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All Journal Publikasi Pendidikan Jurnal Konseling dan Pendidikan Pedagogia: Jurnal Pendidikan Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Al-Jabar : Jurnal Pendidikan Matematika Al Ishlah Jurnal Pendidikan Jurnal Penelitian Pendidikan IPA (JPPIPA) PEDAGOGIA Jurnal SOLMA Jurnal PIPSI: Jurnal Pendidikan Ilmu Pengetahuan Sosial Indonesia Journal of Education and Instruction (JOEAI) Jurnal Ilmiah Pendidikan dan Pembelajaran Jurnal EDUTECH Undiksha Aulad : Journal on Early Childhood Jurnal Ilmu Pendidikan (JIP) STKIP Kusuma Negara Jurnal Paedagogy Jurnal Darma Agung Jurnal Pedagogi dan Pembelajaran ABDIMASY: Jurnal Pengabdian dan Pemberdayaan Masyarakat These proceedings represent the work of researchers participating in The International Conference on Elementary Education (ICEE) which is being hosted by the Elementary Education Study Programme School of Postgraduate Studies, Universitas Pendidikan Pahlawan : Jurnal Ilmu Pendidikan, Sosial dan Budaya LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Dharmas Education Journal (DE_Journal) Multidiciplinary Output Research for Actual and International Issue (Morfai Journal) SITTAH: Journal of Primary Education Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Jurnal Cakrawala Pendas Jurnal Pengabdian Mandiri Journal of Educational Sciences Journal of Innovation and Research in Primary Education Jurnal Dimensi Seni Rupa dan Desain Borobudur Educational Review JURNAL MUARA PENDIDIKAN Indonesian Research Journal on Education JS (Jurnal Sekolah) Fenghuang: Jurnal Pendidikan Bahasa Mandarin Jurnal Pendidikan MIPA
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Development and effectiveness of AI-assisted animated video media on students’ understanding of cuboid and cube concepts in elementary mathematics Musfiroh, Ani; Raharjo, Makmum; Siahaan, Sardianto Markos
Al-Jabar: Jurnal Pendidikan Matematika Vol 16 No 2 (2025): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v16i2.29269

Abstract

Purpose: The study aims to develop and evaluate an AI-assisted animated video designed to improve elementary students’ understanding of cuboid and cube concepts. The research responds to the persistent difficulty young learners face in visualizing three-dimensional objects and seeks to provide a learning medium that is valid, practical, and instructionally effective. Method: The development process followed the ADDIE framework, involving needs analysis, media design, production, classroom implementation, and evaluation. Data were gathered through observations, interviews, expert reviews, student questionnaires, and learning outcome tests. Three experts assessed the media’s content accuracy, visual quality, and language clarity. The effectiveness of the media was examined using a pretest–posttest design with experimental and control groups, and the Mann–Whitney U test was applied due to non-normal score distributions. Findings: The expert validation procedures produced an average score of 92.33 percent, indicating a high level of validity across content, presentation, and linguistic dimensions. Student responses yielded a practicality rating of 89.22 percent, showing that the media was easy to use and engaging. The experimental group achieved a higher posttest mean score of 84.00, compared with 57.60 in the control group. Statistical analysis confirmed a significant difference between the groups (p < 0.05), demonstrating that the animated video supported clearer conceptual understanding of cuboid and cube topics. Significance: The findings highlight the pedagogical benefits of integrating AI-generated visual representations into early mathematics instruction. The media helped reduce abstraction barriers, matched the cognitive needs of young learners, and proved to be a promising digital resource for foundational geometry learning. The study contributes an empirically supported model for future AI-enhanced educational media development within mathematics education.
Interactive Infographics in Religious Education: A Needs Assessment for Junior High School Students Januri Januri; Makmum Raharjo; Dwi Hasmidyani
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.6227

Abstract

Religious education plays a crucial role in shaping students' moral character. However, traditional teaching methods often fail to engage students effectively. This study investigates the potential of interactive infographic-based learning media in enhancing students’ understanding of religious concepts and fostering respect for parents and teachers. This qualitative-descriptive study was conducted at SMP IT Darussalam Lahat with 35 students, 4 teachers, and 6 parents. Data were collected through 12 semi-structured interviews, classroom observations over three months, and documentation analysis. Thematic coding was employed to analyze media effectiveness, student engagement, and character development. Findings indicate a strong need for interactive and visually engaging media in religious education. Respondents emphasized that infographic-based learning materials enhanced student comprehension and engagement. Teachers and parents observed improvements in students’ attitudes, particularly in showing respect towards parents and teachers. The results highlight the effectiveness of interactive infographics in making religious education more accessible and engaging. By integrating visual and interactive elements, students develop a deeper understanding and stronger connection to religious values. This study suggests that incorporating such media can significantly enhance moral education outcomes. Interactive infographic-based media effectively supports religious character development by improving comprehension and engagement. The study provides insights for future research and the broader application of digital media in religious education.TRANSLATE with x EnglishArabicHebrewPolishBulgarianHindiPortugueseCatalanHmong DawRomanianChinese SimplifiedHungarianRussianChinese TraditionalIndonesianSlovakCzechItalianSlovenianDanishJapaneseSpanishDutchKlingonSwedishEnglishKoreanThaiEstonianLatvianTurkishFinnishLithuanianUkrainianFrenchMalayUrduGermanMalteseVietnameseGreekNorwegianWelshHaitian CreolePersian //  TRANSLATE with COPY THE URL BELOW Back EMBED THE SNIPPET BELOW IN YOUR SITE Enable collaborative features and customize widget: Bing Webmaster PortalBack//
ANALYSIS OF THE NEEDS OF AI-BASED ANIMATED VIDEOS AS A LEARNING AID MEDIA FOR THE LOCAL WISDOM BLOCKS AND CUBES MATERIAL OF MUSI BANYUASIN TRADITIONAL HOUSES IN ELEMENTARY SCHOOLS Ani Musfiroh; Makmum Raharjo; Sardianto Markos Siahaan
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 5 No. 4 (2025): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/morfai.v5i4.3218

