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Venus Selvita; Putri Mandarani; Eko Kurniawanto Putra; Ganda Yoga Swara; Eva Yulianti

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2026 Institut Teknologi dan Bisnis (ITB) Semarang

Logic gate learning is a fundamental topic in digital electronics; however, the learning process is often delivered theoretically with limited visualization of logic gate operations, making it difficult for students to understand the concepts. This study aims to design and develop an Augmented Reality (AR)-based learning media using a markerless approach with the 3D Object Tracking technique on Android devices. The application was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of the stages of concept, design, material collection, development, testing, and distribution. The developed application provides three-dimensional visualization of logic gates, learning materials, interactive simulations, and quizzes. The application quality was evaluated based on the ISO/IEC 25010 standard, covering the aspects of Functional Suitability, Performance Efficiency, Usability, Compatibility, and Portability. The evaluation results showed that the application achieved a score of 100% in the Functional Suitability, Performance Efficiency, Compatibility, and Portability aspects. Meanwhile, the Usability evaluation obtained scores of 86,6% from respondents who had not previously studied logic gates and 89% from those who had, indicating that the application is categorized as highly feasible. Therefore, the developed markerless Augmented Reality-based learning media can serve as an interactive, engaging, and effective learning alternative for improving students' understanding of logic gate concepts.

Salsabila, Firda Vera Salsabila; Salsabila, Firda Vera; Priyadi, Agus; Zainudin, Ahmad

JURNAL ILMIAH KOMPUTER GRAFIS 2026 UNIVERSITAS STEKOM

Audiovisual media is a key promotional tool for enhancing a business’s brand. This study aims to design a motion-graphic-based promotional video for Salsabila Catering in Ungaran as a branding strategy to increase sales and raise public interest in their products. The research method employed is research and development using the multimedia development life cycle approach. The results indicate that the promotional video produced is deemed visually and substantively suitable; as validated by both experts based on the assessment percentages obtained. According to the expert validation presentation; the content received a 77% rating; deemed acceptable; while the media expert test yielded an 83% result; deemed highly acceptable. Additionally; audience evaluations resulted in an 87% rating; categorized as “very good” and “highly satisfied” regarding the content; presentation; and message conveyed in the promotional media.

Ismiati Rofiah, Lutfiah; Ismiati Rofiah, Lutfiah; Setiawan, Bayu

JURNAL ILMIAH KOMPUTER GRAFIS 2026 UNIVERSITAS STEKOM

Cases of sexual violence against early childhood in Indonesia remain high, while children's understanding of body boundaries and parents' readiness to provide sexual education are still limited. This study aims to design an educational medium in the form of motion graphics to convey body boundary concepts to young children through parental guidance. The research employs a qualitative method with the Multimedia Development Life Cycle (MDLC) approach, which includes the stages of concept, design, material collecting, assembly, testing, and distribution. Data collection techniques consist of literature study, observation, and questionnaires conducted in the Kejawan Putih Tambak area. The findings indicate that children still have difficulty understanding body boundary concepts, while parents are aware of the importance of early sexual education but feel hesitant and uncomfortable delivering it. The developed motion graphics media is considered effective as it presents information in an engaging, communicative, and easily understandable way. Therefore, motion graphics can serve as an effective solution to assist parents in delivering sexual education to children from an early age. 

Angkin Dayu Safitri; Firdaus Firdaus; Pamungkas Stiya Mulyani

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study examines the effectiveness of integrating the demonstration method with audio-visual interactive multimedia to enhance Grade III elementary students' proficiency in sunnah rawatib prayers. A quasi-experimental design was employed with an experimental group (n=21) receiving demonstration-assisted multimedia instruction and a control group (n=22) undergoing conventional teaching. The primary instrument was a validated worship practice observation checklist (CVR=1; Cronbach's Alpha=0.873). Data analysis included the Shapiro-Wilk normality test, N-Gain calculation, and the Mann-Whitney U test. The experimental group achieved a posttest mean of 85.95 (100% mastery rate) compared to the control group's 74.32 (77.27% mastery). The experimental group's N-Gain score of 0.7146 (high category) substantially exceeded the control group's 0.4423 (moderate category). The Mann-Whitney U test yielded an Asymp. Sig. (2-tailed) value of < .001, confirming a statistically significant difference between both groups. These findings affirm that demonstration enriched by interactive multimedia scaffolding effectively constructs students' procedural knowledge of worship rituals and optimally engages multiple sensory modalities at the primary level.

