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Rayhan Akbar Wiguna; Kinanti Wijaya

Jurnal Teknik dan Teknologi Indonesia (JTTI) 2023 PT. Arsil Reka Engineering

Indonesia has about 81,000 km of coastline making coastal areas of great significance to the Indonesian economy. Development in coastal areas is very important to provide an improved quality of life to coastal communities with the development of health services, education, infrastructure to places of worship such as mosques/mushola. The platform structure of a floating mosque or mushola building is unique in its platform part, which resembles a building on stilts. Based on the data obtained, the majority of students do not understand the type of floating building construction. Therefore, product development on the construction of floating prayer rooms with interactive augmented reality (AR) based learning media using the Assemblr Studio application and developed with the 4D model consisting of the stages of define, design, develop, and disseminate. The product in the form of this media is intended to display a 3D model in the form of an architecturally floating mushola building with illustrations of the surrounding environment, displaying a 3D model in the form of a structure of a floating mushola building along with its explanation, displaying supporting videos in the form of building renderings and structural development stages of a floating mushola building. This learning media has gone through validity testing by material experts and media experts and obtained a feasibility score of 4.14 (predicate feasible) for the material validation test and obtained a feasibility score of 4.17 (predicate very feasible) for the media validation test.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.

Sumarni Sumarni; Juni Sofiana; Umi Sulasih

jurnal ABDIMAS Indonesia 2023 STIKes Ibnu Sina Ajibarang

Manfaat yoga adalah untuk memperkuat otot dasar panggul dan otot perut sehingga otot kencang dan mencegah terjadinya berbagai keluhan di masa postpartum.  Yoga mampu mencegah terjadinya perdarahan postpartum karena yoga menyebabkan otot-otot perut berkontraksi. Kontraksi otot perut bekerja menjepit pembuluh darah dan mencegah perdarahan postpartum serta  mempercepat proses involusi uteri. Involusi uteri adalah proses uterus berubah menjadi kecil dan kembali ke ukuran sebelum hamil.Tujuan kegiatan ini yaitu untuk memberikan edukasi tentang postnatal yoga. Metode penyuluhan ini dilakukan secara langsung dengan ceramah dan diskusi secara interaktif serta simulasi postnatal yoga.  Diskusi dilakukan dengan metode tanya jawab terkait materi. Materi selain disajikan secara presentasi juga diberikan  melalui leaflet. Hasil kegiatan menunjukan bahwa setelah kegiatan ini sebagian besar ibu mempunyai pengetahaun yang baik tentang postnatal yoga. Kegiatan penyuluhan ini telah dicapai dengan menambah wawasan dan informasi kepada masyarakat tentang postnatal yoga.

Syamsir Adam; Nurasia Natsir

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This research focuses on exploring the effectiveness of interactive learning methods in increasing interest and achievement in learning mathematics in students at SMK 7 Makassar. Through qualitative and quantitative approaches, this research investigates how the application of interactive learning methods can influence increasing student interest and achievement in mathematics subjects. The research results showed a significant increase in students' interest and achievement in learning mathematics after implementing interactive learning methods. This method helps students understand mathematical concepts better, increases their participation in the learning process, and motivates them to learn more about mathematics. This research concludes that interactive learning methods are effective in increasing students' interest and achievement in learning mathematics and should be applied more widely in mathematics education in Indonesia.

Hizkia Ananda Putri; Mahimma Romadhona

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The Bina Village program is a learning activity for students to jump directly in the community. The activity requires students to contribute actively and creatively to partners. This community service activity is the education of garbage sorting for 1st grade students in Penangungan SDN, Trawas District, Mojokerto Regency. This community service activity involves 31 students and is carried out through two methods, namely board game socialization and 2D animation video viewing. The first stage, students are asked to watch interactive animated videos depicting organic and inorganic waste management. The content of this 2-dimensional animated video includes the definition of garbage, the impact of garbage collection, the types of garbage with color symbols to identify the type of garbage, and the benefits of garbage sorting. The second stage, students are involved in board games. The main focus of the material given is the sorting of organic and inorganic wastes. This is in line with the Adiwiyata program of the school, which is a caring and environmentally cultured school, and has a real program to integrate environmental preservation. Students contribute to creating educational and training facilities to develop students' motor and memory for waste sorting materials. This is expected to form an environmental awareness for students early on, encourage the behavior of the surrounding community in terms of garbage sorting, and preserve the environment for the future through recycling of garbage.

