan media animasi yang menarik, interaktif, dan relevan dengan kebutuhan siswa; mendorong integrasi teknologi dalam pembelajaran, sehingga proses belajar mengajar menjadi lebih inovatif dan sesuai dengan perkembangan zaman. Pelaksanaan sosialisasi ini mendukung implementasi program MBKM dan IKU terutama pada aspek Kolaborasi Perguruan Tinggi dengan Masyarakat artinya mempertemukan mahasiswa, dosen, dan masyarakat (guru) dalam kegiatan yang saling memberdayakan, seperti sosialisasi pembuatan media animasi, serta Mahasiswa dapat terlibat aktif dalam pengembangan pendidikan di SD Negeri 096140 Parhundalian. Metode yang digunakan dalam pelaksanaan sosialisasi pembuatan media animasi menggunakan Canva adalah metode partisipatif, yang melibatkan guru secara aktif melalui pelatihan. Hasil yang diperoleh dalam kegiatan sosialisasi ini yaitu peserta mendapatkan tambahan pengetahuan dan keterampilan tentang Media Pembelajaran animasi menggunakan canva dalam meningkatkan kompetensi pedagogik, peserta juga antusias selama kegiatan dan langsung menerapkan media pembelajaran simulasi untuk mata pelajaran yang diampu.

Dedi Irwansah; Heny Sulistyowati

JURNAL ILMIAH PENDIDIKAN KEBUDAYAAN DAN AGAMA 2026 CV. ALIM'SPUBLISHING

Penelitian ini dilatarbelakangi oleh rendahnya minat dan keterampilan membaca interaktif peserta didik pada materi teks hikayat yang disebabkan oleh penggunaan metode pembelajaran yang masih konvensional dan kurangnya media pembelajaran yang menarik. Kondisi tersebut menuntut adanya inovasi media berbasis digital yang mampu meningkatkan keterlibatan dan motivasi belajar siswa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran scrapbook digital berbasis FLIPHTML5 serta mengetahui keefektifannya dalam meningkatkan kemampuan membaca interaktif siswa kelas X SMK NJ 01 Jogororto. Metode yang digunakan adalah penelitian dan pengembangan dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Produk yang dihasilkan berupa media scrapbook digital interaktif yang memadukan teks, gambar, dan elemen visual menarik serta dilengkapi fitur latihan dan refleksi. Hasil penelitian menunjukkan bahwa media yang dikembangkan memenuhi kriteria valid, praktis, dan efektif berdasarkan hasil validasi ahli, respon guru dan siswa, serta peningkatan aktivitas dan pemahaman belajar siswa. Penggunaan media ini terbukti mampu meningkatkan minat baca, keterlibatan aktif, serta pemahaman siswa terhadap teks hikayat secara lebih optimal. Implikasi penelitian ini menunjukkan bahwa media scrapbook digital berbasis FLIPHTML5 dapat dijadikan alternatif inovatif dalam pembelajaran bahasa Indonesia, khususnya untuk meningkatkan keterampilan membaca interaktif serta menciptakan pembelajaran yang lebih menarik, kreatif, dan sesuai dengan perkembangan teknologi pendidikan.

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.

Arin Huwaida; Natalia Silalahi; Irsan Irsan; Halimatussakdiah Halimatussakdiah; Husna Parluhutan Tambunan

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to develop Smartboard Book teaching materials based on Augmented Reality that are valid, practical, and effective for improving students' learning outcomes in the IPAS (Science) subject for grade IV at SDIT Al-Farabi. This study uses the Research and Development (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects of this study were grade IV students at SDIT Al-Farabi. Data collection techniques were conducted through expert validation questionnaires, response questionnaires, and learning outcome tests. The results indicate that the Smartboard Book teaching material was declared very valid, with material and test instrument validation percentages of 88% and media validation of 95%. The teaching material was also declared practical based on teacher and student responses. Furthermore, this media proved to be effective in improving students' learning outcomes with an N-gain score of 0.86, which falls into the high category. Based on these findings, it is recommended that teachers utilize Smartboard Book teaching materials based on Augmented Reality as an alternative medium in learning activities to create a more interactive and engaging learning environment.

Farhan Andrian; I Gede Suwiwa; Peby Gunarto

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop flipbook-based multimedia instructional materials for the basic techniques of forehand and backhand volley in the Tennis Learning course. This research employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The validation subjects included a content expert, a learning media expert, an instructional design expert, and a field practitioner. Product trials were conducted with students of the Physical Education, Health, and Recreation Study Program, Faculty of Sports and Health, Universitas Pendidikan Ganesha, through individual trials involving three students, small-group trials involving seven students, and large-group trials involving twenty-one students. Data were collected using questionnaires with rating scales and were analyzed using descriptive qualitative and quantitative analysis in the form of percentages. The results indicated that the content expert validation achieved 98%, the media expert 93%, the instructional design expert 97%, and the field practitioner 98%, all categorized as very good. The individual trial obtained 97%, the small-group trial 98%, and the large-group trial 96%, all classified as very good. Therefore, the flipbook-based multimedia instructional materials on basic volley techniques are considered highly feasible for use as learning resources in tennis instruction.  