Naufal Faryreza Ryanta; Hana Faujiyyah Nur Afifah; Lisa Wahidatul Oktaviani; Tria Puji Lestari; Rina Mutya Suzliana +2 more

Medical Laboratory Journal 2026 LPPM STIKES KESETIAKAWANAN SOSIAL INDONESIA

Students of the Indonesian School of Jeddah (SIJ) are predominantly categorized as Third Culture Kids (TCK) who face sociocultural challenges and complex health determinants, including a high risk of dental caries and limited character monitoring outside the classroom. This transnational community service program aimed to evaluate the effectiveness of an integrated educational model using audio-visual media through the “Happy Teeth, Bright Smile” campaign and self-monitoring through the “My Adventure Journal” in improving oral health literacy and students’ character behavior. The study employed a Participatory Action Research (PAR) approach with mixed methods involving 155 elementary and junior high school students. Dental knowledge data were analyzed using the Wilcoxon Signed Ranks test, while journal compliance was calculated descriptively using the Grand Mean method and triangulated with content analysis of parental feedback. The results showed that elementary students’ compliance with daily character missions increased by 28.31%, particularly in the discipline dimension. Among junior high school students, multimedia intervention significantly improved clinical preventive knowledge (p < 0.001), with mean scores increasing from 77.00 to 90.20. Parental feedback indicated improvements in self-regulation, responsibility, and self-confidence. The study concludes that optimizing the Tripartite Partnership among university students, schools, and parents is effective in strengthening psychosocial resilience and students’ basic health independence in a transnational environment.

Luthfiyana Mahrurin Abadi; Rizky Parlika

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2026 Institut Teknologi dan Bisnis (ITB) Semarang

Children's literacy can be improved through interactive learning media. A digital children's story platform, previously a mobile application, required web version development to expand user accessibility via browsers. The main challenge in this development was presenting multimedia content such as text, images, and audio dubbing synchronously scene-by-scene without degrading system performance, as well as facilitating reader interaction through a rating feature. This research aims to design and develop the platform using a Decoupled Architecture approach. The software development method used is Waterfall, encompassing requirement analysis, system design (UML, CDM, and PDM), implementation, testing, and maintenance. During implementation, ReactJS is utilized on the client-side for responsive interface rendering and state management, while Laravel is implemented on the server-side as a RESTful API provider to manage multimedia asset transmission, rating records, and the MySQL database. Functional system testing was evaluated using Black-box Testing, while user experience was validated using Spearman's Rank Correlation. The results indicate that this architectural separation (front-end and back-end) effectively resolves server overload issues commonly found in monolithic architectures and produces a seamless, stable asynchronous data transmission system across various devices.

Rohmah Riadini; Maryam Isnaini Damayanti; Heri Pranowo

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

. This research is motivated by the low ability to write experiential stories of fourth-grade elementary school students, which is triggered by conventional learning methods and minimal use of media. The purpose of this study is to design interactive multimedia assisted by the Genially application on the material of writing experiential stories, which must meet the standards of validity, practicality and effectiveness. The method used is Research and Development (R&D) with the ADDIE framework (Analysis, design, development, implementation, evaluation). The research subjects consisted of 20 fourth-grade elementary school students. Data were collected through interviews, validation questionnaires, teacher and student response questionnaires, and pretests and posttests. The results of the study showed that Genilly interactive multimedia obtained a media validation percentage of 96%, material validation of 98% with a very valid category. The results of practicality obtained a percentage of 9a% from teachers and 98.3% from students with a very practical category. The effectiveness results showed an increase in learning outcomes with an N-Gain value of 0.91 in the proficient category, 0.74 in the developing category, and 0.71 in the need for guidance category, which is included in the high category. Thus, Genially interactive multimedia is suitable for use as a learning medium to help improve writing skills.

