Publication Search

72,210 articles from 658 journals · 2,111 citations tracked

Showing 1-20 of 90

Analytics

Moh Mundzir

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

Social media has become an integral part of students’ lives and is increasingly being used as a means of interactive learning. This study aims to analyze the effectiveness of social media use in supporting students’ learning process, by highlighting the benefits, challenges, and solutions that can be applied. The research method used is a qualitative approach with case studies, in-depth interviews, and thematic analysis. The results of the study indicate that social media provides flexibility in accessing learning materials, increases academic engagement, and facilitates discussion and collaboration between students and lecturers. However, there are several challenges, such as distraction, unguaranteed validity of information, lack of structure in learning, and gaps in access to technology. To overcome these challenges, strategies are needed such as good time management, increasing digital literacy, active roles of lecturers in directing learning, and institutional support in increasing access to technology. With the implementation of the right strategy, social media can be an effective tool in supporting interactive learning, improving students’ academic quality, and encouraging educational transformation in the digital era.    

Denanda Yustika Sari; Maria Ulfah; Destiana Rahayu; Avni Khanafiyah; Sofi Asiyah +3 more

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

Children with intellectual disabilities have below-average intellectual abilities that can affect their cognitive and memory skills. These children require special learning strategies tailored to their needs. This study aims to review the literature on the impact of using interactive media in teaching children with intellectual disabilities, focusing on their motivation and learning outcomes. The study employs a qualitative approach using a literature review method, analyzing various sources that discuss the effectiveness of interactive media, such as visual, audio, audiovisual, and interactive tools, in enhancing motivation and understanding among children with intellectual disabilities. The findings indicate that the use of interactive learning media can make learning more concrete, engaging, and enjoyable, effectively increasing students' motivation and interest in learning. The application of interactive media, such as pictures, animations, and teaching aids, is also effective in improving cognitive skills and short-term memory, enabling children to recognize letters, numbers, and early reading skills.

Suci Barkah; Feby Aulia

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2024 International Forum of Researchers and Lecturers

