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Muhamad Sarfito Patto; Iskar Zulkarnain Amin; Abdul Wahid

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2025 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

The educational transformation driven by Industry 4.0 and Society 5.0 requires teachers’ digital pedagogical competence. Preliminary observations at SMP Negeri 2 Galesong Selatan, Takalar Regency, South Sulawesi, Indonesia, revealed a skills gap: conventional practices dominate while digital platforms remain underutilized. This community engagement program sought to bridge the gap through intensive training on Canva for visual learning media and Quizizz for gamified assessment. Conducted in August 2025 with 10 teachers across subjects, the program employed a participatory, four-stage procedure: preparation; socialization and pretest; training and coaching; and evaluation and posttest. Data were collected via observation, questionnaires, and knowledge tests, and analyzed descriptively and comparatively. Results indicate a marked improvement in teachers’ digital competence: the average score increased from 45 (pretest) to 85 (posttest), an 88.9% gain. By indicator, improvements reached 112.5% for understanding Canva features, 95.5% for digital learning media creation, and 64% for using Quizizz. Qualitatively, teachers produced engaging posters/infographics and slide presentations and designed interactive quizzes with instant feedback, fostering more varied and participatory classroom dynamics. The training effectively enhanced teachers’ digital literacy and confidence and supported a role shift from content deliverers to creative facilitators within student-centered learning. Replication and sustained coaching are recommended to consolidate a school-wide digital learning ecosystem.  

Khansa Labiibah Hasna; Afifah Nur Zakiah; Elisa Qotrunada; Zhahira Zahratunnisa4

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Bullying at school is a social problem that has a serious impact, both physically and mentally on students. At MTsN 1 Bekasi City, efforts have been made to prevent bullying through various anti-bullying educational programs, such as introducing the types of bullying, managing emotions, and career preparation. However, innovation is still needed to make anti-bullying educational programs more attractive to students. One potential innovation is the development of interactive educational video-based learning media to increase students' understanding of bullying and encourage student’s active participation in creating a safe and comfortable school environment. This research uses the Research and Development (R&D) method with the ADDIE development model, which includes five stages, namely Analysis, Design, Development, Implementation, and Evaluation. In the analysis stage, information is collected through field studies and literature studies to identify student’s needs. Next, at the design stage, media design is carried out to facilitate the production of learning media.  The development stage is carried out by realizing the designs that have been designed into interactive video products. The final stage is evaluation, where the media is validated by three material experts and three media experts to assess the suitability of the product. The results of the study indicate that the developed interactive video is highly feasible for use based on validation from experts. The assessment by the media expert resulted in an Aiken index value of 0.8, which falls into the high validity category, while the assessment by the content expert resulted in an Aiken index value of 0.9, which falls into the high validity category.

Indah Fitrianingrum; Tri Wahyuni; Hesti Ambarwati; Asep Purwo Yudi Utomo; Eva Wulandari +2 more

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Learning is an activity that results in a change from those who do not know to know, from those who are unable to become capable. While learning refers to two concepts, namely learning and teaching. When the learning process takes place there will definitely be students who are not interested in the learning material delivered by the teacher. To overcome this, teachers must make innovations and updates in learning so that students can get motivation to learn and a pleasant learning atmosphere so that it is easier to accept material. Technology in the world of education is a learning system that supports learning so that learning becomes fun and achieves the desired results. Many learning platforms on the internet can be accessed for free, one of which is Quizziz. Quizizz is a platform for creating an interactive quiz game that can be used in class or outside the classroom in the form of homework. The method used in this research is descriptive qualitative with class VIII B students at SMPN 2 Semarang as the subject. Data collection techniques used are observation and documentation. The data analysis technique that the researcher used included three stages, namely data reduction, data presentation, and concluding data. The results that the researchers got from the application of Quizziz as an explanatory text assessment tool for class VIII B students at SMPN 2 Semarang. interactive quiz media on explanatory text material at SMPN 2 Semarang shows that the use of the Quizziz application is beneficial for teachers and students even though there are still drawbacks.    

Asiah Asiah; Vitriani Vitriani

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The learning process at SMA Negeri 15 Pekanbaru is still dominated by traditional learning methods, such as lectures and questions and answers. This causes a lack of student interaction and participation in the learning process. In addition, the assessment method used is still dominated by written tests, which are less able to measure students' abilities thoroughly. Based on observations and interviews with teachers and students of SMA Negeri 15 Pekanbaru, several problems were found in the learning and assessment process including 1) Lack of student interaction and participation in the learning process. 2) The assessment method used is less able to measure students' abilities thoroughly. 3) Students' grades do not reflect their abilities optimally. 4) The learning process is less interesting and fun. One solution to overcome these problems is to utilize the Quizizz online learning platform. Quizizz is an online learning platform that allows teachers to create and conduct interactive quizzes for their students.

Mardliyah, Asih Andriyati

Jurnal Komunikasi Pendidikan 2023 Universitas Veteran Bangun Nusantara

During the covid-19 pandemic, the learning process was carried out online, including at the Islamic University of Majapahit. But there are many obstacles in the implementation of online learning, such as network problems and decreased interest in learning by students. This is because learning through LMS occurs monotonously. In order for online learning to continue to be interesting, a learning innovation is needed, namely the use of quizizz aplication. The purpose of this study is to describe the use of quizizz application as an alternative media of attractive and fun assessment, especially in educational psychology courses in the pandemic covid-19 and can improve understanding of educational psychology materials.This research is a qualitative research with a case study approach. The research data was obtained through observation, interviews, and the results of the quiz assessments on the quizizz application. The results showed that the use of the quizizz application made learning more fun, increased student enthusiasm and motivation to learn and helped students understand educational psychology material.