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Showing 35 articles found for "Multimedia"

MENINGKATKAN MOTIVASI BELAJAR SISWA MELALUI PENGGUNAAN SMARTBOARD DALAM PEMBELAJARAN PENDIDIKAN PANCASILA DI KELAS V SDN 07 MUDIAK LAWE KECAMATAN SUNGAI PAGU KABUPATEN SOLOK SELATAN

Arum Edwi Jandri, Anggara, Deka, Mulia Nopemberi, Nabila Ramadhani, Nita Ardila, Zahara Putri Yuni, Ade Marlia
Abstract: This study aims to analyze the effectiveness of using a Smartboard in increasing students' enthusiasm for learning in the Pancasila Education subject in grade V of SDN 07 Mudiak Lawe, Sungai Pagu District, South Solok Regency.… gency. From initial observations, it was seen that students' enthusiasm for learning tended to be low, as seen from their inactive attitudes, little interaction, and easily distracted when teachers used less diverse learning methods. To address this, a Smartboard was proposed as an innovative solution. This tool is an interactive whiteboard that uses multimedia and audiovisual technology, so it can combine teaching materials with images, videos, and animations to make learning more interesting and diverse. The method used in this study was the correlation method, namely a quantitative method that studies the relationship between the use of Smartboard interactive features and the level of student enthusiasm for learning. The results showed that the use of Smartboard in learning was proven to be able to increase student enthusiasm for learning. After implementing the Smartboard, students appeared more active and enthusiastic during the learning process, so that their enthusiasm for learning increased and reduced boredom. The implementation of Smartboard involves game-based learning methods such as Duck Race Games and Wordwall, which successfully trigger students' curiosity, focus, and enthusiasm, and encourage them to actively participate in answering questions and interacting in class.

PELATIHAN GURU PAUD DALAM IMPLEMENTASI DONGENG INTERAKTIF ISLAMI BERBASIS MULTIMEDIA UNTUK OPTIMALISASI PERKEMBANGAN BAHASA ANAK

Andepi Daryana, Enih Hartiani, Siti Aminah, Nurul Fahimah, Marwah Triyati
Abstract: The development of digital technology presents innovative opportunities in early childhood learning, particularly in stimulating language skills through interactive and meaningful approaches. Fairy tales as an educational… l medium have narrative power in enriching vocabulary and building children's expressive abilities, especially when combined with Islamic values ​​and multimedia support. This community service activity aims to improve the competence of early childhood education teachers in implementing interactive Islamic storytelling based on multimedia to optimize children's language development in Kutawaluya District. The method used was a participatory approach through the stages of needs assessment, workshops, media creation practice, classroom implementation assistance, and evaluative reflection with the teacher community. The results of the activity showed an increase in teacher capacity in designing and using digital media pedagogically, changes in learning interaction patterns to be more dialogic, and increased verbal participation of children in storytelling activities. In addition, a community of teacher practice was formed that collaboratively developed Islamic storytelling media as a sustainable innovation. The implications of this activity confirm that the integration of technology, Islamic values, and a participatory approach effectively encourages the transformation of early childhood learning practices. This model has the potential to be replicated in similar contexts to strengthen the quality of adaptive and character-building early childhood education.

LEARN, PLAY, AND EXPLORE: DISCOVERING EDUTECHMENT AT TAMAN PINTAR YOGYAKARTA

Martuji, Sazliana Idmi, Pamungkas, Joko
Abstract: The changing characteristics of children’s learning in the digital era have created a need for learning environments that are more interactive, visual, and experience-based. Conventional learning is increasingly considered… ered less effective in maintaining children’s engagement due to limited opportunities for exploration and direct interaction during the learning process. In response to this condition, the concept of edutechment has emerged as an approach that integrates educational and entertainment elements to create more enjoyable and meaningful learning experiences. This study aims to analyze the implementation of edutechment at Taman Pintar Yogyakarta as a nonformal educational tourism space. This study employed a qualitative approach using a descriptive observational research design. Data were collected through direct observation, semi-structured interviews, documentation, and field notes involving child visitors, guides, and employees of Taman Pintar. The data were analyzed descriptively through the stages of data reduction, data presentation, and conclusion drawing. The findings revealed that Taman Pintar Yogyakarta has implemented the concept of edutechment through the integration of technology, multimedia, simulations, and educational play activities within various interactive attractions. Children were actively involved in exploration, experimentation, and direct interaction with learning media, creating more concrete and enjoyable learning experiences. However, the study also found that some children tended to focus more on entertainment aspects than on understanding educational concepts. Therefore, stronger facilitation and reflective learning strategies are needed to optimize the implementation of edutechment.

