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Abdullatip Munawar; Teti Sobari; Heri Isnaini

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This research aims to develop audio-visual learning media based on the Discovery Learning model to improve the ability to write news texts in grade XI students of SMK Mutiara Qolbu Cianjur. The Research and Development (R&D) method is used by referring to the development model which includes the stages of identification of potentials and problems, data collection, product development, product validation, limited scale trials, product revisions, large-scale trials, final revisions, and final products. The research subjects consisted of 103 students in grade XI of SMK Mutiara Qolbu Cianjur which were divided into three classes. Data collection techniques were carried out through observation, interviews, questionnaires, expert validation, and news text writing tests. Data were analyzed using quantitative and qualitative descriptive techniques. The results of the study show that audio-visual learning media based on the Discovery Learning model obtained a very good feasibility level based on the results of the validation of material experts with a percentage of 91% and the validation of media experts of 89%. The results of the trial showed that the learning media received a positive response from students with an average percentage of 87.25%. In addition, the use of Discovery Learning-based audio-visual learning media has proven to be effective in improving students' ability to write news texts. This is shown by the increase in the average score of students from 64.21 in the pre-test to 84.37 in the post-test. The use of audio-visual media also improves students' learning activities, such as active questioning, discussion participation, and the ability to identify news elements.

Defianti Fitrotin Nisa’; Arissona Dia Indah Sari; Iqnatia Alfiansyah

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to develop Matif (Interactive Mathematics) video media on the topic of equivalent fractions for fourth-grade elementary school students and to determine its validity, effectiveness, and student responses. The research employed a Research and Development (R&D) method using the ADDIE model. It was conducted at SD Muhammadiyah Gresik during the first semester, involving 19 fourth-grade students. Data collection techniques included interviews, expert validation sheets for content and media, learning effectiveness tests, and student response questionnaires. The development process followed five ADDIE stages. (1) Analysis involved curriculum analysis, needs analysis, and student characteristics analysis. (2) Design focused on creating the learning flow and storyboard. (3) Development produced the video media, which was validated by experts. The material expert validation score reached 97.5%, and the media expert validation score was 91.6%, both categorized as very valid. These results indicate that the material is highly appropriate, clear, and easy to understand, while the media demonstrates excellent quality in visual, audio, typography, language, and usability aspects. (4) Implementation involved testing the media on students, with an N-Gain score of 0.8405, categorized as high, indicating that the media effectively improves students’ understanding. (5) Evaluation was conducted through student response questionnaires, resulting in a score of 95.5%, categorized as very good, showing that students found the media engaging, easy to use, and helpful. Overall, the Matif video media meets the criteria of validity and effectiveness, making it suitable as an innovative learning alternative, with potential for further development through enhanced animations and varied exercises.

Siti Khoiriyah; Heriestia Salma Rizky Khairani; Fetty Ernawati

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

The Early Childhood Education (PAUD) curriculum plays an important role in shaping young children’s learning experiences. However, in practice, there are still several challenges, such as a lack of meaningful learning and the suboptimal integration of nationalism values. Therefore, curriculum innovation is needed to incorporate approaches that align with children’s characteristics.This study aims to analyze and develop the concept of transforming the PAUD curriculum based on a multisensory music approach as an effort to strengthen nationalism values in early childhood. The method used is a library research approach by reviewing various sources, including scientific journals, books, and relevant previous studies. The data analysis technique is conducted descriptively and qualitatively through processes of organizing, categorizing, and interpreting data.The results of the study indicate that a multisensory music-based approach can enhance children’s engagement, participation, and understanding in learning. The integration of audio, visual, and kinesthetic elements has proven effective in stimulating children’s motor, cognitive, and affective development. In addition, the use of audio-visual media helps children understand nationalism values in a more concrete and meaningful way.In conclusion, transforming the PAUD curriculum through a multisensory music-based approach is an effective strategy to create enjoyable and holistic learning experiences while strengthening the internalization of nationalism values from an early age.

