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Resti Aisyah Amini; Didit Yulian Kasdriyanto; Ribut Prastiwi Sriwijayanti

International Journal of Studies in International Education 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the application of the Problem Based Learning model combined with the interactive learning media Articulate Storyline in the learning of Science on the subject of Harmony in Ecosystems in class V of SDN Tamansari 1. The background of this study is based on the low student learning outcomes caused by the dominance of the lecture method and the minimal use of interesting media, so that students are less actively involved in learning. The purpose of this study is to describe the application of the media and improve student learning outcomes. The study used the Classroom Action Research method which was carried out in two cycles, including the planning, implementation, observation, and reflection stages, with 17 students as subjects. The results showed a significant increase in student learning outcomes in each cycle, where the average class score increased from 50 in the pre-cycle to 71.17 in Cycle I, and reached 91.76 in Cycle II. The percentage of learning completion also increased from 17.65% to 76.47%, until finally reaching 100% in Cycle II. These findings indicate that the use of the Problem Based Learning model combined with Articulate Storyline can encourage student engagement and deepen conceptual understanding. Therefore, it can be concluded that the implementation of these learning models and media is effective in improving science students' learning outcomes.

Dewi Ayu Wandirah; Nataria Wahyuning Subayani; Arya Setya Nugroho

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

This study aims to analyze fifth-grade students’ understanding of the water cycle concept at SD Muhammadiyah Sidayu using animated video assistance, as well as to describe supporting and inhibiting factors, identify obstacles faced by teachers and students, explain teachers’ efforts, and examine students’ responses in science learning. The research used a descriptive qualitative method with 23 fifth-grade students as participants. Data were collected through tests, questionnaires, interviews, and observations, and analyzed using data reduction, data presentation, and conclusion drawing. Data validity was ensured through triangulation of technique, source, and time. The results indicate that students’ understanding of the water cycle concept is categorized as moderate, with an average score of 69.43. Students are able to explain the definition and stages of the water cycle through images, classify events based on similarities in processes, and distinguish between evaporation and condensation. However, they still face difficulties in explaining the relationships between processes and in providing real-life examples related to the water cycle. Supporting factors include students’ interest and learning motivation, while inhibiting factors involve differences in comprehension abilities and students’ health conditions. Teachers face obstacles such as limited audio-visual facilities, shared LCD usage, and challenges in selecting appropriate animated videos. To overcome these issues, teachers use simple explanations, emphasize key points, replay videos, provide individual guidance, and assign diagram-based projects. Students’ responses are very positive, as animated videos increase their interest, attention, motivation, and conceptual understanding.

Mutia Fazillah; Sri Mulyeni

Jurnal Mahasiswa Kreatif 2026 International Forum of Researchers and Lecturers

The rapid development of information technology has transformed social media into a digital space that plays a crucial role in shaping the mindset, behavior, and lifestyle of young generations. TikTok is one of the most dominant platforms used by Generation Z, particularly students, due to its ability to present algorithm-based content that aligns with user interests. This condition has the potential to cause psychological stress in the form of Fear of Missing Out (FOMO), which reflects social anxiety due to the perception of being late in keeping up with trends, information, or experiences that hold a dominant position in the social landscape. This research initiative aims to examine the influence of TikTok usage on the lifestyle configurations of Generation Z students, with FOMO serving as a determinant that strengthens this relationship. This study is designed within the quantitative tradition with a positivist epistemological orientation. The study population includes 250 students from the Faculty of Computer Science at the National Pasim University in Bandung, with a sample size of 72 respondents derived using Slovin's formula. The analysis results indicate that TikTok usage and the level of FOMO have a positive and significant impact on changes in students' lifestyles. The regression coefficient estimates are in the positive direction, with a significance value exceeding the critical threshold of 0.05, indicating a unidirectional relationship between the variables. The model determination estimate, at around 57.5%, confirms that TikTok and FOMO are able to explain a significant portion of the variation in students' lifestyles, while the remainder is influenced by factors outside the scope of this study. This finding confirms that TikTok functions not only as a medium of entertainment but also as an agent shaping lifestyles influenced by social and psychological pressures. Therefore, strengthening digital literacy is crucial so that students can use social media more rationally and responsibly.

