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Amanda Syabila Putri Maulana; Diyani Diyani; Irfan Maulana; Muhammad Faisal Arrayan

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

In the era of the Industrial Revolution 4.0 and Society 5.0, digital technology is developing rapidly. This has prompted the world of education to make major changes in learning methods, including in Islamic Religious Education (PAI). Until now, PAI has used outdated methods. These methods are inadequate to meet the needs of children who are accustomed to technology. Therefore, there is a need for technology integration in the learning process. This study aims to determine how to use E-Learning, Learning Management Systems (LMS), and Artificial Intelligence (AI) in PAI learning. This study also aims to determine the benefits, challenges, and strategies for implementing these technologies. This study used a qualitative approach with a literature review type. Data were obtained from various sources, such as books, scientific articles, journals, and relevant documents. The results show that the use of E-Learning, LMS, and AI can improve the quality of PAI learning. E-Learning makes learning easier and more flexible. LMS helps manage learning more systematically. AI helps make learning more personalized and tailored to students' needs. However, the implementation of these technologies still faces several challenges, such as limited infrastructure and low digital skills of teachers and students. Therefore, a strategy is needed to address these challenges. This strategy includes enhancing digital capabilities, strengthening technological infrastructure, developing innovative learning media, and monitoring the use of technology based on Islamic values. This will ensure optimal integration of technology into Islamic Religious Education learning.

Darayani Afifah Dongoran; Kartika Syafitri; Gusmaneli Gusmaneli

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

The advancement of Artificial Intelligence (AI) has brought significant changes to various aspects of life, including the field of education, particularly Islamic Education. This study aims to explore various AI-based learning strategies that can be implemented to create a more effective, interactive, and contemporary learning process. The method employed in this study is a literature review by examining various scholarly sources, such as journals, books, and academic articles discussing the implementation of AI in education. The findings indicate that the integration of AI can be realized through personalized learning tailored to students’ needs, the use of chatbots as learning assistants, the analysis of students’ progress and learning outcomes, as well as the utilization of technology-based learning media. These strategies are not only capable of improving students’ cognitive aspects but can also strengthen the internalization of Islamic values when applied appropriately and systematically. Furthermore, this study emphasizes that teachers’ technological competence, infrastructure readiness, and the development of an adaptive curriculum are crucial factors in the successful implementation of AI-based learning within the context of Islamic Education.

Riza Nur Laila; Melinda Cahyani; Habibah Nurul Azizah

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Learning media is a tool used to convey messages so that it can stimulate students' thoughts, feelings, attention, and willingness in the learning process. This study aims to determine the effectiveness of using KoKaMi media, a three-dimensional media combined with language games, in improving Arabic vocabulary mastery of eighth-grade female students of SMPIT An Nur Sragen. This study uses a quantitative approach with an experimental method and a pre-experimental design of one group pretest–posttest type. The study population consisted of 22 female students and all were sampled through a total sampling technique. Data collection was carried out through tests, interviews, observations, and documentation, while data analysis used descriptive statistics, prerequisite tests, and hypothesis testing with the help of SPSS. The results of the analysis showed that the data were not normally distributed so the Wilcoxon Signed Rank Test was used. The test results showed a significance value of 0.000 smaller than 0.05, which means H0 is rejected and Ha is accepted. These findings prove that KoKaMi media is effective in improving Arabic vocabulary mastery. Therefore, KoKaMi media can be used as an alternative innovative learning media that helps students understand vocabulary more actively, enjoyably, and meaningfully. The implications of this research indicate that the use of game-based media can increase learning motivation, class participation, and learning interactions, so teachers are advised to utilize similar creative media as an effective and student-centered language learning strategy in learning practices at school consistently and sustainably.