Afrito, D., & Isnaini, H. (2024). The Influence of Gaul Language on The Use of Indonesian Among Students of Stiepar Yapari, Bandung City. An International Journal Tourism and Community Review, 1(2), 14-19. Agustina, N., Sudradjat, R. T., & Isnaini, H. (2022). Analisis Semiotika Pada Puisi “Dalam Doa: II” Karya Sapardi Djoko Damono. Parole: Jurnal Pendidikan Bahasa dan Sastra Indonesia, 4(5). Amriyah, N., & Isnaini, H. (2021). Campur Kode Sudjiwo Tedjo dalam Dialog Interaktif Indonesia Lawyers Club TvOne Episode Setahun Jokowi-Maruf: Dari Pandemi Sampai Demokrasi. Jurnal Disastra, Vol. 3 No.1, 98-103. Aprilianti, D., Herawati, M. N., & Isnaini, H. (2019). Pengaruh Pemberian Hadiah terhadap Minat Siswa dalam Menulis Teks Cerpen pada Siswa SMP. Parole: Jurnal Pendidikan Bahasa dan Sastra Indonesia, IKIP Siliwangi, Vol. 2 No.3, 427-432. Isnaini, H. (2023). Semesta Sastra (Studi Ilmu Sastra): Pengantar Teori, Sejarah, dan Kritik. CV Pustaka Humaniora. Isnaini, H. (2024). Perempuan Di Titik Nol: Female, Feminine, Dan Feminist. Prawara: Jurnal Pendidikan Bahasa dan Sastra Indonesia, 5(2), 148-157. Mustika, I., & Isnaini, H. (2021). Konsep Cinta pada Puisi-Puisi Karya Sapardi Djoko Damono: Analisis Semiotika Carles Sanders Pierce. Jurnal Al-Azhar Indonesia Seri Humaniora, Vol. 6 No. 1 Maret 2021, 1-10. Purwaningsih, L., Sudibyo, A., & Isnaini, H. (2023). Problematika pada Pembelajaran Apresiasi Sastra. Metonimia: Jurnal Sastra dan Pendidikan Kesusastraan, 1(2), 69-73. Rizkyanfi, M. W., & Isnaini, H. (2023). Prates Keterampilan Membaca Artikel Ilmiah Jurnal Elekronik Menggunakan Media Google Form bagi Mahasiswa Baru. Jurnal Pembelajaran Bahasa dan Sastra, 2(1), 117-124. Soepandi, D. (2023). Analisis Puisi “Aku Membawa Angin” Karya Heri Isnaini Dengan Menggunakan Pendekatan Semiotik. Fonologi: Jurnal Ilmuan Bahasa dan Sastra Inggris, 1(3), 36-46. Sunarti, S., Yusup, M., & Isnaini, H. (2022). NILAI-NILAI NASIONALISME PADA PUISI “DONGENG PAHLAWAN” KARYA WS. RENDRA. Parole: Jurnal Pendidikan Bahasa dan Sastra Indonesia, 5(4), 253-260. Supini, P., Sudradjat, R. T., & Isnaini, H. (2021). Pembelajaran Menulis Teks Drama dengan Menggunakan Metode Picture and Picture. Parole: Jurnal Pendidikan Bahasa dan Sastra Indonesia, IKIP Siliwangi, Vol. 4 No. 1, 16-23. Suryawin, P. C., Wijaya, M., & Isnaini, H. (2022). Tindak Tutur (Speech Act) dan Implikatur dalam Penggunaan Bahasa. Sinar Dunia: Jurnal Riset Sosial Humaniiora dan Ilmu Pendidikan, Volume 1, Nomor 3, 29-36. Tresnawati, F., Yuliana, Y., & Isnaini, H. (2023). Problematika Pemahaman Teori Pembelajaran Sastra Bagi Siswa SMP dan SMA di Indonesia. Jurnal Humaniora Herisna Institute, 1(2), 29-37. http://herisna-institute.com/index.php/jhhi/article/view/10 Tussaadah, N., Sobari, T., & Permana, A. (2020). Analisis puisi “Rahasia Hujan” karya Heri Isnaini dengan menggunakan pendekatan mimetik. Parole: Jurnal Pendidikan Bahasa dan Sastra Indonesia, 3(2), 321-322. Dede, W., Tuti, S., Dela, S. W., & Raden, I. M. (2019). Analisis Nilai Moral pada Lima Cerpen Karya Kuntowijoyo dalam Buku Dilarang Mencintai Bunga-Bunga. Parole (Jurnal Pendidikan Bahasa dan Sastra Indonesia), 1(2), 241-256. Diana, J. (2018). Citra sosial perempuan dalam cerpen kartini karya Putu Wijaya: Tinjauan kritik sastra feminis. Jurnal Pena Indonesia, 4(1), 78-96. Pramidana, I. D. (2020). Unsur Intrinsik dan Ekstrinsik Dalam Cerpen “Buut” Karya I Gusti Ayu Putu Mahindu Dewi Purbarini. Jurnal Pendidikan Bahasa Bali Undiksha, 7(2), 61-70. Urfadhilah, A. Y., Kasnandi, K., & Hurstyanti, H. (2021). Gaya Bahasa Retoris dalam Kumpulan Cerpen Metafora Padma Karya Bernard Batubara. Jurnal Pendidikan Bahasa dan Sastra Indonesia, 1(2

Adinda Ramadani Alenita; Jiya Nurul Anggreani; Siti Nur Hidayah; Zenita Rofikoh

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Reading is a highly beneficial activity for gaining information, knowledge, and insights. When the children are encouraged to develop reading habits from an early age, they are likely to grow into individuals who enjoy reading. During this crucial and education phase, children exhibit creativity, imagination, and honesty in their thoughts and emotions. However, according to UNESCO, the literacy rate in Indonesia remains relatively low. Through the use of interactive storytelling in childrens’s education, thin community service projecta aims to promote a culture of reading. The first step in the initiative involves providing media that highlight the benefits of interactive storytelling in enhancing children’s reading interest. This method is expected to offer a fun and engaging learning experience while fostering children’s creativity, imagination, and critical thinking skills. Interactive storytelling also serves as an effective teaching strategy to support the holistic development of children.