Deonizio Manek; Norbetus Jegalus; Leonardus Mali

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Formal education systems are often trapped in rigid standardization that actually shackles students' creativity and personal uniqueness. This issue raises questions about the extent to which individual freedom is accommodated in modern curricula that tend to be pragmatic. Departing from this issue, this study aims to explore the relevance of Jean-Jacques Rousseau's Romanticism which prioritizes affection and the general will in the context of education. Rousseau argued that the development of science and culture often acts as a chain that restrains humans, thus he proposed the concept of natural education that allows children's instincts to develop freely without damaging cultural intervention. Using qualitative methods based on literature review, this research identified a strong common ground between Rousseau's vision and Indonesia's Freedom to Learn policy. The study reveals that both share a common philosophical foundation: restoring educational sovereignty to institutions and students, allowing them to independently develop their potential, talents, and interests. Therefore, synchronizing Rousseau's ideas with Freedom to Learn serves as a crucial foundation for creating a higher-quality and more humane national education ecosystem.

Rani Novriza Putri; Agusminarti Agusminarti; Hadi Purwanto

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2026 International Forum of Researchers and Lecturers

Learning media is a tool that can be used to help students learn better and more efficiently. The media used in SMP Negeri 23 Pekanbaru is a teacher-centered picture/poster media so that students quickly get bored, and because of the limited media from the school. Most students prefer learning that involves them directly such as the element of games. The learning models used are discovery, PBL, and lecture models, and student learning activities are still lacking or less active in science learning. The purpose of this study is to develop learning media in the form of a cooperative-based snakes and ladders game with the Teams Games Tournament (TGT) type which aims to train student learning activities. The research method used is Research and Development (R&D) by implementing the ADDIE model which consists of five stages, namely Analyze, Design, Development, Implement, and Evaluation. Based on the validation results obtained, media experts were 94% with very feasible criteria, material experts were 92% with very feasible criteria, teachers gave a practicality assessment of 95% with very practical criteria, and students' responses were 85% with very interested criteria. This shows that the snakes and ladders media based on Teams Games Tournament (TGT) is very reasonable, very practical to use, and very interesting for students during the learning process. The results of observations on all student learning activities showed that 79% got a good interpretation.

Isrowiyah Isrowiyah; Ika Putra Viratama

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

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.

Didik Cahyono; Agung Rahmadani; Rizal Izmi Kusumawijaya

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2026 Asosiasi Periset Bahasa Sastra Indonesia

This community service program aims to increase student interest and recruitment in the Physical Education and Sports Science Study Program at Mulawarman University in Berau Regency, East Kalimantan. The main problem faced is the low interest of high school students in continuing their studies in physical education and sports science due to limited information regarding study programs, university admission pathways, and career prospects for graduates. The implementation methods included direct academic outreach in schools, career education workshops, sports teaching clinics, and a digital campaign through social media. Evaluation was conducted using pre- and post-test interest questionnaires, teacher interviews, and recording the number of new student applicants. The results of the activity showed a significant increase in student understanding and interest in continuing their studies, as well as an increase in the number of new student applicants from the target schools. These findings indicate that the combination of direct academic promotion and digital campaigns is effective in increasing new student recruitment. The program also succeeded in establishing partnerships between universities and schools as a sustainable measure. This community service activity is recommended for replication in other regions to support equitable access to higher education in physical education and sports science.

Nurul Oktavia Ramadani; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Natural Science (IPA) learning in elementary schools requires the use of learning media that is able to increase students' interest in learning, learning outcomes, and critical thinking skills. However, science learning is still often done conventionally, causing students to be less active and easily bored. Therefore, it is necessary to innovate learning media that is interactive and in accordance with technological developments. One of the digital learning media that can be used is the Quizlet application. This study aims to examine the application of digital flashcards and interactive quizzes using Quizlet learning media in learning the properties and changes of the form of objects in elementary schools. The research method used is a literature study by examining various relevant sources in the form of scientific journals, research articles, and supporting references related to the use of Quizlet in learning. The results of the study show that the use of Quizlet has a positive impact on the learning process, especially in increasing students' interest, activeness, and feelings of happiness during learning. Quizlet's flashcard and test features help students understand the material through engaging visual and audio-visual displays and varied practice questions. In addition, the use of Quizlet has also been proven to be able to improve students' critical thinking skills through question-answering activities, analyzing material, and providing opinions. Student learning outcomes showed an increase with an average score above the Minimum Completeness Criteria (KKM). Thus, Quizlet can be concluded as an effective, engaging, and relevant digital learning medium to support science learning in elementary schools.  