Riza Nur Laila; Melinda Cahyani; Habibah Nurul Azizah

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Learning media is a tool used to convey messages so that it can stimulate students' thoughts, feelings, attention, and willingness in the learning process. This study aims to determine the effectiveness of using KoKaMi media, a three-dimensional media combined with language games, in improving Arabic vocabulary mastery of eighth-grade female students of SMPIT An Nur Sragen. This study uses a quantitative approach with an experimental method and a pre-experimental design of one group pretest–posttest type. The study population consisted of 22 female students and all were sampled through a total sampling technique. Data collection was carried out through tests, interviews, observations, and documentation, while data analysis used descriptive statistics, prerequisite tests, and hypothesis testing with the help of SPSS. The results of the analysis showed that the data were not normally distributed so the Wilcoxon Signed Rank Test was used. The test results showed a significance value of 0.000 smaller than 0.05, which means H0 is rejected and Ha is accepted. These findings prove that KoKaMi media is effective in improving Arabic vocabulary mastery. Therefore, KoKaMi media can be used as an alternative innovative learning media that helps students understand vocabulary more actively, enjoyably, and meaningfully. The implications of this research indicate that the use of game-based media can increase learning motivation, class participation, and learning interactions, so teachers are advised to utilize similar creative media as an effective and student-centered language learning strategy in learning practices at school consistently and sustainably.

Safira Laila Wulandari; Salsa Bila Ivanda; Nur Azizah

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

This study aims to describe the strategies of Islamic Religious Education (PAI) teachers in increasing the learning participation of low-ability students at SDN 008 Tebing Karimun. Learning participation is an important indicator of learning success, but in reality there is still low student involvement in the learning process. Inhibiting factors come from internal aspects such as low confidence and limited cognitive abilities, as well as external aspects in the form of less varied learning strategies and less supportive classroom environments. This study uses a qualitative approach with a descriptive type, involving PAI teachers as the main informants and students as supporting informants. Data was collected through observation, interviews, and documentation, then analyzed with an interactive model that included data reduction, data presentation, and conclusion drawn, and tested for validity through triangulation. The results of the study showed that teachers' strategies include active learning, group discussions, individual approaches, and the use of learning media. The obstacles faced include low student confidence, cognitive limitations, and lack of variety of methods. The solutions carried out by teachers are in the form of providing motivation, applying innovative methods, and creating a conducive learning environment. This study concludes that PAI teachers' strategies play an important role in increasing the learning participation of low-ability students through innovative, interactive, and student-centered learning.

M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.

Daurat Sinaga; Cahaya Jatmoko; Sindhu Rakasiwi; Feri Agustina; Heru Lestiawan +1 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The rapid development of information technology has had a significant impact on the world of education, particularly in the use of mobile applications as learning media. Developing Android-based applications using Flutter is one innovation that can increase efficiency and provide a more personalized and adaptive learning experience. In this context, educators are required to continue innovating to meet the increasingly diverse and dynamic needs of students in the digital era. The Multimedia and Information Technology Professional Association (PPMultindo), an organization that brings together technology professionals, is taking advantage of this opportunity by developing an Android-based learning platform. This platform is designed to provide easier, more flexible, and more interactive access to learning materials, as well as support the process of designing more engaging materials. Features such as learning data analysis, material recommendations, and automatic evaluation are expected to increase the effectiveness and efficiency of the teaching and learning process, while also providing a means for collaboration between members. However, the implementation of this technology still faces various challenges, such as limited technological competence of educators, inadequate infrastructure, and the need for curriculum adjustments. Therefore, collaborative efforts are needed to optimize the use of mobile technology to support educational transformation.

Sindhu Rakasiwi; Cahaya Jatmoko; Candra Irawan; Lalang Erawan; Suprayogi Suprayogi +1 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of information technology, particularly the use of smartphones, has changed human activity patterns and significantly impacted the education sector. The "one-stop-shop" concept reflects the use of mobile devices as centers for various activities, including learning. This situation drives the need for innovation in the development of adaptive and interactive learning media. One solution that can be developed is an Android-based mobile application using Flutter, which can increase the effectiveness and efficiency of the learning process. The Association of Multimedia and Information Technology Professionals (PPMultindo), an organization focused on technology, has developed an Android-based learning platform. This platform is designed to provide flexible access to materials, support interactivity, and facilitate collaboration between educators. Features such as learning analysis, material recommendations, and automatic evaluation are expected to improve the quality of the learning experience. However, the implementation of this technology still faces various challenges, including limited technological competence of educators, inadequate infrastructure, and adjustments to curriculum needs. Therefore, collaborative efforts are needed to optimize the use of mobile technology to support educational transformation in the digital era.