Arva Rangga Yudhistira; Masnuna Masnuna

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2023 International Forum of Researchers and Lecturers

The use of information technology has become an integral part of modern tourism development. Interactive tourist maps have proven to be an effective tool in guiding travelers to explore tourist destinations. This research focuses on designing an innovative and appealing tourist map for the city of Sidoarjo, utilizing cheerful landmark designs. The development method involves user needs analysis, selection of representative landmarks, and the implementation of attractive and user-friendly graphic designs. This interactive tourist map is designed to be accessible through digital platforms, enabling users to plan their journeys more efficiently. The selected landmarks not only serve as location markers but are also designed with cheerful aesthetics to enhance the user experience. The map is equipped with interactive features such as detailed information about each landmark, the best travel routes, as well as reviews and recommendations from previous users. It is expected that the design of this interactive tourist map will make a positive contribution to promoting tourism in the city of Sidoarjo and enhancing traveler satisfaction through an engaging and informative experience. Furthermore, the use of cheerful landmark designs is anticipated to create a strong visual identity, setting it apart from tourist destinations in other cities.

putri, latifa intan brilian; Erita, Selvia

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

Pemahaman konsep pada pembelakaran matematika di peroleh dari kegiatan yang interaktif antara guru dan siswa. Siswa yang memahami konsep dengan benar akan dapat menjelaskan, menarik kesimpulan, membandingkan, dan memberikan contoh serta memecahkan masalah matematika.  Penelitian ini bertujuan untuk menganalisis pemahaman konseptual siswa pada pendidikan matematika mengenai pola bilangan, koordinat kartesius, relasi, dan fungsi. Metode yang digunakan adalah kualitatif. Subjek adalah siswa kelas VII E sebanyak 17 orang di MTsN 2 Kerinci. Teknik pengumpulan data menggunakan observasi, tes, dan dokumentasi. Hasilnya Ditemukan bahwa sebagian besar siswa terus salah memahami konsep pada pertanyaan tes yang disediakan. Beberapa siswa memiliki pemahaman sebelumnya tentang materi, yang memungkinkan mereka untuk menafsirkan konsep pada pertanyaan tes yang disediakan.

Devita Vanessa Kurniawan; Kaira Naafila Zahra; Faja Alya Khoirunnisa; Yuvinta Putri Diana; Pricilla Dwinarni +5 more

JURNAL PENGABDIAN MASYARAKAT AKADEMISI (JPMA), 2023 CV. ALIM'SPUBLISHING

Perkembangan IPTEK dalam era digital saat ini telah berpengaruh pada berbagai sektor, termasuk pendidikan. Proses pembelajaran kini sering memanfaatkan teknologi seperti proyektor dan pembelajaran daring. Penggunaan teknologi dapat menciptakan pembelajaran yang interaktif dan efektif, terutama untuk anak-anak usia dini. Melalui digital game based learning dan video animasi, teknologi digunakan untuk menciptakan suasana kegiatan belajar mengajar terasa menarik dan interaktif. Tujuan sosialisasi pengabdian masyarakat ini adalah untuk menciptakan Generasi Emas 2045 yang berwawasan akan ilmu pengetahuan dan teknologi. Tim pengabdi melakukan sosialisasi kepada peserta didik usia 7-12 tahun di RPTRA Citra Bangsa, Jakarta Timur. Dalam kegiatan ini, metode pelaksanaan dilakukan dengan pemberian pre-test dan post-test, pemaparan materi, wawancara, dokumentasi, dan evaluasi. Pemberian tes melalui website Quizizz bertujuan untuk mengetahui bagaimana peningkatan pemahaman siswa sebelum dan setelah dilakukannya pemaparan materi. Wawancara kepada pihak pengajar dilakukan untuk mengetahui apakah kegiatan ini telah mencapai tujuan yang diharapkan. Sosialisasi yang dilakukan menunjukkan bahwa dengan memperkenalkan alat digital sebagai media pembelajaran kepada generasi dini merupakan langkah awal yang tepat untuk meningkatkan pemahaman teknologi pada anak-anak dan juga sangat efektif untuk menarik minat anak-anak dalam belajar.