Karmila Karmila

Teaching early grade students to read the Quran requires methods appropriate to their developmental characteristics. This study aims to analyze the effectiveness of the right-brain-based Wafa method in teaching Quran reading to first-grade students at SDIT Al-Fatih Pangkajene. This study used a descriptive qualitative approach with a case study design. Data were obtained through observation, interviews, and documentation involving the principal, teachers, homeroom teachers, and students. Data analysis was conducted through data collection, data condensation, data presentation, and drawing conclusions. Data validity was tested through triangulation of sources and methods.The results showed that the Wafa method was implemented through enjoyable, systematic, and multisensory learning. The teacher used songs, hand gestures, colorful visual media, letter cards, audio murottal (recitation of Quranic verses), repetition, and positive reinforcement to help students recognize the hijaiyah letters, recite them, and build reading confidence. Observations showed that most students were enthusiastic, happy, and active, and were able to master the basics of the hijaiyah letters. This method also strengthens students' learning motivation, self-confidence, and emotional connection with the Quran. Thus, the right-brain-based Wafa method has proven to be relevant as an effective, enjoyable, and appropriate Quranic learning strategy for early elementary school students.

Yulfenti Sayuna; Yeheskial Nggandung; Agustina Butar-Butar

This study addresses the issue of suboptimal student academic performance, which is frequently linked to the selection of instructional strategies that do not actively engage learners. Learning outcomes represent a multidimensional construct involving knowledge acquisition, attitude development, and skill formation. Therefore, the application of an appropriate learning model is essential to support meaningful learning experiences. This research aims to investigate the impact of implementing a Problem Based Learning (PBL) model supported by audio-visual media on students’ academic achievement. A quantitative approach with a quasi-experimental design was employed. The study involved two groups: an experimental class receiving the PBL intervention and a control class experiencing conventional instruction. Data were collected through pretest and posttest assessments and analyzed using both descriptive and inferential statistical techniques. The findings reveal a statistically significant difference between the two groups, indicated by a significance value below 0.05. This confirms that integrating problem-based strategies with audio-visual support contributes positively to improving students’ learning outcomes. The results highlight the importance of student-centered learning environments in fostering deeper understanding and engagement.

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.

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.  

M Bambang Purwanto; Satriah Satriah

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Teaching fiction in Indonesian language classrooms is often constrained by text-centered instruction and limited use of engaging digital media. In the era of Generation Z learners who are visually and digitally oriented, innovative learning materials are needed to enhance motivation, interpretation, and comprehension of literary texts. This study aims to develop and evaluate a Scribus-based digital magazine for fiction learning by integrating the ADDIE model within a qualitative descriptive framework. The research adopted a qualitative descriptive design comprising five stages of the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. The study was conducted at SMP Negeri 10 Semarang, involving one Indonesian language teacher and fifteen Grade VIII students, who were selected through purposive sampling. Data were collected through observation, interviews, and documentation, and analyzed using the Miles and Huberman model (data reduction, data display, conclusion drawing). Media and content experts conducted validation to assess the feasibility, usability, and pedagogical quality of the content. Findings revealed that the Scribus-based learning media effectively increased students’ engagement and comprehension in analyzing fictional elements such as plot, character, and setting. Expert validation results indicated a high feasibility level, with mean scores above 85% in design and content quality. Teachers reported improved classroom interaction and creativity, while students expressed enthusiasm for the visual and interactive format. The study concludes that open-source tools, such as Scribus, can provide cost-effective and pedagogically sound alternatives for developing literary learning media. The integration of ADDIE and multimodal design promotes contextual, engaging, and sustainable learning experiences. Future research should explore multimedia enhancements, such as audio storytelling and cross-curricular applications, to broaden the pedagogical impact.

Adrian Syaputra; Fhina Ardini; Neni Neni

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

This study discusses the development of narratives on Islamic morality and history through interactive audiovisual media as an effort to address the learning needs of the digital generation that demands high engagement, engaging visualizations, and immersive learning experiences. Based on library research methods, this study examines literature on narrative pedagogy, Islamic historiography, and digital learning technology to formulate a narrative model that integrates cognitive, affective, and interactive aspects. The review shows that although audiovisual media and technologies such as AR/VR have been proven to increase student motivation and understanding, studies specifically combining narratives on morality, Islamic history, and interactivity design are still limited. This study proposes a participatory narrative model based on interactive audiovisual through choice-based storytelling, reflective quizzes, and micro-scenarios that can strengthen historical understanding while internalizing moral values. The analysis shows that interactive media serves not only as a means of conveying information but also as a space for moral experience that allows students to build empathy, reflection, and value awareness. This study provides theoretical contributions to the development of narrative pedagogy in Islamic education and provides practical recommendations regarding media design, teacher readiness, and infrastructure support for the implementation of more effective and meaningful digital learning.