Ni Nyoman Ayu Pradnyani Putri Editha; I Gede Suwiwa; Peby Gunarto

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to develop a flipbook-based multimedia teaching material for the Tennis Learning course. The research employed a Research and Development (R&D) approach using the ADDIE model as the development framework, which consists of five stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The research subjects included students of the Physical Education, Health, and Recreation Study Program, Faculty of Sports and Health, Universitas Pendidikan Ganesha, as well as subject matter experts, instructional design experts, instructional media experts, and field practitioners. The product was evaluated through individual trials (3 students), small group trials (7 students), and large group trials (21 fourth-semester students). The validation results indicated feasibility percentages of 96% from the subject matter expert, 97% from the instructional design expert, 100% from the instructional media expert, and 97% from the field practitioner. Meanwhile, student trial results showed feasibility percentages of 97% in the individual trial, 96% in the small group trial, and 97% in the large group trial. Therefore, the flipbook-based multimedia teaching material on officiating in the Tennis Learning course was categorized as excellent and highly feasible for use as a supporting instructional resource in both classroom and field learning activities.

Moch Tauviqillah; Andika Budi Setyo Lestari; Supriyo Supriyo

This research was motivated by students' low interest in mathematics, particularly in integer arithmetic operations. The objective of this study was to develop a valid, practical, and effective instructional media based on the 24-game UNO card game for use in learning activities. This research was conducted through research and development (R&D) using the ADDIE development model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects were seventh-grade students at SMPN 9 Pasuruan. Data collection techniques used validation sheets, practicality questionnaires, and learning outcome tests. Data analysis was conducted using descriptive, quantitative, and qualitative methods. The results showed that validation from material experts and media experts achieved an average score of 91.88%, categorized as very valid. Practicality based on teacher and student responses achieved an average score of 91.42%, categorized as very practical. The results of the learning outcome test (posttest) showed an average score of 85, categorized as effective. Thus, the mathematics learning media based on the 24 Game UNO card game is declared valid, practical, and effective for use in the learning process.  

Arrahma Qonita Al Arifin; Rafa Naufal Anoka; Alya Nur Lailia Rahmah; Agna Septia Ramadhani; Sabrina Yasmin Paramita +2 more

Language is the primary tool of communication, serving to convey human ideas, feelings, and thoughts in social interaction. One important study in pragmatics is speech acts, particularly expressive speech acts, which express the speaker's psychological state thru utterances. This research focuses on analyzing the expressive speech acts found in the YouTube channel Hujan Tanda Tanya, an educational channel managed by Rousyan Fikri, also known as Hutata. The objectives of this research are (1) to describe the types of expressive speech acts found on the Hujan Tanda Tanya YouTube channel and (2) to identify the forms of these expressive speech acts. This research uses a descriptive qualitative method with content analysis techniques applied to three videos uploaded on that channel. The research results show that there are five forms of expressive speech acts, namely complaining, expressing gratitude, praising, and supporting, with a total of 25 utterance data. The most dominant form of expressive speech act is praise, as the content in this channel provides a lot of positive encouragement to its viewers. This research is beneficial for enriching the study of pragmatics, particularly in understanding the application of expressive speech acts in digital media, and serves as a reference for discourse analysis on other educational platforms.

Mery Octavia Sari; Roni Faslah; Nadya Fadillah Fidhyallah

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to develop and assess the feasibility of Microsoft Access-based learning media as a digital archive tool. Using a Research and Development (R&D) approach, the study follows the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The participants included one media expert, one material expert, one language expert, and 33 class X MPLB students at SMK Negeri 49 Jakarta. Data collection was conducted through observations, interviews, and questionnaires rated on a Likert scale, evaluated by experts and students. The findings show that: 1) The Microsoft Access-based media, developed for the MPLB basics subject, can be run on laptops or computers; 2) The media suitability received an 81.3% rating ("Very Appropriate"), material suitability 89.3% ("Very Appropriate"), and language suitability 100% ("Very Appropriate"). In the trials, individual testing with three students yielded 89.6% ("Very Eligible"), small group testing with 10 students received 75.7% ("Decent"), and field testing with 20 students reached 86.8% ("Very Eligible"). 3) The product is deemed highly suitable by experts, with strong support from small group and field trials, confirming its effectiveness as a learning tool.

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.