Haqiqi, M. Wildan; Sari, Zihan Novita

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

Based on the results of the needs analysis of PJOK teachers in class IV SDN Kanigoro 04, teachers use LKS learning media or manual teaching books. LKS or manual textbooks are less interesting because the LKS used is not colorful so the teacher feels that the current media is not enough to support interactive learning. The difficulty that teachers face when making interactive media is that it takes a long time. The purpose of this research is to develop and test interactive e-module learning media on basic movement patterns and create a new learning atmosphere. Researchers used a Research and Development approach with the ADDIE development research model (Analyze, Design, Development, Implementation, Evaluation). The results of media expert validation got an average result of 91.87% which was categorized as very valid, material expert validation got an average result of 95.83% which was categorized as very valid. Small group trials to students obtained an average result of 91.49% categorized as very feasible. Large group trials to students obtained an average result of 90.28% categorized as very feasible. This shows that the use of interactive e-module learning media on basic movement patterns is very feasible to use in learning.

Riawati Riawati; Ayu Puspita Indah Sari

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2024 Lembaga Pengembangan Kinerja Dosen

This This community service activity was carried out as an effort by the Indonesian Language Education study program to increase student retention of the story material by utilizing interactive learning media based on Wordwall. This is because one of the factors that encourages student success in absorbing the knowledge delivered is the learning media used. Through this wordwall-based learning media, it is hoped that students will find it easier to remember and understand important elements in the story material, and this media creates a more interesting learning atmosphere, students measure their understanding in real time through educational game quizzes.

Riawati Riawati; Ayu Puspita Indah Sari

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2024 Lembaga Pengembangan Kinerja Dosen

This This community service activity was carried out as an effort by the Indonesian Language Education study program to increase student retention of the story material by utilizing interactive learning media based on Wordwall. This is because one of the factors that encourages student success in absorbing the knowledge delivered is the learning media used. Through this wordwall-based learning media, it is hoped that students will find it easier to remember and understand important elements in the story material, and this media creates a more interesting learning atmosphere, students measure their understanding in real time through educational game quizzes.

Ismail, Syarof Nursyah; Arifin, Haris Nursyah

Abstract. This study specifically examines efforts to integrate Balinese culture and madrasah through digitalization, as well as the challenges and opportunities faced in this integration. There are issues in integrating Balinese culture and madrasahs, such as the influence of global culture that may reduce the interest of the younger generation in local traditions, as well as the digital divide that hinders the spread of information. Additionally, inaccurate information and reduced face-to-face interactions obstruct a deeper understanding of both cultures. The method used in this study is a descriptive qualitative approach with a case study design. The results of this study show that this interactive learning not only deepens students' understanding of intercultural tolerance but also connects local values with religious principles, such as helping one another in Islam. Despite facing challenges like limited digital skills and the technology access gap, digitalization also opens up opportunities for closer intercultural collaboration and wider, more effective information dissemination. Abstrak. Penelitian ini secara khusus menelaah upaya dalam mengintegrasikan budaya Bali dan madrasah melalui digitalisasi serta tantangan dan peluang yang dihadapi dalam mengintegrasikannya. Terdapat problematika dalam mengintegrasikan budaya Bali dan madrasah seperti pengaruh budaya global yang dapat mengurangi minat generasi muda terhadap tradisi lokal, serta kesenjangan akses teknologi yang menghambat penyebaran informasi. Selain itu, informasi yang tidak akurat dan berkurangnya interaksi tatap muka menghalangi pemahaman yang lebih dalam tentang kedua budaya. Metode yang digunakan dalam penelitian ini deskriptif kualitatif dengan desain studi kasus. Hasil penelitian ini menunjukkan bahwa pembelajaran interaktif ini tidak hanya memperdalam pemahaman siswa tentang toleransi antarbudaya, tetapi juga menghubungkan nilai-nilai lokal dengan prinsip-prinsip agama, seperti tolong-menolong dalam Islam. Meskipun menghadapi tantangan seperti keterampilan digital yang terbatas dan kesenjangan akses teknologi, digitalisasi juga membuka peluang untuk kolaborasi antarbudaya yang lebih erat serta penyebaran informasi yang lebih luas dan efektif.