Latia Anggun Paramita; Alfiani Nurjannah; Aulia Ratna Dewati; Endrise Septina Rawanoko

Jurnal Pendidikan dan Kewarganegara Indonesia 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Civic Education (PPKn) serves as an essential foundation for cultivating students’ moral character and citizenship values at the elementary level. This study examines the role of PPKn in shaping the noble character of Grade 2 students at SD Negeri 2 Pereng, identifies existing challenges in its implementation, and proposes strategies for improvement. Using a descriptive qualitative approach, data were collected through classroom observations and interviews with the Grade 2 teacher. The findings show that PPKn contributes significantly to developing students’ discipline, responsibility, cooperation, politeness, and patriotism through structured routines such as daily prayers, class duties, simple deliberation activities, and flag ceremonies. The teacher’s modeling and guidance further reinforce value internalization. However, limited audiovisual media, uneven literacy skills, and classroom management issues hinder optimal implementation. Effective solutions include simplifying learning materials, utilizing accessible visual media, strengthening teacher facilitation, and enhancing collaboration between school and parents. Overall, PPKn remains vital in supporting character development when supported by adequate strategies and consistent habituation.

Anhari, Ridlo Qoirul; Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students

Mohammad Taufik Rifai; Jani Jani

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Education is a fundamental right that must be fought for by every child in the nation, and throughout its development, it continues to undergo innovations and evaluations toward better quality. One educational model that is growing in Indonesia is the boarding school system, which has its own characteristics, advantages, and challenges. This study aims to describe the social studies (IPS) teachers’ strategies in boarding school–based learning, the implementation of IPS learning within the boarding school environment, and the obstacles faced by IPS teachers at MTs Darul Hikmah. This research employs a qualitative approach with a case study design. The study was conducted at Pondok Modern Darul Hikmah Tulungagung, with seventh-grade students as research subjects. Data collection techniques included observation, interviews, and documentation. The results show several factors that influence the low effectiveness of IPS learning in boarding schools, including the dense institutional activity schedule that reduces students’ learning focus, teachers’ limited mastery of the subject matter and classroom management, and the dual curriculum implemented simultaneously within the institution. Efforts to improve IPS learning effectiveness include enhancing teacher discipline when entering and leaving the classroom, utilizing audio-visual learning media, and connecting learning materials with current issues to make the lessons more relevant and engaging. Furthermore, the study reveals several advantages of boarding school–based education, such as fostering students’ independence, developing social awareness, providing deeper religious instruction, and integrating both general and religious education. Thus, IPS learning in boarding schools has the potential to develop more optimally with the support of appropriate learning strategies and more structured institutional management.

Indah Damayanti; Sukirno Sukirno

International Journal of Economics, Commerce, and Management 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study aims to develop interactive PowerPoint-based audio-visual learning media for Grade X Economics and to test its feasibility and effectiveness in improving student activity and learning outcomes. The method used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of students in grades X6 and X7 at SMA N 1 Ngluar and SMA Muhammadiyah 1 Muntilan. Data were collected through interviews, questionnaires, and learning outcome tests. The feasibility test results showed that the interactive PowerPoint media was considered very feasible to use, with an average score of 4.6 from subject matter experts, 4.8 from media experts, 4.45 from teachers, and 4.5 from students. The effectiveness test showed N-Gain Scores for activity and learning outcomes of 0.42 and 0.58, respectively, at SMA N 1 Ngluar and 0.44 and 0.55 at SMA Muhammadiyah 1 Muntilan. Thus, interactive PowerPoint media is effective in increasing student activity and learning outcomes in economics learning.

Azifatillah Azifah

International Journal of Religious Education and Philosophy 2025 International Forum of Researchers and Lecturers

This study aims to analyze and design Al-Islam learning media on the material of emulating the stories of the apostles Ulul Azmi through an engaging and effective digital storytelling approach to improve the understanding of fifth-grade students at SD MUTU Nunukan. Al-Islam learning, which emphasizes moral and spiritual values, requires innovative media to help students better understand and internalize exemplary attitudes from the prophets. The research method used is Research and Development (R&D) with the ADDIE model, which is limited to two stages: analysis and design. The analysis stage focuses on identifying student characteristics, learning needs, and curriculum requirements related to Al-Islam subjects. Meanwhile, the design stage involves planning digital storytelling-based learning media that integrates visual, audio, and narrative elements aligned with learning objectives. The designed media is expected to support student-centered learning, increase motivation, and make learning activities more meaningful. Through digital storytelling, students are encouraged to actively engage with the content, understand the moral values of the apostles Ulul Azmi, and apply these values in daily life.