Dwi Rindiani; Eriskatri Nurandriani; Ninstar Fathina Rifa; Yosi Soraya; Windy Risa Maghfira +1 more

jurnal ABDIMAS Indonesia 2023 STIKes Ibnu Sina Ajibarang

Pengelolaan obat sangat penting dalam sistem pelayanan kesehatan, sehingga penerapannya harus dilakukan secara tepat dan bijak. Berbagai permasalahan terkait obat dapat dikarenakan masyarakat kurang paham tentang penggunaan dan penanganan obat dengan benar. Masalah penyalahgunaan obat-obatan di masyarakat merupakan faktor yang perlu menjadi perhatian terutama daerah pedesaan dengan fasilitas kesehatan terbatas. Tujuan kegiatan ini yaitu untuk memberikan edukasi dan informasi tentang cara mendapatkan obat, menggunakan obat, penyimpanan obat hingga pada proses membuang obat dengan baik dan benar. Metode penyuluhan ini dilakukan secara langsung dengan ceramah dan diskusi secara interaktif. Diskusi dilakukan dengan metode tanya jawab terkait materi serta konseling berdasarkan masalah setiap individu terkait penggunaan obat. Materi selain disajikan secara presentasi juga diberikan melalui leaflet terkait cara pengelolaan obat yang baik dan benar (DAGUSIBU). Kegiatan penyuluhan ini telah dicapai dengan menambah wawasan dan informasi kepada masyarakat tentang cara pengelolaan obat yaitu DAGUSIBU dalam kehidupan sehari-hari.

Dinda Syahiba; Yuliasma Yuliasma

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe the influence of Interactive Multimedia learning media on class XI Cultural Arts (Dance) subjects at SMA N 15 Padang. This type of research is experimental research. The population in this study amounted to 250 students divided into 10 classes with a sample of 54 students divided into 2 classes. The instrument used is an objective test. Data is collected through observation, tests and documentation. The data processing steps are scoring, data processing and t-test. The results showed that the use of Interactive Multimedia learning media had a good influence on student learning outcomes compared to the use of conventional learning media in the form of printed books and blackboards. Judging from the results of the analysis of students' pretest and posttest scores in the experimental class and control class, the analysis was carried out with a statistical test in the form of an independent sample t test as a hypothesis test. The highest score in the experimental class was 100 and in the control class 87.5, while the lowest score in the experimental class was 58.3 and the control class was 25. So it is known that there is a significant difference between the scores of experimental class students and the control class. In this case, the scores of experimental class students who use Interactive Multimedia learning media are higher than the scores of control class students who use conventional learning media in the form of printed books and whiteboards

Rr. Diana Insyafari

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2023 Universitas Palan

Technology in education continues to evolve, offering new opportunities for more interactive teaching and learning, especially for children with special needs. One innovation that can be utilized is Mentimeter, an interactive tool that allows teachers and students to engage in a dynamic learning environment. This article discusses the implementation of Mentimeter as an interactive learning medium in teaching music theory to children with special needs. The objective of this research is to examine the effectiveness of Mentimeter in enhancing students' understanding and engagement with music theory material. Using the classroom action research method, this study involved 20 students from SLB Negeri Surakarta with various special needs who participated in music lessons over a period of three months. The results of the research indicate that the use of Mentimeter increased students' active participation and facilitated a better understanding of the material.

