Claim Missing Document
Check
Articles

Found 17 Documents
Search

PENERAPAN GAMIFIKASI DALAM PEMBELAJARAN BAHASA INGGRIS, PENGALAMAN BELAJAR MAHASISWA YARSI Mahendra Bimasakti; Zulfitria Zulfitria
Media Riset Bisnis Manajemen Akuntansi Vol 2, No 2 (2026): Media Riset Bisnis Manajemen Akuntansi
Publisher : Taksasila Edukasi Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71312/mrbima.v2i2.1006

Abstract

This study aims to explore and describe students’ learning experiences through the implementation of gamification in English learning at YARSI University Jakarta, with a particular focus on speaking activities. The study addresses the need to enhance student engagement in English classes amid academic demands that often reduce active participation. A qualitative case study approach was employed, and data were collected through classroom observation, in-depth interviews, and focus group discussions. The findings show that gamification, implemented through daily missions, group-based competition, and point-based classroom activities, increased students’ active participation in speaking practice. It also encouraged learning engagement both inside and outside the classroom, fostered collaboration among students, enhanced self-confidence, and reduced anxiety in using English. However, the study also identified several challenges, including students’ academic workload, technical constraints in completing gamified tasks, and perceptions of unfairness in some competitive activities. Overall, the study concludes that gamification is an effective strategy for creating more meaningful and engaging English learning experiences in higher education.Keywords : gamification, learning experience, speaking skill, university students, YARSI University
PENGGUNAAN MULTIMEDIA INTERAKTIF PADA PEMBELAJARAN BAHASA INGGRIS TERHADAP HASIL BELAJAR SPEAKING DI SMPN 37 JAKARTA Rusmi Rusmi; Zulfitria Zulfitria
Media Riset Bisnis Manajemen Akuntansi Vol 2, No 1 (2026): Media Riset Bisnis Manajemen Akuntansi
Publisher : Taksasila Edukasi Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71312/mrbima.v1i3.545

Abstract

This study aims to analyze in depth how the use of interactive multimedia in English language learning affects students' speaking skills at SMPN 37 Jakarta. The background of the study stems from the low speaking proficiency among students, which is partly due to the lack of engaging and interactive learning media. Through the use of digital learning applications and multimedia content, it is expected that students will become more motivated, active, and involved in the learning process.This research employs a descriptive qualitative approach, with data collected through classroom observations, in-depth interviews with teachers and students, as well as documentation of the teaching and learning process in Grade VII. Data analysis was conducted using the interactive model of Miles and Huberman, which includes data reduction, data display, and conclusion drawing.The findings indicate that the use of interactive multimedia has a positive impact on student engagement in English language learning. Students appeared more confident, enthusiastic, and capable of expressing themselves orally in English. Additionally, teachers found interactive media helpful in facilitating more varied and enjoyable instruction. These findings suggest that interactive multimedia not only contributes to improved learning outcomes but also fosters more meaningful learning experiences for students.Keywords: Interactive Multimedia, English Language Learning, Speaking Skills, Qualitative Study, Junior High School
Strategies for Developing the Quality of SMK Education Islamic High School Majoring in Multimedia and Technology Information (Case Study in Parung Panjang District - Bogor Regency) Syahlarriyadi Syahlarriyadi; Suhendar Sulaiman; Zulfitria Zulfitria
Interdiciplinary Journal and Hummanity (INJURITY) Vol. 3 No. 9 (2024): INJURITY: Journal of Interdisciplinary Studies.
Publisher : Pusat Publikasi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58631/injurity.v3i9.300