Bethanya Br Sipahutar; Sarah Ramadani; Anggraini Thesisia Saragih; Khairul Azmi Siagian

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to develop a storytelling-based learning media in the form of a YouTube video to support students’ understanding of narrative text based on their learning needs. This study employed a Research and Development (R&D) design using the ADDIE model, focusing on the stages of analysis and development. The data were collected through a questionnaire as part of the needs analysis to identify students’ responses toward listening and repetition activities, as well as the difficulties they face in understanding narrative texts. The results show that students generally respond positively to listening and repetition. However, they still experience difficulties in understanding the storyline and vocabulary. The findings also indicate that students need learning support in the form of audio, visual elements, and vocabulary assistance. Based on these findings, a learning product was developed in the form of a YouTube-based digital storytelling video entitled “Learn Narrative Text Through Fun Storytelling (Listen, Repeat & Retell)”. The video integrates storytelling, repetition, vocabulary explanation, and speaking practice to support students’ comprehension. Due to time limitations, this study was limited to the development of a prototype and has not yet included expert validation. Therefore, future research is recommended to conduct validation to evaluate the feasibility and effectiveness of the developed product.

Edward Johannes Tumanggor; Angel May Donna Br Sembiring; Zahwa Nabila Andriza Nst; Anggraini Thesisia Saragih; Khairul Azmi Siagian

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

Many senior high school students face significant difficulties in generating ideas, organizing thoughts, and selecting appropriate vocabulary when writing descriptive texts. Traditional teaching methods often limit creativity, making the integration of visual media crucial. Therefore, this study aims to develop creative poster-based learning module for teaching descriptive writing. A Research and Development (R&D) design was employed, adapting the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. However, due to time constraints, this research is strictly limited to the Analysis (Needs Analysis) and the initial Development (Prototype Development) stages. The participants for the needs analysis consisted of 22 senior high school students in Indonesia, selected through purposive sampling. Data were collected using an online needs analysis questionnaire. The findings indicate a strong student preference for visual support, which informed the design and creation of a poster-based learning module prototype intended to help students visualize concepts. The implications suggest that while the prototype aligns with student needs, further research is required to validate and test the product.

Siti Waaqiah Khofidhotur Rofiah; Anas Tasya Dwi Qobayesi; Widya Duta Aulia; M. Ilmil Zawawi

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research is motivated by the low interest of students in learning the Qur'an and Hadith due to the dominance of conventional teaching methods that are considered less engaging. The study aims to examine the role of interactive learning media in increasing students’ learning motivation at Madrasah Ibtidaiyah. The research employs a qualitative literature study approach by collecting credible sources, including journal articles, textbooks, and previous research findings. Content analysis techniques were used to identify patterns, relationships, and important insights from the collected data. The findings indicate that interactive media such as educational videos, interactive animations, dynamic PowerPoint presentations, and digital quizzes significantly enhance students’ interest and motivation in learning. This improvement is reflected in higher levels of attention, curiosity, participation, and engagement during the learning process. In addition, the use of interactive media helps present Qur'an and Hadith concepts in a more concrete, attractive, and enjoyable way, thereby improving students’ understanding of the material. The study implies that integrating technology-based learning media can become an innovative strategy to optimize the teaching and learning process in Islamic elementary education institutions.