Nurul Nabila; Indah Aini

Publikasi Para ahli Bahasa dan Sastra Inggris 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study employs the 4-D development model (Define, Design, Develop, and Disseminate) adapted from Thiagarajan et al. (1974) to develop a Digital Storytelling medium using Canva for the topic “Family” in Senior High School (SMA/MA). A needs analysis was conducted in the Define phase, revealing that students experienced difficulties in listening and speaking. In the Design phase, a context-based story medium with illustrations, texts, and German audio narration was created. During the Develop phase, the product was validated by two experts. A German language instructor reviewed the material and deemed it suitable for use without revisions. The material validation results showed that the medium is usable without revision, as the material was rated clear, systematic, complete, engaging, and easy to understand. The material expert’s evaluation covered five categories, resulting in a total material score of 95. A media expert evaluated the medium along with audio and video content. The media expert’s assessment included ten categories, resulting in a total media score of 95. Meanwhile, data validation indicated that the medium can be further used with minor revisions, such as enhancing visual elements to make it more dynamic and adjusting audio quality to improve listening comfort. The results of this study show that the development process of the Digital Storytelling medium using Canva for the “Family” topic in Senior High School successfully produced an engaging and communicative product that matches the characteristics of beginner German language learners. This medium contains a story on the theme “Family,” complemented by illustrations, texts, and audio content. The developed video has been uploaded to the YouTube platform to facilitate access for teachers and students.

Nilam Aliya Putri; Sagita Tiara Dewi; Fiky Nafian; Izmi Ayyita Rahmawati; Syavrina Fatwa Aulia +3 more

Publikasi Para ahli Bahasa dan Sastra Inggris 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study is based on the urgency of understanding assertive speech acts as part of pragmatic studies in speech acts in the movie Sweet 20 by Ody C. Harap. Sweet 20 was chosen because of its richness in dialogue and cross-generational representation, thus allowing in-depth analysis of speech acts. This research aims to identify, classify, and analyze the form and function of assertive speech acts used by the characters in the film. The method used in this research is descriptive qualitative with a pragmatic approach. The data were obtained through listening and note-taking techniques on the characters' speech in the movie. Data analysis refers to Searle and Galassi's speech act theory, which emphasizes assertive speech acts. The results show various forms of assertive speech acts, such as stating, telling, suggesting, boasting, complaining, reporting, expressing positive emotions, self-affirmation, and expressing negative emotions, which are influenced by the social and cultural context in the movie. This research contributes to the development of pragmatics studies in linguistics, can be used as a reference in learning Indonesian, especially speaking skills, and provides further insight into the use of speech acts in audio-visual media.

Nuri Ramadhan; Thessa Herdyana

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research is a development study that aims to create a product in the form of a learning aid, namely audio-visual media through the GeoGebra Classic application, which is used for 3-dimensional geometric shapes lessons in grade V of YPNU Elementary School Medan. This research was conducted because teachers still do not utilize technology optimally in teaching, especially in mathematics subjects related to spatial shapes. The lack of engaging and interactive teaching methods for complex topics like 3D geometric shapes often leads to reduced student interest and understanding. To improve the mathematics learning process on the topic of spatial shapes, audio-visual media was created with the help of the GeoGebra Classic 5 application. The goal is to provide variations in mathematics learning media and increase student interest in the lesson. The development of this media allows students to visualize 3D geometric shapes more clearly and interactively. The instrument used to collect data was a questionnaire that included questions to assess the effectiveness of the media from the perspective of educators and students. The results of the evaluation revealed that learning using this media received 93% responses from teachers and 87% from students, which indicates that the media is very effective. The positive feedback from both groups suggests that this audio-visual tool can enhance students' understanding of spatial geometry concepts and improve the overall learning experience. This study offers an innovative approach to teaching mathematics and highlights the importance of integrating technology into the classroom to foster better engagement and learning outcomes.