Eka Ersi Destari; Rina Indriani; Dwi Ersi Destari

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

Learning is an activity to educate students at school which aims to make science acceptable and well understood. Through the learning process, students are expected to experience positive changes, both in terms of knowledge, attitudes, and skills. One of the learning processes that has a great influence on the lives of students is learning Indonesian. Learning Indonesian is very important because it functions as the main means of communication in daily life, both orally and in writing. With good Indonesian language skills, students will find it easier to express ideas, understand information, and interact effectively with the surrounding environment. Therefore, Indonesian learning in elementary schools must be designed in a systematic, interesting, and in accordance with the characteristics of students. In addition to clear goals, appropriate strategies and solutions are also needed to overcome various difficulties that arise, such as low interest in learning, limited vocabulary, and lack of reading and writing comprehension. These efforts are expected to be able to improve the quality of Indonesian learning optimally.

Hariski Hariski; Apri Eka Budiyono; Giman Bagus Pangeran

Jurnal Manajemen Bisnis Digital Terkini 2026 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The management of the Qur'an memorization program at Al Iman Quran Science Junior High School by school administrators is covered in this paper. One of the school's main initiatives is the Qur'an memorization program, which aims to develop students' character via memorization and study of the Qur'an while also raising educational standards. This study employs a descriptive method in conjunction with a qualitative approach. The principal and Tahfidz instructors who are actively involved in the program's execution make up the research subjects. Interviews, observations, and documentation were used to gather data. According to research findings, school leadership plays a significant role in teacher development by offering training to enhance teacher competency and working to promote collaboration with parents of children. Four Qur'anic teacher support each class while the memorization method is implemented in an organized and disciplined manner. For students in the first and second grades, audio and the Hijaz Wafa-style Qur'anic reading method are employed as educational resources. Regular memorizing competitions organized by the school and the education administration each year are supporting aspects for this program. Meanwhile, differences in kids' remembering skills and parents' lack of interest in and support for their children's at-home learning activities are examples of limiting factors.

Muhamad Saifudin; Ika Putra Viratama

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

One effort to enhance students’ engagement, learning interest, and conceptual understanding in Natural Science learning at the elementary school level is through the use of interactive learning media that are aligned with learners’ characteristics. Interactive learning media are considered capable of creating a more active and meaningful learning environment. This study aims to evaluate the use of ClassPoint as an interactive learning medium based on live quizzes on the topic of Energy and Its Transformations for fifth-grade elementary school students. The research method employed is a Systematic Literature Review (SLR) by examining various relevant and credible scientific articles obtained from the Google Scholar, Garuda, and Directory of Open Access Journals (DOAJ) databases. The findings indicate that the use of ClassPoint in science learning can significantly increase students’ participation, activeness during the learning process, and learning motivation. In addition, students’ responses to the use of ClassPoint generally show positive attitudes, as learning is perceived to be more engaging, interactive, enjoyable, and easier to understand. However, the successful implementation of ClassPoint in elementary school science learning requires adequate facilities and infrastructure as well as teacher training. The challenges encountered include limitations in technological infrastructure, the readiness of supporting devices, and teachers’ ability to effectively optimize the features of learning media.

Dzikra Tsabita Azalea; Munawaroh, Aisyatun; Setiyoko, Didik Tri

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze various obstacles in Social Sciences (IPS) learning related to global issues that are increasingly influenced by technological advances, through literature study methods. Social studies has a strategic role in shaping students' understanding of social, economic, cultural, and political aspects, as well as fostering global awareness in the digital era. However, the effectiveness of social studies learning still faces a number of obstacles, especially low student interest because the material is considered boring, too theoretical, and less interesting than digital entertainment. In addition, less interactive learning methods, limited facilities, unconducive classroom environment, and lack of parental support also worsen the quality of learning. Through a comprehensive literature review, this study identifies several relevant learning strategies to overcome these constraints, including ProjectBased Learning, technology integration, and contextual approaches. These three strategies allow students to learn actively, critically, and collaboratively by relating social studies materials to global issues and real phenomena. This research provides theoretical contributions to the development of social studies learning models that are adaptive to technological developments, as well as practical benefits for teachers, schools, and policymakers in creating social studies learning that is more interesting, meaningful, and relevant to the global challenges of the 21st century.