Nur Fais Zalillah

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze the implementation of Artificial Intelligence (AI)-based learning media and its implications for student learning motivation in Islamic Religious Education (PAI). This study uses a systematic literature review approach by examining various reputable scientific articles discussing the integration of AI in education and the dynamics of learning motivation in the context of PAI. The results of the study indicate that the use of AI through adaptive learning systems, educational chatbots, gamification, and learning analytics can increase the effectiveness, personalization, and interactivity of learning. This implementation has a positive impact on cognitive motivation through increased conceptual understanding, affective motivation through active participation and emotional engagement, and spiritual motivation through strengthening reflection and internalization of Islamic values. However, ethical challenges, the risk of depersonalization of the teacher's role, and inequality in digital access are crucial issues that require policy attention and human-centered pedagogical design. Theoretically, this study offers an integrative conceptual framework that combines technological innovation with Islamic educational epistemology. Practically, the results of this study provide recommendations for teachers, schools, and policymakers to develop AI-based PAI learning models that are adaptive, ethical, and oriented towards character building.

Febriyanti Putri Ruspandi; Aris Sutejo; Sri Wulandari

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

The results of the 2022 PISA indicate that science skills and interest in Indonesia are still low. One way to increase interest in science is by introducing inventor figure of science and techonology. However, alternative learning media that are communicative and relevant to adolescents' media consumption habits are needed. Therefore, this study aims to design a character design for an inventor in the field of science and technology for a Webtoon comic as an educational tool for adolescents aged 15–18. This study used qualitative and quantitative methods. The qualitative method was used to understand the needs and interests of the target audience and to gather information from the literature for scientific sources in designing the inventor character. The quantitative method was used as one of the character design evaluation criteria, based on voting results by adolescents aged 15–18. The character design used Marika Nieminen's principles: demographics, silhouette and shape, color, and characteristics. Several alternatives were used to generate character designs, which were then evaluated to determine the final design. The character design evaluation will be assessed using several variables within an evaluation framework.

Hanung Sekar Larasati Enggaringtyas; Mahimma Romadhona; Widyasari Widyasari

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

The Fruit of the Spirit is an important theological value to teach children because it contains points for everyday behavior. However, learning about the Fruit of the Spirit often encounters obstacles and is difficult for children aged 8-12 years to understand because it is considered too abstract and difficult to convey in simple language. Furthermore, obstacles come from the learning media used which are still conventional. Therefore, effective learning media are needed that can attract the interest and motivation of children to want to learn and apply the Fruit of the Spirit in everyday life, such as board games. In board games, there are components that can attract emotions and can be used as media, namely character pawns. The method used is the Design Thinking method with descriptive analysis. This approach is used to analyze data from the results of observations, interviews, literature studies, and questionnaires, as well as to develop concepts and design results. Thus, the character pawns can be created with a human-centered design approach, which is able to create visuals that have a close relationship with children's psychology.

Siti Aisyah; Azzura Nodian Nabawi; M. Dimas Dwi Utama; Siti Nurhalimah; Yusliani Yusliani

Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

Financial literacy is a fundamental competency that should be developed from an early age to foster prudent financial behavior in the future. However, the level of financial literacy among elementary school students remains relatively low, particularly in rural areas. The Community Service Program (Kuliah Kerja Nyata/KKN) serves as a strategic platform for providing financial education to the community, including elementary school students. This study aims to describe the implementation of a basic financial literacy program for students of SD 050430 Bunuraya Village through the KKN program and to analyze its impact on students’ understanding of financial concepts. This study employs a qualitative descriptive method, with data collected through observation, interviews, and documentation. The findings indicate that the financial literacy program delivered through interactive learning media effectively improves students’ understanding of basic concepts such as saving, distinguishing between needs and wants, and simple management of pocket money. The program is expected to serve as an initial step in building early financial awareness and encouraging the involvement of schools and families in children’s financial education.