USE OF LEARNING MEDIA IN FORM PLATFORM LINK AT THE COLLEGE OF TARBIYAH SCIENCE OLD PADANG OF OLD MOUNTAIN

Ahmad Ihsan Pardamean Siregar, Irpan Haj Siagian, Zulhimma
Abstract: This research examines the implementation and effectiveness of using learning media in the form of link platforms for students at the Islamic Education College (STIT) Padang Lawas Gunung Tua as a form of Community Service… e (PKM). This activity aims to improve digital literacy and pedagogical technology competence of students as prospective educators in the digital era. The implementation method involved 3rd and 5th semester students through two intensive training sessions that included concept presentations, technical demonstrations, and hands-on practice in creating link platform-based learning media such as Google Sites, Canva, and simple Learning Management Systems (LMS). Evaluation results show that this training successfully improved students' understanding of technology concepts and applications in learning. There was an increase in practical skills in managing digital content, creating interactive media, and integrating multimedia in one easily accessible platform. Students also demonstrated new awareness about the importance of digital literacy and ethics in using online content. Additionally, a commitment emerged to apply these skills in future teaching practices. It is concluded that this hands-on practice-based training is effective in strengthening students' pedagogical technology competencies while also contributing positively to developing the quality of prospective educators at STIT Padang Lawas Gunung Tua. Similar sustainable activities with intensive mentoring are recommended to strengthen impact and build a sustainable digital learning ecosystem.

THE USE OF ISLAMIC STORIES AS AN EFFORT TO IMPROVE STUDENTS' RELIGIOUS CHARACTER IN ISLAMIC RELIGIOUS EDUCATION LEARNING

Ervina, Ervina, Alfin Nurofikoh, Lenny Afriani, Muhammad Asroni
Abstract: This study explores the utilization of Islamic stories as an effective strategy to enhance the religious character of students in Islamic Religious Education (PAI). Storytelling, rooted in psychological and pedagogical theories,… heories, offers a meaningful and engaging learning approach that fosters moral and spiritual development. Teachers play a critical role in selecting relevant stories and applying diverse techniques supported by multimedia to maximize student engagement and comprehension. Despite challenges such as limited instructional time, scarcity of quality materials, and fluctuating student attention, technological advancements present promising opportunities for digital and interactive storytelling. The successful integration of Islamic stories in the curriculum requires well-designed educational frameworks, teacher competencies, and continuous reflection and evaluation to cultivate ethical and religious values effectively among students.

Dunia Anak di Era Digital dan Tantangan Pembelajaran Visual di Sekolah Dasar

Ambros Leonangung Edu, Elisabeth Irma Novianti Davidi
Abstract: The development of digital technology has transformed how elementary school children interact with information through the dominance of images, videos, and interactive media, while instructional practices remain largely… text-based and verbal. The mismatch between children’s neurocognitive characteristics and text-based instructional design creates a pedagogical gap that may hinder memory retention, attention, and learning motivation. This study aims to analyze the urgency of visual-based learning and the impact of textual design incompatibility on student learning outcomes in the digital era. The study employs a systematic literature review approach by synthesizing findings from neuroscience, cognitive psychology, and multimedia learning theory relevant to elementary education. The results indicate that the visual system has a strong neurobiological foundation, supports faster information processing, enhances long-term retention, and strengthens the formation of conceptual mental models when integrated with verbal narration. The findings also reveal that digitalization without instructional design grounded in cognitive principles risks generating excessive cognitive load and the screen inferiority effect. The study concludes that adaptive visual integration based on multimedia principles and cognitive load management constitutes a fundamental strategy for improving the quality of elementary education. The novelty of this research lies in its integrative neuro-pedagogical approach, which systematically connects neuroscience findings, learning theories, and instructional design practices to reconstruct the paradigm of twenty-first-century learning.