Rimba Rahmawati; Ika Putra Viratama

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

Technology-based learning media have now become a primary choice in supporting the learning process in elementary schools, in line with the development of the digital era and the growing demand for more innovative learning approaches. The utilization of technology in education is expected to enhance the quality of teaching and learning processes and encourage active student engagement. One technology-based learning medium considered effective and engaging is BrainPOP, a digital learning platform that presents educational content through interactive animated videos, quizzes, simulations, and various supporting activities designed to suit the characteristics of elementary school students. The selection of BrainPOP is based on its advantages in increasing students’ learning interest, facilitating the understanding of abstract concepts by making them more concrete, and enhancing students’ motivation and retention of learning materials. The visual, communicative, and interactive presentation of content enables students to learn in a more enjoyable and less monotonous manner. This medium is capable of creating an engaging, effective, and student-centered learning atmosphere, thereby fostering an active, creative, and enjoyable learning environment. Therefore, the use of BrainPOP in the learning process is expected not only to improve students’ learning outcomes but also to optimally and sustainably develop their interest, motivation, and engagement in learning.

Andrea Gafiria Permata Putri; Ika Putra Viratama

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Students often have difficulty understanding the Solar System material given in elementary school science lessons using only conventional methods due to its abstract nature. This study creates and explains the advantages of "3D Solar System" learning materials with interactive puzzles and quizzes for sixth-grade elementary school students using the Qreatif Educative platform. Qualitative research methodology is applied to this type of library research. Scientific articles from the DOAJ and Google Scholar databases are scanned to collect data. After that, content analysis methods such as data reduction, classification, theory synthesis, and drawing conclusions are applied in this paper. The results of this study, the use of 3D media significantly increases students' cognitive interest and understanding because it provides more realistic and detailed visuals compared to 2D media. Qreatif Educative's interactive puzzle and quiz elements have successfully created a fun and engaging learning environment based on the psychological characteristics of elementary school children who like to learn through play. The conclusion of this study is that the "3D Solar System" media is worth considering as a creative alternative to improve the standard of science teaching and make it more interactive and student-centered.

Syarifah Hijrah Febrianti; Asy Syifa; Resdi, Resdi; Riza Sativani Hayati

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

In the learning process, educators often face challenges in helping students achieve optimal learning outcomes. One of the contributing factors is the dominance of teacher-centered learning models, which frequently leads to low student engagement and reduced motivation. This condition affects students’ curiosity, particularly in Science learning, which requires active participation and exploration. Therefore, innovative teaching materials are needed to encourage student involvement while simultaneously stimulating their curiosity. One alternative that can be utilized is the Student Worksheet (Lembar Kerja Peserta Didik/LKPD), which can be designed systematically and contextually to support active learning. This study aims to determine the effectiveness of using LKPD in enhancing students’ curiosity in Grade VII Science learning at SMPN 1 Sanrobone. The research employed a Classroom Action Research (CAR) approach carried out in two cycles, each consisting of planning, implementation, observation, and reflection stages. The findings indicate a significant increase in students’ curiosity after the implementation of LKPD, as shown by improvements in questioning behavior, interest in the material, and the ability to observe and explore scientific phenomena. Based on these results, it can be concluded that the use of LKPD is effective in fostering students’ curiosity and contributes to a more interactive and meaningful Science learning experience.

Resdi Resdi; Asy Syifah; Syarifah Hijrah Febrianti; Riza Sativani Hayati

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

This study aims to analyze the implementation of video animation-based flipped classroom learning model in increasing students' learning interest in science subjects with material on the structure and function of living organisms in class 8D at SMPN 1 Sanrobone. The low interest in learning science among students is a major problem that needs to be addressed through more attractive and interactive learning innovations. The video animation-based flipped classroom model was chosen because it can optimize classroom learning time for more meaningful activities, while basic concept understanding is done independently through engaging animated videos. This study uses a survey method with a descriptive quantitative approach. The research subjects were  students of class 8D SMPN 1 Sanrobone in the even semester of the 2024/2025 academic year. Research instruments used learning interest questionnaires, observations, and documentation. The results showed that the implementation of video animation-based flipped classroom model was able to increase students' learning interest with high categories in aspects of attention, interest, involvement, and learning satisfaction. Animated videos presented before face-to-face learning provide clear visualizations of the structure and function of living organisms, making students more prepared and enthusiastic to participate in discussions and practical activities in class. This learning model also encourages student learning independence and increases active interaction in learning. This study recommends the implementation of video animation-based flipped classroom as an alternative effective and innovative science learning strategy to increase students' learning interest.