Anita Juniyarni; Anjani Aprisia; Indah Rahmatul Zahra; Osa Pania Noprinda; Amiruddin Amiruddin +3 more

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

Instilling saving habits from an early age is an essential component of character education, particularly in fostering discipline, responsibility, and independence. Initial observations at PAUD Nurul Islam, Jelutih Village indicate that early childhood saving interest remains relatively low due to limited engaging learning media and the absence of structured habituation. This Community Service Program (KKN) aims to foster early childhood saving interest through creative piggy bank media aligned with children’s developmental characteristics. The implementation method comprised planning, execution, and evaluation stages. During execution, children were introduced to saving concepts through simple storytelling and interactive dialogue, followed by hands-on creation of creative piggy banks using simple, child-friendly materials. These piggy banks were then used to habituate saving behavior. The results demonstrate increased enthusiasm and saving interest among children, reflected in their willingness to set aside money and heightened responsibility toward their piggy banks. Therefore, creative piggy bank media serve as an effective alternative learning tool for fostering saving interest and positive character development among early childhood learners at PAUD Nurul Islam, Jelutih Village.

Asep Sapaatullah

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze the effect of information technology (IT)-based learning media on improving students' academic performance. With the advancement of digital technology, the use of IT-based media such as interactive presentations, educational videos, Learning Management Systems (LMS), and online quiz applications has become part of modern teaching strategies. This study uses a quantitative approach with a quasi-experimental method. The subjects of the study were secondary school students divided into experimental and control groups. The instruments used include learning achievement tests to measure academic performance and observation sheets to assess the implementation of IT media usage. Data were analyzed using t-tests and simple regression analysis. The results show a significant difference in academic performance between students who used IT-based learning media and those who used conventional methods. The experimental group showed a higher average score compared to the control group. These findings indicate that the use of IT-based learning media, when planned and implemented systematically, can improve students' motivation, engagement, and understanding of learning materials. Therefore, the integration of information technology into the learning process is recommended as an innovative strategy to enhance the quality of education.

Siti Lailiyah; Salis Wahyu Hidayati; Pamungkas Stiya Mulyani; Maryono Maryono; Robingun Suyud El Syam

FUNDAMENTUM : Jurnal Pengabdian Multidisiplin 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Drug abuse (NAPZA) has become a serious threat among students and poses significant risks to their physical health, psychological well-being, and future development. Therefore, preventive efforts through structured education and mentoring programs are essential. This community service activity aims to describe the process and outcomes of a drug abuse prevention mentoring program conducted at SMP Negeri 2 Bulu, Temanggung. The program applied a participatory approach consisting of four stages: coordination with the school, educational socialization on the dangers of drugs, follow-up activities through discussions and student reflections, and evaluation to measure students’ understanding. The educational sessions were delivered using interactive lectures, question-and-answer methods, and visual learning media to enhance students’ engagement and comprehension. The results indicate an increase in students’ knowledge and awareness regarding the types, impacts, and prevention strategies of drug abuse. Moreover, students demonstrated more positive attitudes and a stronger commitment to avoiding drugs as a form of self-protection for their health and future. This program is expected to serve as a school-based preventive education model to reduce drug abuse among students through collaboration between teachers, schools, and the wider community.

Mery Octavia Sari; Roni Faslah; Nadya Fadillah Fidhyallah

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

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

Nurachmah Sabina; Eneng Bai Muinah; Mutia Azzahra; Choirinnisa Ningtia; Dini Fitriyani +4 more

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

Children with special needs require specialized educational services that accommodate their diverse learning characteristics, and digital-based media offers flexible and adaptive learning opportunities tailored to individual abilities. The digital learning media “Voca Poly” was developed to provide education and practical skills training for blind and physically disabled children, particularly in strengthening knowledge and cooking skills to support independent living. This community service program was implemented through three main stages: preparation, implementation, and evaluation. The preparation stage involved needs assessment, media design, and coordination with partner institutions. The implementation stage included interactive learning sessions using the Voca Poly educational game, focusing on food security concepts through English vocabulary from planting to food processing. The evaluation stage assessed participants’ understanding, engagement, and skill improvement. The results showed increased knowledge of cooking concepts and improved practical skills among participants. Moreover, the game-based approach successfully fostered enthusiasm, motivation, and active participation among visually impaired and physically disabled children.