Saor Maruli Hasibuan; Endang Mulyani

International Journal of Economics and Management Sciences 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study develops Prezi-based audio-visual learning media aimed at improving motivation and economics learning outcomes for Grade X students at SMA X. The primary issue addressed is the low motivation and achievement among students due to the use of monotonous teaching methods and unengaging media. This research distinguishes itself by integrating Prezi’s Zooming User Interface (ZUI) with economics content, aligning with the independent curriculum and the Pancasila student profile. The study follows the Four-D Research and Development (R&D) model, consisting of Define, Design, Develop, and Disseminate phases. Data were collected through needs analysis, expert validation, and a quasi-experimental pretest-posttest control group design. Two classes, each consisting of 36 students, participated in the study. The learning media developed integrates various components such as text, images, charts, animations, and audio explanations, creating a comprehensive and interactive learning experience. The media was validated and found to be suitable, practical, and flexible for classroom use. The experimental group using the Prezi-based learning media saw a significant improvement in their learning outcomes. The average score of this group increased from 43.472 to 86, showing a substantial gain. In contrast, the control group, which used traditional methods, showed a smaller increase in average score, from 43.056 to 66.389. These results indicate that Prezi-based media is an effective tool for enhancing students' motivation and learning outcomes. It provides an innovative and engaging alternative for teachers, making economics content more dynamic and accessible. The study suggests that integrating such audio-visual tools can play a crucial role in improving the quality of learning, fostering both student engagement and academic achievement.

Suci Puspita Rini; Neng Sholihat

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to assess the impact of using Talking Stick game as a learning media on students' learning outcomes and scientific communication skills in science lessons. This study was conducted using the Systematic Literature Review (SLR) method, by analyzing various relevant previous studies from elementary to secondary education levels. The research findings indicate that the Talking Stick learning technique can significantly improve student learning outcomes. This model has also been proven effective in improving science communication skills, conceptual understanding, active participation, and students' courage to express opinions during the learning process. The Talking Stick method emphasizes collaboration and involvement between students in a fun and interesting atmosphere. The use of various supporting media, such as question cards, posters, audio visuals, and student worksheets (LKS), increases the effectiveness of this method. The use of alternating sticks in question and answer sessions encourages students to be more confident and actively involved in the learning process. This also provides benefits for the development of students' critical thinking skills and emotional skills, which are very much in line with the needs of learning in the 21st century. The findings of this Talking Stick model research are recommended as an innovative strategy in science learning. Teachers are advised to combine it with interesting learning media to make the learning process more meaningful and enjoyable. tested the effectiveness of this method in various educational conditions. Furthermore, consistent application of the Talking Stick method can create an inclusive learning environment that is responsive to individual student needs. In the context of science learning, which often demands understanding of abstract concepts and problem-solving, this method can bridge the gap between theory and practice through active and reflective interaction.

Ahmad Rifai; Rian Adnan Fauzi; Mohammad Ulyan

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

The aim of this research is to develop and implement an application called APTAQU, designed to assist students with disabilities, especially those with hearing impairments, at Pesantren Tunarungu ABATA Temanggung in learning the interpretation of the Qur'an (tafsir). This application is developed to address the specific needs of hearing-impaired students, allowing them to access Qur'anic interpretation learning independently and effectively. The research employs a qualitative method, involving students and pesantren mentors actively in each stage, including planning, training, evaluation, and refinement of the application, to ensure that it meets the needs and abilities of the users. The application development process involves direct input from students and mentors, ensuring that the resulting application is truly relevant to their needs. During the development and implementation phases, students were trained to optimize the use of the application. The results of this community service show that the APTAQU application can improve accessibility for hearing-impaired students in understanding the interpretation of the Qur'an, an area that had previously been a major barrier in their learning. Interactive features such as sign language, audio-visual content, screen readers, and voice instructions have proven to help overcome communication barriers present in conventional media that were not inclusive. Moreover, the use of this application has also increased the involvement of students in religious education, particularly in understanding the Qur'anic interpretation. They are now more actively engaged in the learning process and can better comprehend the tafsir material. However, the application still requires further development to become more inclusive and user-friendly for all students, both with and without disabilities. This research contributes significantly to creating a more inclusive and accessible education for people with disabilities, especially in religious education, and serves as a starting point for addressing educational access disparities for them.