Josilia Puspito Rahayu; Nuur Anisa; Munirah Munirah

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

English has become an important subject at the elementary school level, unlike when it was introduced at the middle school level. Today, English is included in the curriculum of elementary schools, as well as in kindergartens and early childhood education. English is introduced through enjoyable informal methods, such as playing and singing, to align with students' development. This aims to provide a strong foundation in foreign language acquisition. However, teaching English in remote areas like Samuda Kecil still faces challenges, such as a lack of resources and facilities. Digital technology, such as interactive videos from YouTube, is one innovation that has addressed these obstacles. The community service group at Institut Agama Islam Negeri Palangka Raya, who teaches at SDN 1 Samuda Kecil, uses the interactive video "Days of the Week" as a teaching medium. This video helps students listen to correct pronunciations and increases their motivation to learn. As a result, students find it easier to remember vocabulary and show significant improvement in understanding the material. Interactive media like this has proven effective in enhancing the quality of English learning in remote areas.

Ratna Sari; Sripit Widiastuti; Desy Anindia Rosyida

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2024 Universitas Maritim AMNI Semarang

This study aims to develop an interactive puppet learning media to enhance the interest and understanding of fourth-grade students in the Javanese language. The method used is Research and Development (R&D), which includes needs analysis, design, development, and media trials. Observational results show that students struggle with understanding Javanese vocabulary and etiquette, which affects their comprehension. The interactive puppet media is expected to serve as a solution to capture students' attention and enrich their learning experience. This media presents content visually and engagingly, facilitating the understanding of difficult concepts, and offering a more interactive learning experience. Validation from content, language, and media experts indicates that this media is suitable for use in Javanese language learning. This study is expected to improve the quality of Javanese language education in elementary schools, particularly in fourth-grade classes, and encourage students to further explore Javanese culture.

Rahmawati, Putri Ayu; Syafiriya, Dinda Meilin; Qolbi, Zuhrotul; Hakim, Luqman; Arif, Amirul

Tujuan Penelitian ini adalah mengembangkan bahan ajar berbasis canva untuk mengasah kemampuan peneliti dalam mendesain dan juga menciptakan proses belajar mengajar pada elemen Praktikum Akuntansi Perusahaan Jasa, Dagang, dan Manufaktur menjadi lebih menarik. Bahan ajar ini dirancang guna meningkatkan minat belajar siswa dan mempermudah pemahaman konsep akuntansi, khususnya pada materi dokumen sumber dan pencatatan transaksi. Menggunakan model pengembangan 4D, penelitian ini fokus pada tahap pengembangan (development). Pengembangan Bahan menghasilkan keluaran terbuka berupa video handout interaktif yang mudah diakses melalui perangkat seluler. Fitur interaktif pada materi terbuka ini memungkinkan siswa menjelajahi materi secara mandiri dan melakukan penilaian mandiri. Melalui penelitian ini, diharapkan dapat memberikan kontribusi nyata dalam meningkatkan kualitas pembelajaran melalui bahan ajar yang inovatif. dan relevan dengan kebutuhan pembelajaran siswa di era digital. Selain itu, penelitian ini juga dapat memberikan inspirasi bagi para pendidik dalam memaksimalkan pemanfaatan teknologi untuk meningkatkan kualitas pembelajaran akuntansi. Hasil validasi para tenaga ahli menghasilkan data yang diolah oleh peneliti yaitu dengan mendapatkan kriteria “Sangat Layak” dengan penilaian presentase sebesar 87%. Sehingga handout digital sangat layak dipakai dan disebarluaskan. 