Penerapan Inovasi Pembelajaran Menggunakan Media Pembelajaran Berbasis Teknologi di UPT SD Negeri 15 Kampai

Azizi Zuhaira, Fitriani
Abstract: Penelitian ini bertujuan untuk mengetahui efektivitas media pembelajaran berbasis teknologi dalam meningkatkan hasil belajar pada pendidikan sekolah dasar. Penelitian ini dilakukan pada kelas V di UPT SD Negeri 15 Kampai,… , di mana dirancang dan diimplementasikan media pembelajaran berbasis teknologi untuk mendukung pembelajaran matematika khususnya pada topik Kelipatan Persekutuan Terkecil (KPK). Hasil penelitian menunjukkan bahwa integrasi media pembelajaran berbasis teknologi secara signifikan meningkatkan motivasi dan keterlibatan siswa dalam proses pembelajaran. Penggunaan fitur multimedia interaktif seperti permainan spinner meningkatkan partisipasi dan semangat siswa dalam menjawab pertanyaan sehingga menghasilkan pengalaman belajar yang lebih efektif. Kajian tersebut menunjukkan bahwa penggabungan media pembelajaran berbasis teknologi dapat berperan penting dalam meningkatkan hasil belajar pendidikan sekolah dasar, khususnya matematika. Temuan penelitian ini berimplikasi pada pengembangan metode pengajaran inovatif dan pemanfaatan teknologi untuk mendukung pembelajaran siswa di Indonesia.

ANIMASI DAMPAK DAN PENCEGAHAN CYBERBULLYING PADA TINGKAT REMAJA DI KOTA BATAM

song, Meidianto, Pernando, Yonky
Abstract: Abstract: In today’s digital age, social media has become a primary medium for social interactions, particularly among teenagers. While digital advancements bring various advantages, they also introduce challenges, such… , such as the growing issue of cyberbullying, a harmful online behavior impacting teens' mental health and social relationships. This study focuses on developing an educational animation aimed at raising awareness about the effects and prevention of cyberbullying by employing the Multimedia Development Life Cycle (MDLC) approach. The MDLC method provides a structured, step-by-step process for creating multimedia-based animations, involving concept, design, material collection, assembly, testing, and distribution stages. Assets were created in Adobe Illustrator, while animation development used Adobe Animate to effectively communicate cyberbullying risks and preventive strategies to teenagers. Distributed through social media to assess audience feedback, the animation received initial positive responses, indicating an increased understanding of cyberbullying prevention. This study serves as a useful basis for further research into digital media’s role as a preventive tool against cyberbullying among youth. Keywords: cyberbullying; animation; multimedia development life cycle  Abstrak: Di era digital saat ini, media sosial telah menjadi media utama untuk interaksi sosial, terutama di kalangan remaja. Sementara kemajuan digital membawa berbagai keuntungan, mereka juga menimbulkan tantangan, seperti masalah cyberbullying yang berkembang, perilaku online berbahaya yang memengaruhi kesehatan mental dan hubungan sosial remaja. Penelitian ini berfokus pada pengembangan animasi edukasi yang bertujuan untuk meningkatkan kesadaran tentang efek dan pencegahan cyberbullying dengan menggunakan pendekatan Multimedia Development Life Cycle (MDLC). Metode MDLC menyediakan proses langkah demi langkah yang terstruktur untuk membuat animasi berbasis multimedia, yang melibatkan konsep, desain, pengumpulan material, perakitan, pengujian, dan tahap distribusi. Aset dibuat di Adobe Illustrator, sedangkan pengembangan animasi menggunakan Adobe Animate untuk mengomunikasikan risiko cyberbullying dan strategi pencegahan secara efektif kepada remaja. Didistribusikan melalui media sosial untuk menilai umpan balik audiens, animasi tersebut menerima tanggapan positif awal, yang menunjukkan peningkatan pemahaman tentang pencegahan cyberbullying. Penelitian ini menjadi dasar yang berguna untuk penelitian lebih lanjut tentang peran media digital sebagai alat pencegahan terhadap cyberbullying di kalangan remaja. Kata kunci: cyberbullying; animasi; multimedia developmet life cycle