Ganiyah Rahma

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2026 International Forum of Researchers and Lecturers

This project is motivated by the increasing rate of deforestation in Indonesia, which has led to ecosystem degradation and the threat of extinction for endemic species, as well as the relatively low environmental awareness among young people due to the abstract and systematic presentation of data. The main objective of this work is to produce a 5-minute 2D animation that effectively raises awareness among adolescents aged 14–24 about the threat of environmental extinction caused by deforestation in Indonesia. This is achieved through a three-act narrative approach using a first-person perspective of the Javan surili, positioned as a narrative “lens” and a representation of a victim of a damaged ecosystem, allowing abstract issues to be understood in a more personal, emotional, and empathetic way. The method includes pre-production (research, concept development, and scriptwriting), production (development of dialogue, monologue, and visual direction based on a three-act structure), and post-production (narrative evaluation and script refinement). The result is an educational animation script titled “Jaga Alam, Cegah Kepunahan,” which integrates scientific data, visual storytelling techniques, and multimedia learning principles to deliver messages in an informative and emotional manner. The three-act structure successfully constructs a systematic storyline from introduction, conflict, to resolution with a call to action. The conclusion shows that 2D animation with a personal narrative approach is effective in transforming environmental issues into accessible messages, increasing empathy, and encouraging audience awareness and participation in environmental conservation.

Elvia Siska; Diva Anggraini; Saskia Maharani

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

The digestive system is one of the most abstract and complex topics in high school biology because it involves physiological processes that occur inside the body and cannot be observed directly. This situation calls for the use of instructional media that can help students understand concepts in a more concrete, systematic, and engaging way. This study aims to analyze the effect of interactive multimedia on student learning outcomes regarding the digestive system and to identify the most effective type of multimedia. This study employs a meta-analysis method using secondary data from 20 relevant scientific articles published between 2021 and 2026. Data were collected through a literature review and systematic review, then analyzed using effect size calculations with Cohen’s and Hedges’ g formulas to determine the effectiveness level of each medium. The results indicate that the use of interactive multimedia generally has a positive effect on student learning outcomes, with most media falling into the high to very high effect size category. Interactive multimedia based on Articulate Storyline was the most effective medium with the highest effect size value of 2.730, followed by Augmented Reality-based E-Magazine at 2.634. These findings indicate that interactive multimedia is effective in facilitating the visualization of concepts and increasing student engagement.  

Mayang Dela Kesumah; Haerul Pathoni; Muhammad Haris Effendi Hasibuan

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This study was motivated by students’ low conceptual understanding of temperature, heat, and thermal expansion at SMP Negeri 28 Batanghari, where learning achievement remained below 50%. Instruction predominantly used PowerPoint-based media, resulting in passive learning and limited contextual engagement. This study aimed to develop web-based interactive multimedia (GlidesApps) integrated with Cepak Kapung ethnoscience that is valid, practical, and effective in improving seventh-grade students’ conceptual understanding. The study employed a Research and Development (R&D) approach using a development model consisting of five stages: analysis, design, development, implementation, and evaluation. The resulting product, named LokaSains, is a web-based learning application accessible via smartphone, laptop, or computer without installation. It presents learning content on temperature, heat, and thermal expansion integrated with the ethnoscience of Cepak Kapung, a traditional cake from Batanghari Regency. Content expert validation obtained a score of 91.07% (very valid), while media expert validation reached 87.50% (very feasible) after two revisions. Teacher practicality assessment produced 98.33% (very practical), and student responses in small-group and large-group trials reached 94% and 90.35%, respectively (very good). During implementation with 28 seventh-grade students, the mean pretest score increased from 46.07 to 76.79 in the posttest. A paired samples t-test produced t = −13.053 with Sig. (2-tailed) = 0.000 < 0.05, indicating a significant difference in conceptual understanding before and after using the multimedia. The N-Gain score of 0.57 indicated moderate effectiveness in improving learning outcomes. Accordingly, the LokaSains interactive multimedia is considered valid, highly practical, and effective for teaching temperature, heat, and thermal expansion at junior high school level.

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.