Romadhona Chusna Tsani; Muhammad Wahyu Gunawan

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

The aim of the research is to find out the process of developing knowledge learning media based on Android applications.Learning media is very much needed as a tool used in practical learning.Changes in educational progress require innovation in learning media to keep them up to dat and able to overcome new problems that arise. The research method used is the R & D research and development method with the 4D model. The stages of the 4D development model are 1) Definition; 2) Design; 3) Development; 4) Distribution. This research produces android-based textile knowledge learning media. The software used is iSpring Suite Toolkit Authoring based on Power Point; and Website 2 APK Builder.The iSpring Suit software is used in the design and development of learning media, while the Website 2 APK Builder software is used to change Android application programs. Based on the results of the learning media feasibility questionnaire, it can be seen that the textile knowledge learning media is very feasible to use, reaching 90%.

Faris Afif Nababan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study focuses on the development of an interactive learning media for introducing OpenGL in the Computer Graphics course. The research approach used is Research and Development (R&D) with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The final product of this study is an interactive learning application that covers basic OpenGL material, simple programming exercises, evaluation quizzes, and other supporting information. The trial results show positive feedback from students. Based on the questionnaire analysis, the aspects of appearance, content, interactivity, and benefits received an average score of 85% in the "very good" category. Additionally, the effectiveness of this media is evident in the improvement of student learning outcomes, with the average score increasing from 64 to 82 after using the media, and the passing rate rising from 56% to 88%. Overall, this OpenGL-based interactive learning media proves to be effective in enhancing students' understanding and can serve as an alternative or complement in the Computer Graphics course learning process.

Bagus Adi Pratama; Suyitno Suyitno; Aci Primartadi

Jurnal Riset Rumpun Ilmu Teknik 2026 Pusat riset dan Inovasi Nasional

This study aims to develop learning media for motorcycle hydraulic brake systems through three main aspects. First, it examines the development procedures covering the planning, design, and implementation stages. Second, it evaluates the feasibility of the developed media for Automotive Engineering Education students at Muhammadiyah University of Purworejo in terms of effectiveness, ease of use, content relevance, and visual and functional appeal. Third, the study analyzes the effect of the media on improving students’ learning motivation, including learning interest, active participation, and persistence in understanding automotive materials. The research employed a Research and Development (R&D) approach involving purposively selected students from the Automotive Engineering Education program. Data were collected using questionnaires to assess media feasibility and student responses. Data analysis consisted of a normality test, homogeneity test, and a t-test to identify significant differences between pre- and post-intervention learning outcomes. The results indicate that the developed learning media is feasible and effective, and has a positive impact on students’ learning motivation and learning outcomes at Muhammadiyah University of Purworejo.

Anak Agung Gde Ekayana; Ni Kadek Puspita Dewi

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Electronics learning in higher education continues to face various challenges, particularly in the provision of interactive learning media capable of concretely and engagingly visualizing the form, characteristics, and working principles of electronic components. The limitations of conventional learning media often result in abstract learning processes, which in turn lead to a low level of student understanding of basic electronics concepts. This study aims to develop the AMPERE as an innovative and technologically relevant interactive learning medium. The research employed R&D approach using the Borg & Gall model, which includes the stages of needs analysis, design, product development, validity testing, and limited implementation. The AMPERE application was developed using marker based AR technology, in which a smartphone camera detects markers to display and interact with 3D electronic component objects in real time. The results indicate that the AMPERE application achieved a high level of validity, with a score of 0.88 from subject-matter experts and 0.84 from media experts, and was therefore deemed suitable for use as a learning medium. The small-group trial results showed a practicality level of 82.07%, while the practicality test during the implementation stage reached 85.67%. These findings demonstrate that AMPERE is effective in enhancing learning interactivity and assisting students in understanding the form, function, and working principles of electronic components through smartphone-based digital visualization. Theoretically, these results are consistent with constructivist learning theory, which emphasizes active knowledge construction through direct experience and interaction with learning objects.

Musaddad, Reyno Bustami Musaddad; Irawan Setyo; Anisatun Fajriah; Rani Setiawaty

Publikasi Para ahli Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study was based on the low ability of third-grade students at SD Negeri 2 Wonorejo to understand syntactic material, particularly the use of conjunctions, due to a lack of interactive and contextual learning media. This study aimed to develop EKUJARSI E-Flipbook learning media based on Kudus local wisdom that has been tested for feasibility and practicality to improve student understanding. The research method used was Research and Development (R&D) with the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model. The test subjects included subject matter experts, media experts, classroom teachers, and third-grade students. Data collection instruments used validation sheets and user response questionnaires. The results showed that the EKUJARSI media was highly valid for use, as evidenced by a validation percentage of 89.6% from media experts and 86.15% from subject matter experts. The practicality test also showed positive responses, with teachers giving a score of 80% and students giving a score of 85.9%, which is considered very feasible. Specific findings show that the ease of use aspect received a perfect score of 100% from students, indicating that this media is very user-friendly. It is concluded that the EKUJARSI E-Flipbook is feasible and practical to be implemented as an innovative learning media that effectively integrates local cuisine to facilitate understanding of language concepts.