Septantiningtyas, Niken; Nafisah, Ruqoyyah; Rofiah, Khofidatur

Penelitian kuantitatif ini mengeksplorasi penerapan media audio-visual berbasis video pembelajaran dalam meningkatkan minat belajar siswa di era disrupsi teknologi. Fokus utama penelitian adalah untuk memahami bagaimana video pembelajaran dapat memengaruhi motivasi dan keterlibatan siswa dibandingkan dengan metode pembelajaran tradisional. Data dari berbagai sumber, termasuk literatur akademik, laporan penelitian, dan wawancara dengan ahli pendidikan teknologi dianalisis. Hasil penelitian menunjukkan bahwa video pembelajaran secara signifikan meningkatkan minat belajar siswa yakni adanya hubungan positif antara penggunaan video dan peningkatan motivasi serta keterlibatan siswa dalam materi pelajaran. Video pembelajaran terbukti lebih efektif menarik perhatian siswa dan meningkatkan keterlibatannya dibandingkan metode konvensional. Temuan ini mendukung hipotesis bahwa media audio-visual dapat memperkaya pengalaman belajar dan meningkatkan minat siswa. Hasil analisis menunjukkan bahwa video pembelajaran relevan digunakan. Namun, terdapat inkonsistensi dengan penelitian terdahulu yang melaporkan hasil kurang signifikan, karena perbedaan dalam metode atau kualitas video. Penelitian ini berkontribusi penting dalam studi multimedia, khususnya mengenai peran video dalam meningkatkan motivasi belajar siswa. Rekomendasi untuk praktik pendidikan mencakup pemilihan video yang relevan dan interaktif serta pelatihan bagi pendidik. Penelitian lanjutan sebaiknya mengeksplorasi variabel yang mempengaruhi efektivitas video pembelajaran

Wahyuningsih, Ragil Sri; Zahro, Fatimatus; Afkar, Taswirul

Penelitian ini bertujuan untuk mengeksplorasi efektivitas media pembelajaran ProProfs Games berbasis sliding puzzle dalam meningkatkan minat, motivasi, dan pemahaman siswa kelas X di SMK Negeri 1 Mojokerto terhadap materi teks anekdot. Metode kualitatif deskriptif dengan teknik pengumpulan data melalui observasi, wawancara, dan dokumentasi diterapkan. Data dianalisis secara deskriptif kualitatif, dengan fokus pada pemahaman mendalam terhadap pengalaman, persepsi, dan interaksi siswa dalam menggunakan media pembelajaran tersebut. Hasil penelitian menunjukkan bahwa ProProfs Games berbasis sliding puzzle mampu meningkatkan minat dan motivasi belajar siswa. Permainan sliding puzzle yang interaktif dan menantang mendorong siswa untuk memahami alur cerita secara visual, menemukan hubungan antar bagian gambar, dan menemukan pesan moral. Siswa merasa lebih aktif, terlibat, dan percaya diri dalam menulis teks anekdot setelah menggunakan media ini. Meskipun demikian, penelitian ini juga menemukan beberapa kekurangan, seperti keterbatasan konten sliding puzzle yang spesifik, ketergantungan pada teknologi, dan potensi pengurangan interaksi langsung antara guru dan siswa. Penelitian ini memberikan sumbangan bagi dunia pendidikan dengan menunjukkan potensi ProProfs Games berbasis sliding puzzle sebagai media pembelajaran inovatif yang dapat meningkatkan minat, motivasi, dan pemahaman siswa terhadap materi teks anekdot.

Mia Hasanah Amanah Illahi; Devita Hendriyanti; Arlino Pratama; Repaldy Ananditasyah Pratama; Moh Wahyudi Putra

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to develop learning media in the form of interactive PowerPoint and evaluate the feasibility of its use in improving students' understanding of Islamic communication ethics, especially for grade 9 students at SMPN 07 Jakarta. The method in this study uses R&D (research and development) with the utilization of the ADDIE model, the data is tested using the Aiken-V index. The underlying theory in this study highlights the importance of learning media as a tool that can enrich the teaching and learning process. PowerPoint was chosen because of its ease of use and its ability to present information in an attractive visual and verbal manner. This research ultimately developed learning media in the form of Interactive PowerPoint designed to improve students' understanding of Islamic communication ethics. Based on the results of the study, the interactive PowerPoint media was determined to be feasible to implement by achieving an average validity of 0.88888889 which means it meets high criteria, this research contributes to enriching the development of PowerPoint learning media and communication ethics materials at various levels.