Sovarina Yasarifa Pohan; Prihatin Ningsih Sagala

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This study aims to obtain a constructivism-based e-module that is valid, practical, and effective, so that it can assist students in understanding the material for a two-variable linear equation system. The research instruments used were lesson plans, material validation sheets and e-module media, learning outcomes tests, and student and teacher response questionnaire sheets. After all instruments, lesson plans, and e-modules were declared valid by the validator, then readability tests and field trials were carried out. The results showed that: (1) the developed E-Module had met the validity values, namely (3.37 and 3.25) with a very feasible category; (2) The developed E-Module has met the practical value (79.75% and 90.5%) with very practical category; (3) The developed E-Module meets the effective criteria with the completeness of student learning outcomes that meet the criteria, namely 85% of students have obtained a score of 75 and the achievement of each indicator/learning objective is more than 65% of the total students.

Nur Alifah; Gelen Veranda Deanda; Juniwan Juniwan; Didik Aribowo

Jurnal Kendali Teknik dan Sains 2023 International Forum of Researchers and Lecturers

Abstrak. Teknologi input/output (I/O) memegang peranan penting dalam perkembangan perangkat keras dan perangkat lunak komputer modern. Pesatnya perkembangan teknologi I/O telah memungkinkan komputer menjadi lebih interaktif, lebih cepat, dan lebih efisien dalam memproses informasi. Pada proses I/O terdapat perangkat keras dan perangkat lunak yang berfungsi sebagai media menghasilkan data. Perangkat keras dan perangkat lunak saling terkait dan saling mendukung dalam operasi komputer. Penelitian ini bertujuan menganalisis peran teknologi I/O pada perangkat keras dan perangkat lunak berdasarkan perkembangannya. Teknologi I/O merujuk pada cara komputer berinteraksi dengan dunia luar melalui masukan dan keluaran. Data diperoleh beradasarkan studi pustaka dengan menggunakan referensi dari berbagai sumber. Metode penelitian ini bertujuan untuk memahami kerangka pengetahuan yang sudah ada tentang judu, mengidentifikasi dan mendukung atau merinci argument. Berdasarkan literatur yang sudah ada, hasil penelitian menunjukkan peran teknologi I/O pada perangkat keras dan perangkat lunak sangat berpengaruh pada perkembangannya dapat dilihat dari kinerja perangkat keras yang lebih baik, inovasi dalam perangkat keras yang terus berkembang dan perkembangan perangkat lunak yang lebih maju.   Abstract. Input/output (I/O) technology plays an important role in the development of modern computer hardware and software. The rapid development of I/O technology has allowed computers to become more interactive, faster, and more efficient in processing information. In the I/O process, there are hardware and software that function as a medium to produce data. Hardware and software are interrelated and support each other in computer operations. This study aims to analyze the role of I/O technology in hardware and software based on its development. I/O technology refers to the way a computer interacts with the outside world through inputs and outputs. Data is obtained based on literature studies using references from various sources. This research method aims to understand the existing framework of knowledge about judu, identify and support or detail arguments. Based on existing literature, the results show the role of I/O technology in hardware and software is very influential on its development can be seen from better hardware performance, innovation in hardware that continues to develop and more advanced software developments.