Yulistiana Yulistiana; Marisha Ayu Ardini; Dita Kameswari; Endah Diah Parwati; Icha Nurannisa

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Innovation in biology learning is increasingly necessary, as conventional instructional practices are often dominated by memorization-based methods that limit students’ active engagement and critical thinking development. Along with rapid advances in science and technology, digital applications offer new opportunities to enhance teaching and learning processes. One such application is Canva, a digital design platform that can be utilized as an effective learning media to support teachers and students in biology education. This study aims to describe the implementation of Canva-based learning media through a training program conducted at SMA Islam Terpadu Daarul Rahman and to examine its perceived usefulness for both teachers and students. The training involved teachers in developing biology learning materials using Canva by integrating visual elements, images, and videos to present complex biological concepts more clearly. The results of the training indicate that Canva is considered practical, user-friendly, and efficient by teachers in designing learning materials. Teachers reported that the application helped them present content in a more attractive and structured manner. Furthermore, students benefited from the use of Canva-based materials, as they demonstrated better understanding of the subject matter and increased interest in learning biology. The integration of visual and multimedia elements also supported the development of students’ critical thinking skills by encouraging analysis and interpretation of biological phenomena. Overall, the use of Canva as a learning medium shows potential to enhance the quality of biology learning and foster more meaningful learning experiences.

Irmawati Irmawati; Syarifuddin Syarifuddin; Hartini Hartini

International Journal of Humanities and Social Sciences Reviews 2025 Asosiasi Penelitian dan Pengajar Ilmu Sosial Indonesia

This study aims to describe the implementation of the Find Someone Who cooperative learning model in increasing fifth-grade students' learning interest in science. The implementation of this model provides an active and enjoyable learning experience through questioning, movement, and discussion activities that enable students to engage in meaningful social interactions. This involvement makes students more enthusiastic about participating in learning and helps them understand concepts better. In addition, the Find Someone Who model encourages collaborative knowledge construction, so students can build conceptual understanding through cooperation and communication. Increasing student interest and participation is one of the important factors that encourages improving the quality of the science learning process in the classroom. This study examines the contribution of the Find Someone Who cooperative learning model to improving fifth-grade students' interest and learning outcomes in science. The results showed an increase in learning completion from 54% in cycle I to 92% in cycle II, which was influenced by collaborative activities that helped students build a more structured understanding of concepts. Through social interaction, information exchange, and cooperation during learning, students were able to strengthen their understanding and develop communication skills. Although its implementation requires good time management and clear instructions, this model still has a positive influence when applied in a targeted and consistent manner. These findings indicate that collaborative learning through the Find Someone Who approach can enrich the science learning process in elementary schools.

Nadya Anisa Iffa; Maulidya Dwi Melantika; Pahmi Kurniawan; Sani Safitri; Rani Oktapiani

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

The 21st century of digitalization is very influential in life such as Education which must adapt to the development of world digitalization technology. Education is carried out by involving innovation, creativity, and also motivation to update more interesting learning methods with interactive media that have been designed. History learning in particular must develop and adapt to the digital era by utilizing technology to make teaching methods the goal of an active learning process. History learning which is considered boring has a great opportunity to be able to adapt to interactive media so that passive students during learning are reduced and become active students and can understand History easily. In this study involved a teacher with 30 high school students who were the objects of the research study. The method used was descriptive qualitative which refers to observation, documents, interviews, questionnaires, and also a social science approach. The results of the study explain the low interest in History learning to many passive students due to learning methods that are not in line with the digital era to attract Gen Z's interest in History Lessons and also show the results of History learning by involving interactive media with digital technology.

La Sahara; Waode Alkamalia

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2025 Lembaga Pengembangan Kinerja Dosen

This community service activity aims to introduce the use of the PhET virtual laboratory and to identify students’ responses to the PhET-based virtual laboratory training in empowering students at SMA Negeri 1 Unaaha. The program also seeks to address the issue of limited science practicum facilities in the partner school. The study employed a descriptive quantitative design involving a single group of 23 participants from grades X to XII in the science stream. Participants took part in several sessions, including orientation, demonstration, and exploration of the Build an Atom and Circuit Construction Kit: DC simulations. Research data were collected using a Likert-scale questionnaire consisting of 30 items covering six main indicators: conceptual understanding, motivation, activeness, interest, ability to operate PhET, and learning satisfaction. All questionnaire results were converted into percentages for each indicator. The analysis showed an average response rate of 86.67%, with details as follows: interest 92%, activeness 90%, motivation 88%, satisfaction 89%, operational ability 83%, and conceptual understanding 78%. These findings indicate a very positive acceptance and significant reinforcement in the affective, participatory, and technical skill aspects of the students.