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.

Rico Dafin Sitinjak; Rochmad Bayu Utomo

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Masalah utama dalam sosialisasi ini adalah rendahnya pemahaman pemuda Karanglo tentang Pajak Pertambahan Nilai (PPN), terutama dalam konteks penerapan pada kegiatan ekonomi mereka. Kegiatan ini bertujuan untuk meningkatkan pemahaman dan keterampilan mereka mengenai konsep dasar PPN, manfaatnya, serta tata cara penghitungan dan pelaporannya. Sosialisasi berlangsung selama satu bulan, diawali dengan observasi pada tanggal 4-10 Oktober, dilanjutkan dengan penyusunan materi pada tanggal 11-13 Oktober, pelaksanaan sosialisasi pada tanggal 3 November, dan evaluasi di hari yang sama. Metode yang digunakan mencakup observasi, penyusunan materi, penyampaian materi melalui diskusi interaktif dan simulasi, serta evaluasi untuk menilai hasil pemahaman peserta. Sebelum sosialisasi, pemuda Karanglo belum memahami konsep dasaar PPN, manfaat PPN serta kewajiban pelaporan dan setelah adanya sosialisasi ini hasilnya menunjukkan peningkatan pemahaman yang signifikan di kalangan pemuda Karanglo, meskipun beberapa peserta masih membutuhkan pendampingan untuk penerapan praktis.

Nur Jadidah; Kholidah Nur; Ummi Kalsum

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to examine the effectiveness of interactive learning approaches in developing explanation skills in early childhood. Explanation skills are an important aspect in children's language, cognitive, and communication development, which supports critical thinking skills and effective social relationships. Although important, these skills are still relatively low in early childhood in Indonesia, largely due to less supportive learning methods. Interactive learning approaches involving games, stories, and discussions have been identified as a solution to improve these skills. This study used a quasi-experimental design with two groups of subjects, namely the experimental group given interactive learning interventions and the control group using conventional methods. Data were analyzed using a t-test to compare the pretest and posttest results between the two groups. The results showed that the interactive learning approach significantly improved early childhood skills. This study suggests the need for ongoing training for teachers and collaboration between schools and families to support the implementation of more effective and relevant learning. These findings are expected to contribute to the development of innovative learning strategies in early childhood education.

Annisa, Annisa; Ananda, Nur Asyifa

Abstrak. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif menggunakan aplikasi Lumio By Smart untuk meningkatkan keaktifan dan keefektifan siswa dalam mempelajari materi “Adab Seorang Muslim Terhadap Orang Tua dan Guru” pada mata pelajaran Akidah Akhlak untuk siswa kelas VIII. Penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) dengan model pengembangan 4-D yang meliputi tahap pendefinisian (define), perancangan (design), pengembangan (develop), dan penyebaran (disseminate). Tahap pendefinisian (define) mengidentifikasi kebutuhan untuk mengembangkan media pembelajaran berbasis teknologi untuk proses pembelajaran yang lebih inovatif dan menarik. Tahap design menghasilkan storyboard dan template untuk presentasi dan game edukasi. Tahap develop menghasilkan prototipe media pembelajaran berdasarkan rancangan. Validasi oleh ahli media dan ahli materi dilakukan untuk mengevaluasi media. Media presentasi terdiri dari  PowerPoint yang berisi materi dan game edukasi yang menarik. Media permainan edukatif dirancang sebagai bahan refleksi siswa. Hasil validasi ahli menunjukkan kelayakan sebesar 70% untuk aspek media dan 79% untuk aspek materi, keduanya masuk dalam kategori “layak”. Media pembelajaran diharapkan dapat meningkatkan keaktifan dan keefektifan siswa dalam mempelajari materi melalui presentasi interaktif dan permainan yang mudah diakses. Media pembelajaran interaktif yang dikembangkan menggunakan aplikasi Lumio By Smart ini layak untuk disebarluaskan dan dapat menjadi alternatif bagi guru dalam kegiatan pembelajaran berbasis teknologi.