Johannes Gultom; Pargaulan Siagian

Based on the analysis of needs in the learning process, it is necessary to develop interactive learning medium. This study aims to produce a product in the form of an interactive learning media based on Articulate Storyline which is valid, practical, and effective in improving students' understanding of mathematical concepts. This research and development is designed based on the stages of the ADDIE development model (Analyse, Design, Development, Implementation, and Evaluate). The subjects in this study were students of class X IPA 5 SMA Negeri 2 Kabanjahe, which consisted of 36 students. Based on the research which has been done, the validity of the interactive learning media developed obtained an average percentage of 87.26% by media experts and 87.82% by material experts with qualifications classified as very valid. Through the results of teacher responses and student responses in limited trials and field trials, an average percentage of assessment was obtained 94.5% by teachers, 85.67% by students in limited group trials and 86.07% by students in field trials with qualifications classified as very practical to be used in the learning process. The implementation of the application of interactive learning media that has been carried out to see the effectiveness with a set benchmark obtains results, namely for classical learning completeness, it reaches 80.56%, and the average percentage of effectiveness questionnaires is 94.72% with qualifications classified as effective. The increase in ability to understand mathematical concepts that occurs is a moderate increase. Based on the research acquisition data, it was concluded that the Articulate Storyline-based learning media developed in this study is valid, practical, and effective qualifications.

Zilfa Amalia Tsany; Deti Rostika; Muh. Husen Arifin

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is about the design and development of interactive multimedia to introduce types of businesses and economic activities. This research is motivated by the problem of learning media which at the moment is still fixated on teachers and books. Another problem is the lack of knowledge and ability of teachers in introducing types of businesses and economic activities and the condition of students who have a great interest in using digital technology-based learning media. Thus, this research aims to create an Interactive Multimedia as a facilitator for students in learning the material of business types and economic activities.  This research uses the Design and Development (D&D) research model, with Analyze, Design, Development, Implementation, and Evaluation (ADDIE) research procedures. This research involved experts and users. The results of the assessment from the expert's point of view for the feasibility of interactive multimedia is very feasible to be implemented in learning.

Prita Puspita; Mettadewi Wong; Adriana Venny Ariani; Linawati Suwito; Mulyadi Mulyadi

Jurnal Budi Pekerti Agama Buddha 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research aims to determine the extent of the quality of the teaching materials used and develop teaching materials that are adapted to the characteristics of learners, due to the limitations of the teaching materials that have been used and create new teaching materials that are more appropriate and appropriate for student education in West Kalimantan Province. This research method uses a qualitative approach with R&D research methods. The subjects in this research were 42 students in West Kalimantan Province. The research and development procedure for the R& model consists of five steps, namely; (1) Analysis (analysis), (2) Design (design), (3) Development (development), (4) Implementation (implementation) and (5) Evaluation (evaluation). The results of the analysis show that the Buddhist Vihara Graha Sailendra Sunday School learning conditions at this week's school are still teacher-centered using printed books and limited use of learning media. It was found from the results of post-test data from 42 students that only 39 reached the KKM on Buddhist religious holiday material, while 3 did not reach the KKM.      

Anisah Anisah; Dita Yuzianah; Mujiyem Sapti

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

Anisah. 182140060. "Development of Character Education-Based Interactive Learning Media in Class VII Middle School Mathematics Learning Using Powerpoint". Thesis. Mathematics education. FKIP. Purworejo Muhammadiyah University. 2023. The aim of this research is to develop and determine the feasibility of the learning media that has been developed. The media product in this study is in the form of interactive learning media based on character education using Powerpoint in learning mathematics for seventh grade junior high school on integer material. This research uses the type of development research (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques in this research were carried out by means of interviews, questionnaires and tests. The instruments used include media expert and material expert validation sheets, teacher response questionnaire sheets and student responses, and final test questions. The subjects in this research were class VIID students at SMP Negeri 18 Purworejo. Data analysis in this study was the validity data analysis of media experts and material experts, analysis of teacher response data and student responses, and analysis of final test completeness data. The results of the media expert's assessment obtained a total score of 66 with valid criteria and material experts obtained a total score of 29 with the validity calculation formula obtaining results with valid criteria, from the teacher response questionnaire and student responses obtained an average total score of 85.1 with practical criteria, from The results of the final question test obtained a completion percentage of 84% with effective criteria. Based on the research results, this mathematics learning media was declared valid, practical and effective. Thus it can be concluded that interactive learning media based on character education in class VII SMP mathematics learning using PowerPoint is appropriate to use as a learning medium.