Pelatihan Pembuatan Animasi Sederhana Menggunakan Macromedia Flash Untuk Meningkatkan Keterampilan Siswa SMK Karya Utama Tanjungbalai

Andriyani, Suci, Efendi, Zulfan, Latiffani, Chitra
Abstract: Abstract: Education plays an important role in quality human civilization to increase human resources globally. This development reflects the close relationship between education, technological innovation and the advancement… ment of knowledge as an integral part of society's social and intellectual evolution. The use of technology-based media is considered to provide significant benefits for both teachers and students in the process of teaching and learning activities. In this context, the education system in vocational schools should explore the potential resources or potential available around the school environment, which are relevant to the demands of the world of work. In an effort to prepare student graduates who are superior and ready to work and are able to compete in the job market, there needs to be preparation in improving the hard skills and soft skills of mature students. This service activity aims to provide assistance and training to Karya Utama Vocational School students through the use of Multimedia Technology as additional skills. The method in this activity applies training and observation to students. As a result of this activity, 85% of students were able to create simple animations using Macromedia Flash software.   Keywords: animation; macromedia flash; multimedia; training.

Pelatihan Pemasaran E-Commerce Di SMK Saraswati 2 Denpasar

Wijaya, I Gusti Ngurah Satria, Ciptahadi, Ketut Gus Oka, Ayuningsih, Ni Putu Meina
Abstract: Abstract: To actualize the vision and mission of the Saraswati 2 Vocational High School (SMK) Denpasar, namely to develop and improve high-quality human resources and provide public services in the form of information on… ICT-based school activities, formed with the existence of a study program namely Computer Engineering & Informatics (Multimedia). Obstacles and problems currently encountered by the Computer and Informatics Engineering (Multimedia) study program are the lack of marketing training for photo and video products, especially e-commerce, among SMK students in order to realize the school's vision of forming independent graduates. The solution to the problem provided by the implementation of this service is to hold an e-commerce marketing workshop. The procedure or technique for implementing this community service is first, socialization activities, the main activities in the form of training, and monitoring and evaluation. The output of this service is that the process of e-commerce marketing training activities is carried out well and smoothly. Participants were happy and excited in participating in the training and easily understood the training material as indicated by the increase in scores from the pretest and posttest.        Keywords: training; marketing; e-commerce    Abstrak: Untuk merealisasikan visi dan misi Sekolah Menengah Kejuruan (SMK) Saraswati 2 Denpasar yaitu mengembangkan dan meningkatkan sumber daya manusia yang berkualitas tinggi dan memberikan layanan publik berupa informasi kegiatan di sekolah yang berbasis ICT, dibentuk dengan adanya program studi yaitu Teknik Komputer & Informatika (Multimedia). Kendala dan masalah yang saat ini ditemui oleh program studi Teknik Komputer dan Informatika (Multimedia) ini adalah masih minimnya pelatihan pemasaran untuk produk foto dan video khususnya e-commerce di siswa-siswa SMK guna merealisasikan visi sekolah dalam membentuk tamatan yang mandiri. Pemecahan masalah yang diberikan dari pelaksanaan pengabdian ini adalah mengadakan workshop pemasaran e-commerce. Tata cara atau teknik pelaksanaan pengabdian ini adalah pertama, kegiatan sosialisasi, kegiatan utama berupa pelatihan, dan monev. Output dari pengabdian ini adalah proses kegiatan pelatihan pemasaran e-commerce terlaksana dengan baik dan lancar. Peserta senang dan gembira dalam mengikuti pelatihan serta dengan mudah memahami materi pelatihan ditunjukkan dengan kenaikan nilai dari pretest dan postest. Kata kunci: pelatihan; pemasaran; e-commerce