Yusuf Wahyu Setiya Putra; Mira Fitriana

Jurnal Inovasi Sosial dan Pengabdian 2026 Lembaga Pengembangan Kinerja Dosen

Abstract: The digital era demands that every individual possess visual literacy competencies, but in Islamic boarding schools (pesantren), access to technology is often limited to maintain focus on worship. The main problem at the Salafiyah Al-Furqon Islamic Boarding School in Sawangan, Magelang Regency, is the digital skills gap among 12th-grade students. This is caused by the boarding school's policy of only allowing mobile phone use during semester breaks, leaving students lacking practical multimedia skills prior to graduation. This community service activity aims to provide a solution through basic photography and videography training as a soft skill for alumni independence. The method used is a workshop that combines theoretical explanations and direct practice (experiential learning). The results of this activity show a significant increase in students' technical competency; participants are able to operate smartphone cameras with stable shooting techniques, understand the principles of visual composition (such as the rule of thirds and leading lines), and are able to perform basic video editing using mobile-based software applications. Through this training, Islamic boarding school graduates are expected to become individuals who are adaptive to technological developments and able to utilize visual media as a means of creative economics and digital da'wah after graduation.

Bobyvio Mirza Lavfidi

Pusat Publikasi Ilmu Manajemen 2026 Fakultas Ekonomi & Bisnis, Univ

The rapid growth of the digital content creation industry has intensified competition in the multimedia rental sector, making brand management a critical factor for business sustainability. This study aims to analyze the influence of Brand Trust and Brand Image on Purchase Decision at Omah Visual Malang. The research employed a quantitative explanatory approach with data collected from 90 respondents using accidental sampling. Data were analyzed through multiple linear regression, coefficient of determination, and hypothesis testing (t-test and F-test). Results indicated that the multiple regression equation was Y' = 3.271 + 0.321X1 + 0.574X2 + e. The coefficient of determination yielded an adjusted R-square of 0.689, indicating that Brand Trust and Brand Image jointly explained 68.9% of the variance in Purchase Decision. Partial tests showed that Brand Trust (tₙₐᵗ = 2.871, sig. = 0.005) and Brand Image (tₙₐᵗ = 6.730, sig. = 0.000) each had a significant positive effect on Purchase Decision. The simultaneous test confirmed that both variables together significantly influenced Purchase Decision (Fₙₐᵗ = 99.479, sig. = 0.000). Brand Image demonstrated a stronger influence than Brand Trust. Omah Visual Malang is advised to strengthen its brand distinctiveness and expand its product range to enhance consumer confidence and purchase decisions.

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.

Arlina Muhtar; Habil Harum; Mega Ayu Lestari Totok

Jurnal Nusantara Berbakti 2026 Universitas Kristen Indonesia Toraja

Adolescence is an important transitional period characterized by the maturity of the reproductive organs.In coastal areas such as Suppa District, lack of access to scientific information increases the risk of inappropriate sexual behavior among adolescents.The PkM aims to increase students' understanding of reproductive anatomy and physiology, provide prevention education related to sexually transmitted diseases,early pregnancy, promiscuity, and encourage the implementation of a clean and healthy lifestyle.The target of this activity was students in grades VIII and IX of SMP Negeri 2 Suppa, Pinrang Regency,South Sulawesi Province, with the number of participants reaching 60 people.The implementation method was carried out with an active participatory approach, including filling out a pre-test questionnaire,delivering material through interactive lectures with the help of multimedia presentation slides and booklets, Focus Group Discussion  to overcome participants' awkwardness,and ending with filling out a post-test.The success of the program was evaluated based on knowledge improvement through a structured questionnaire instrument.The results of the evaluation showed a significant increase in the average student understanding by 45.0%,from the average pre-test score of 43.3% to 88.3% in the post-test. The highest increase in knowledge was recorded in the STD prevention and promiscuity categories, from 35.0% to 85.0%.This activity has proven effective in improving students' objective medical understanding and correcting false myths in society.As a further tactical step, it is recommended that schools activate School Health Unit  in collaboration with local health centers and form peer counselors guided by BK teachers to maintain the sustainability of the positive impact of the program.

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.