Yulies Tiena Masriani; Ridho Pakina; Agnes Maria Janni Widyawati

Perigel: Jurnal Penyuluhan Masyarakat Indonesia 2023 Universitas 17 Agustus 1945 Semarang

Perkawinan anak menurut United Nations Children's Fund (UNICEF) merupakan pelanggaran berat terhadap hak setiap anak untuk mencapai potensi diri yang sepenuhnya. Maraknya perkawinan anak menimbulkan menurunnya SDM yang dimiliki suatu negara karena menurunnya produktifitas. Aktualisasi pengabdian masyarakat di Kelurahan Tambangan, Kecamatan Mijen, Kota Semarang memilih tema sosialisasi terkait pencegahan terlaksananya perkawinan anak untuk meningkatkan kesadaran masyarakat desa terkait pentingnya mempertimbangkan kesiapan anak sebelum memasuki dunia rumah tangga. Adapun sosialisasi menggunakan media presentasi power point dengan membagi metode menjadi 4 komponen utama, yakni: metode ceramah, metode diskusi interaktif, metode konsultasi, dan metode evaluasi. Dengan adanya sosialisasi terkait hukum perkawinan anak, masyarakat Kelurahan Tambangan, Kecamatan Mijen, Kota Semarang mendapatkan wawasan serta pemahaman yang cukup mumpuni untuk nantinya dapat turut serta dalam pencegahan terlaksananya perkawinan anak. Pencegahan adanya perkawinan anak dapat dimulai dari kesadaran orangtua sebagai figur acuan seorang anak. Orangtua perlu memahami apa saja dampak negatif yang dapat terjadi di kemudian hari bilamana perkawinan anak tetap dilaksanakan termasuk adanya perceraian.

Olwadus Waspada Laia; Andarweni Astuti; Hartutik Hartutik

Jurnal Pendidikan Agama dan Teologi 2023 International Forum of Researchers and Lecturers

The research conducted at SMP Yoannes XXIII Semarang aims to determine the effectiveness of implementing interactive media, specifically Articulate Storyline 3, in PAK learning. This True Experimental Design study selected class VIII C, consisting of 28 students, as the experimental group, and class VIII B, with 27 students, as the control group at SMP Yoannes XXIII Semarang. The analyzed results of the research indicate that the posttest scores of students who participated in interactive media learning were 82.50 points, significantly higher than the control group, which scored only 70.19 points. The N-Gain test also demonstrates the increased effectiveness of interactive media, with a score of 59.09 points, categorized as fairly effective. The influence of curiosity on student learning outcomes using this learning media was found to be 66.6%. In conclusion, based on the data analysis findings, students in class VIII at SMP Yoannes XXIII Semarang benefited from the use of interactive media based on Articulate Storyline 3 in their learning process.

Dzikraa Febry Fauzie; Komariah Komariah; Yayang Furi Furnamasari

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is motivated by the problem of corruption, which is currently still the main cause of obstruction of national development. Anti-corruption education as a preventive form of corruption eradication is attempted to build anti-corruption attitudes and understanding of students. Indications that students are infected with corruption are characterized by lying to get benefits and lack of discipline. Seeing the challenges in order to improve the character of students, the P5 program was formed, namely the profile project of strengthening Pancasila students in the independent curriculum. Thus, this research aims to create an interactive learning media in the form of an E-Book with the title "Berani Anti Korupsi" as a facilitator for students to learn anti-corruption education through P5 activities.  This research uses the ADDIE model which consists of five stages, namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation) and Evaluation (Evaluation). The results of the assessment obtained through experts and users indicate that the Interactive E-Book media "Brave Anti-Corruption" can be applied as a learning media that supports anti-corruption education in Fourth grade in elementary school.