Abstract

This study uses a qualitative method with the Analytical Hierarchy Process (AHP) to analyze the strategy for developing the quality of Islamic vocational school education majoring in multimedia and information technology in the Parung Panjang area, Bogor Regency, with a focus on school accreditation, human resources, curriculum, and infrastructure. In addition, this study develops alternative quality development strategies that can be applied not only in the region but also in general throughout Indonesia. The results of this research show that the main criteria for developing quality of education at Islamic Vocational Schools consisted of managerial (A1, A2), curriculum (A2, A3), human resource (A3, A4), infrastructure (A4, A5), and human resources (A4). The findings of this study can be used as a reference for the implementation of strategies in Islamic vocational schools, and cultivating strategies that have a positive impact on Islamic education both at the national and international levels.
Pengembangan Media Capcut Untuk Pembuatan Video Pembelajaran Ajie Hariyadi; Andry Wirawan; Danti Dahlia; Zulfitria Zulfitria
Journal of Innovative and Creativity (Joecy) Vol. 6 No. 2 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v6i2.12970

Abstract

This research is motivated by the importance of using innovative and engaging learning media to increase elementary school students' motivation across all disciplines. The elementary learning process often requires strong visualizations to facilitate understanding of abstract material. This research aims to develop video-based learning media using the CapCut application that can be applied to all subjects, including Mathematics, Science, Social Studies, Indonesian Language, and Pancasila Education. The research method used is Research and Development (Research and Developmentor R&D) with the ADDIE model (Analysis, Design, Development, Implementation, EvaluationThe subjects of this study were teachers and upper-grade students at an elementary school. Data collection instruments were conducted through interviews, expert-validated questionnaires, and student and teacher response questionnaires. The research results show that the development of learning videos using CapCut was deemed highly feasible by media experts and content experts. Furthermore, the use of these videos proved effective in increasing student enthusiasm and understanding of the subject matter. The study concluded that CapCut-based learning videos are highly practical, flexible, and suitable for use as teaching aids for teachers across all disciplines in elementary schools.
UTILIZATION OF HTML5-BASED INTERACTIVE MULTIMEDIA TO IMPROVE LEARNING IMPLEMENTATION SATISFACTION AND LEARNERS’ UNDERSTANDING IN E-LEARNING MANAJEMEN PEMBELAJARAN Muh. Anang Al Aziz; Ridwan Sidik Kurniawan; Yudha Prapantja; Zulfitria Zulfitria
EDUPEDIA Vol 10 No 1 (2026): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v10i1.3615

Abstract

This study aims to analyze the utilization of HTML5-based interactive multimedia in the form of Sharable Content Object Reference Model (SCORM) on learning implementation satisfaction and learners’ understanding in the E-Learning Manajemen Pembelajaran at the Financial Education and Training Agency (BPPK). The research employed a descriptive qualitative approach supported by descriptive quantitative data. Data were collected through observations of the ongoing online learning implementation, participant satisfaction evaluations using a 1–5 Likert scale, and final quiz results as a summative test to measure learners’ understanding. The object of this study was HTML5-based interactive multimedia integrated into a Learning Management System (LMS) and accessed asynchronously by the training participants. The results indicate that participants’ satisfaction with the learning implementation was in the very good category, with perceived performance exceeding expectations. In terms of understanding, all participants were declared to have passed, as indicated by scores above the passing grade in the summative test. These findings suggest that the utilization of HTML5-based interactive multimedia packaged in SCORM format is able to provide a satisfying learning experience and effectively support learners’ understanding in e-learning, making it relevant for further development and implementation in online training programs within government institutions.
Efektivitas Program Pelatihan Pilah Sampah Di Indonesia: Literature Review (2022-2025) Mirma Yudha Firdausi; Rahmat Imaduddin; Yudha Prapantja; Zulfitria Zulfitria
EDUPEDIA Vol 10 No 1 (2026): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v10i1.3617