Jasiah, Jasiah; Sudrajat, Adisti Aulia

Abstract. Based on research at Smp Darul Ulum Palangka Raya, the learning process is still relatively passive due to the lack of utilization of learning media, which still seems like learning with lecture methods by teachers so that there is a lack of student interactivity in the learning process, especially in islamic religious education subjects, namely fiqh. Therefore, the results of the study show that teachers do not utilize learning media during learning so that student interactivity is lacking in learning so that they get bored quickly, do not understand and students do not participate actively in learning. So with this, researchers try to help overcome the use of learning media, especially in fiqh learning subjects, so that teachers and students can interact and interact and achieve learning goals. Abstrak. Berdasarkan Penelitian di Smp Darul Ulum Palangka Raya bahwa proses pembelajaran masih terbilang pasif dikarenakan kurangnya  pemanfaatan media pembelajaran, yang masih terkesan pembelajaran dengan metode ceramah oleh guru sehingga kurangnya interaktif siswa selama proses pembelajaran. Tujuan dari penelitian ini adalah untuk memanfaatkan media pembelajaran yaitu menggunakan video pembelajaraan serta game edukasi puzzle untuk meningkatkan interaktif siswa dalam proses pembelajaran terutama pada mata pelajaran pendidikan agama islam yaitu fiqih. Oleh karena itu dari hasil penelitian bahwasannya guru kurang memanfaatkan media pembelajaran selama pembelajaran berlangsung sehingga interaktif siswa kurang dalam pembelajaran sehingga cepat bosan, kurang memahami dan siswa kurang berpartisipasi aktif dalam pembelajaran. Maka dengan ini peneliti mencoba membantu mengatasi pemanfaatan media pembelajaran terkhusus pada mata pembelajaran fiqih, agar guru dan siswa bisa berinteraktif dan mencapai tujuan pembelajaran.

Hawa Putri M. Harahap; Suyit Retno; Rahma Amelia Putri Nasution; Erani Aprilia; Wynda Hutapea +3 more

Penelitian ini bertujuan untuk menganalisis pelaksanaan pembelajaran kreatif dan inovatif pada siswa kelas V SD Negeri 068877 Medan Perjuangan. Fokus penelitian meliputi metode pembelajaran, media yang digunakan, dan dampaknya terhadap motivasi dan hasil belajar siswa. Penelitian ini menggunakan pendekatan kualitatif dengan menggunakan teknik pengumpulan data berupa observasi, wawancara mendalam, dan penelitian dokumen. Penelitian menunjukkan bahwa menerapkan pembelajaran kreatif melalui penggunaan alat bantu visual, strategi berbasis proyek, dan pembelajaran kolaboratif secara signifikan meningkatkan keterlibatan siswa. Selain itu, inovasi pemanfaatan teknologi digital seperti aplikasi pembelajaran interaktif dan media berbasis video berhasil meningkatkan minat belajar siswa. Namun penelitian ini juga mengungkapkan beberapa tantangan, antara lain: B. Terbatasnya akses terhadap sumber daya teknologi dan perlunya pelatihan guru untuk menunjang kreativitas pembelajaran. Studi ini merekomendasikan pengembangan program pelatihan guru yang mengintegrasikan teknologi, peningkatan kesempatan pembelajaran berbasis digital, dan evaluasi berkelanjutan terhadap efektivitas metode pembelajaran yang kreatif dan inovatif. Temuan ini diharapkan dapat membantu meningkatkan kualitas pendidikan dasar di Indonesia, khususnya dalam konteks pembelajaran abad ke-21.