Puspadi, Ketut Ayu Dewi; Artini, Luh Putu; Utami, I Gusti Ayu Lokita Purnamika

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

. Studies on the use of a digital storybook for teaching English to young learners have been abundant; however, the integration of independence values into the story for elementary school students in Indonesia has received limited attention. Independence is one of the characters that educate young learners to become responsible and self-reliant. This study aims to design a digital storybook that integrates independence value into English language learning materials for fifth-grade students. Using a qualitative Design-Based Research (DBR) approach, this study employed a design framework as the main research instrument, derived from character education theory, Teaching English to Young Learners (TEYL), and multimedia learning theory. Data were collected through the analyses of curriculum policies, English textbooks, children’s literature, character education, and multimedia learning. This study produced a digital storybook entitled Lisa Can Do It, which can be expected to become a medium to learn English and at the same time educate children about independence value. Findings indicate that character-based digital storybooks demonstrate the potential to integrate language learning with character education, providing a foundation for the design and implementation of digital learning materials integrated with character in English language education in elementary schools. Further research should focus on the implementation of the product to evaluate its impact on student learning outcomes.

Roudhotul Jannah

Jurnal Ilmuan Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

This research investigates the effectiveness of digital storytelling as a supplementary tool for lexical fact retrieval and sustainable retention of EFL vocabulary among middle school learners. The research was conducted in particular Islamic School in Gresik, Indonesia. The selected participants were 38 eight-grade EFL learners, divided into experimental and control groups. Vocabulary knowledge was assessed through pre-test, immediate post-test, and delayed post-test conducted after two weeks. The independent sample t-test showed a significantly greater mean improvement in the digital storytelling (DST) group compared to the control group (MD = 8.04, p < .001). The vocabulary retention proved by the result of paired sample t-test which show consistency on the students’ delayed test result (p > .005). This study contributes to the growing literature on digital storytelling and its impact on lexical support. The method proved that DST is effective to enhance students’ vocabulary retention through related multimedia. Digital Storytelling enhance students’ focus and motivation to participate in class.

Ragil Pangestu; Muhammad Zalva Zakira; Herni Mandala Putri; Syarifuddin Syarifuddin; Rani Oktapiani

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

History education at the secondary level continues to face challenges in fostering higher order thinking skills, particularly students’ interpretative and critical analytical abilities, which are often constrained by textual and chronological instructional approaches. This study aims to conceptually examine the role of digital storytelling as a pedagogical strategy to strengthen historical interpretation and critical analysis within the frameworks of constructivism, historical thinking, and critical thinking theory. The research employs a qualitative approach based on literature review, utilizing descriptive and thematic analysis of scholarly works and educational policy documents. The findings indicate that digital storytelling promotes active cognitive engagement through processes of source selection, credibility evaluation, evidence based narrative construction, and multiperspective reflection. The production of digital narratives functions not merely as a creative activity but as a cognitive mechanism that trains logical argumentation and validation of historical evidence. Furthermore, the integration of multimedia elements enhances contextual understanding and deepens students’ meaning making of historical events. Nevertheless, its implementation encounters challenges related to teachers’ digital competence, students’ digital literacy readiness, infrastructural limitations, and instructional time allocation. The study implies that digital storytelling holds strategic potential as a pedagogical approach to develop historical thinking competencies in the digital era, provided that it is supported by systematic instructional planning and sustained capacity building in educational institutions.

Ismail Idris; Anwar Nur Wahid; Tegar Danuarta Kusuma; Muhammad NurFauzi Sahono

Router : Jurnal Teknik Informatika dan Terapan 2026 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of digital technology has driven significant changes in modern learning methods by integrating various multimedia media. However, multimedia's ability to facilitate learning depends largely on the extent to which its presentation aligns with the principles of learning psychology, particularly those outlined in the Cognitive Theory of Multimedia Learning (CTML). This study aims to examine the role and effectiveness of multimedia in transforming modern learning methods by combining the results of recent empirical research from 2020 to 2024. This study used the Systematic Literature Review (SLR) method by analyzing 22 journal articles obtained from several databases such as Scopus, Web of Science, ScienceDirect, Google Scholar, and Sinta. Research shows that the use of interactive multimedia helps increase student enthusiasm for learning, participation, understanding of concepts, and the ability to remember course material. However, disorganized multimedia design can add unnecessary mental burden, thereby reducing learning effectiveness. These findings suggest that the successful use of multimedia depends not only on the level of technological advancement but also on the quality of learning design that applies cognitive theory. This study provides a comprehensive summary of the latest research and provides tangible benefits for educators in creating effective digital learning content.