Abstract

The transformation of waste management in Indonesia requires substantial changes in public behavior, particularly in the practice of waste sorting at the source, which remains limited. This study aims to comprehensively analyze the effectiveness of various waste-sorting training models and to identify the key factors influencing their success in shaping public mindset and behavior. The research employed a Systematic Literature Review (SLR) by examining six indexed scientific articles published between 2022 and 2025 that focus on awareness-building and basic educational interventions in school and residential settings. The synthesis of findings indicates that the effectiveness of training programs does not operate in isolation but is simultaneously influenced by three main factors: (1) technical factors, including the availability of supporting infrastructure such as segregated waste bins; (2) cognitive factors related to participants’ understanding, facilitated through instructional methods, visual demonstrations, and interactive simulations; and (3) policy-related factors involving the implementation of regulations and the role of social role models. The results reveal that while waste-sorting training programs are highly effective in improving knowledge among students and community members, a gap remains in translating knowledge into consistent behavioral change. This gap highlights the need for continuous mentoring supported by adequate infrastructure to sustain behavioral consistency. Overall, the study indicates that maximum cognitive effectiveness is achieved through the integration of interactive educational methods, complemented by sufficient physical facilities and reinforced through continuous assistance or binding regulatory strategies that incorporate elements of positive enforcement to maintain long-term behavioral change.
PENGEMBANGAN VIDEO ANIMASI BERBASIS GENERATIVE AI DALAM MENINGKATKAN PEMAHAMAN SISWA PADA PELAJARAN PAI KELAS 1 SD Nurhabibah Nurhabibah; Zulfitria Zulfitria
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.13899

Abstract

The integration of Generative Artificial Intelligence (Generative AI) into education provides opportunities to create more interactive and engaging learning media for elementary school students. However, the development of Generative AI-based instructional media remains limited, highlighting the need for innovative learning resources that enhance learning quality. This study aimed to develop, assess the feasibility, and evaluate the effectiveness of Generative AI-based animated videos as a learning medium for first-grade students at SD Budi Luhur, Tangerang City. The study employed the Research and Development (R&D) method using the ASSURE model and involved 30 first-grade students. The development process followed the ASSURE stages, including learner analysis, stating objectives, selecting methods, media and materials, utilizing media and materials, requiring learner participation, and evaluation and revision. Data were collected through expert validation, user response questionnaires, and learning achievement tests, then analyzed using descriptive quantitative techniques. The results indicated that the developed animated video was highly valid based on expert assessment, received excellent user responses, and effectively improved students' learning outcomes, as indicated by an N-gain score of 0.83 (high category). Therefore, the Generative AI-based animated video is suitable for use as a learning medium to support learning in elementary schools. ABSTRAK Pemanfaatan teknologi Generative Artificial Intelligence (Generative AI) dalam pembelajaran memberikan peluang untuk menghadirkan media yang lebih interaktif dan menarik bagi siswa sekolah dasar. Namun, pengembangan media pembelajaran berbasis Generative AI masih terbatas sehingga diperlukan inovasi yang mampu meningkatkan kualitas pembelajaran. Penelitian ini bertujuan untuk mengembangkan, menguji kelayakan, dan mengevaluasi efektivitas video animasi berbasis Generative AI sebagai media pembelajaran bagi siswa kelas I SD Budi Luhur Kota Tangerang. Penelitian menggunakan metode Research and Development (R&D) dengan model ASSURE yang melibatkan 30 siswa kelas I. Pengembangan media dilaksanakan melalui tahapan analisis karakteristik peserta didik, perumusan tujuan pembelajaran, pemilihan metode, media, dan materi, pemanfaatan media, pelibatan aktif peserta didik, serta evaluasi dan revisi. Data dikumpulkan melalui validasi ahli, angket respons pengguna, dan tes hasil belajar, kemudian dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa video animasi yang dikembangkan memenuhi kriteria sangat valid berdasarkan penilaian ahli, memperoleh respons pengguna yang sangat baik, serta efektif meningkatkan hasil belajar siswa dengan nilai N-gain sebesar 0,83 yang termasuk kategori tinggi. Dengan demikian, video animasi berbasis Generative AI layak digunakan sebagai media pembelajaran untuk mendukung pembelajaran di sekolah dasar.