Abstract

Transformasi paradigma pembelajaran di jenjang sekolah dasar menuntut inovasi media pendidikan yang tidak hanya adaptif terhadap perkembangan teknologi, namun juga relevan dengan konteks budaya lokal. Penelitian ini berfokus pada analisis kebutuhan pengembangan video animasi berbantuan Artificial Intelligence (AI) untuk materi geometri spasial, diintegrasikan dengan kearifan lokal rumah adat Musi Banyuasin, khusus bagi siswa kelas 2 SD. Studi ini bertujuan untuk mengidentifikasi potensi media inovatif ini dalam menciptakan pengalaman belajar yang lebih kontekstual dan efektif. Pendekatan yang digunakan adalah deskriptif kuantitatif dengan metode survei. Penelitian melibakan 150 siswa dan 100 guru SD di wilayah kecamaan Sungai Lilin dan Babat Supat, Kabupaen Musi Banyuasin Sumatra Selatan. Hasil analisis menunjukkan bahwa 87% guru merasa media pembelajaran yang tersedia saat ini belum kontekstual dan masih abstrak sehingga menyulitkan siswa untuk memahami bentuk dan fungsi geometri spasial secara konkret. Sementara itu, 97% siswa menunjukkan antusiasme yang tinggi terhadap penggunaan media visual bergerak, dan 97% menyatakan lebih mudah memahami materi melalui animasi yang menyajikan contoh nyata dari lingkungan budayanya. Selain itu, sekolah belum memiliki media digital tematik yang memanfaatkan kecanggihan AI untuk mempermudah visualisasi objek spasial. Temuan ini menegaskan perlunya pengembangan video animasi yang kontekstual, interaktif, dan berbasis budaya lokal sebagai upaya peningkatan kualitas pembelajaran tematik dan penguatan literasi spasial serta karakter budaya peserta didik sejak dini.
Analysis of Media Needs Based on Visual Ethnography in Social Studies Learning in Junior High School Makhsunah, Makhsunah; Jaenudin, Riswan; Raharjo, Makmum
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2636

Abstract

This study aims to analyze the needs of teachers and students for Visual Ethnography-based learning media in social studies learning in junior high schools. The Visual Ethnography approach offers a solution by presenting social and cultural data in an authentic and contextual visual form. The research method employed is a quantitative descriptive approach, supplemented by qualitative data. The research subjects consisted of 17 teachers and 211 junior high school students from nine schools in Sungai Lilin, Bayung Lencir, and Tungkal Jaya Districts, Musi Banyuasin Regency, South Sumatra Province. Data was collected through a needs questionnaire distributed using Google Forms, as well as interviews to obtain a more comprehensive picture of media needs. The results showed that students' needs for interactive, contextual, and visually based learning media related to local culture were in the high to very high category, with an average percentage of 86–93%. In contrast, the need for teachers in this aspect was in the range of 78–88%. The expected media include infographics, ethnographic videos, and visual narratives that are easy to understand and relevant to the student's learning experience. These findings confirm that Visual Ethnography-based media can increase learning engagement, understanding of social concepts, and appreciation of cultural diversity. The implications of this study highlight the need to develop innovative learning media based on Visual Ethnography to enhance social studies learning that is more meaningful, contextual, and aligned with the characteristics of junior high school students.
Bridging the Digital Divide in Elementary Science Education: A Needs Analysis for Developmentally Appropriate E-Learning Media Juliyanti, Sela; Siahaan, Sardianto Markos; Raharjo, Makmum
Journal of Innovation and Research in Primary Education Vol. 5 No. 1 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i1.2885

Abstract

The integration of technology-enhanced learning in elementary education remains challenging due to limited developmentally appropriate digital media. This study examines stakeholder needs for GlideApps-based e-learning development in elementary IPAS education, specifically for the five senses topic. A convergent parallel mixed-methods design was employed, collecting data from 608 fifth-grade students and 32 teachers across 18 elementary schools in Jejawi District through validated questionnaires utilizing five-point Likert scales. Data were analyzed using descriptive percentages and thematic analysis across six dimensions: pedagogical, technical, cognitive, aesthetic, sociocultural, and evaluative. All stakeholder groups demonstrated high needs (79-91%), with evaluation aspects achieving the highest priority (91.10%), followed by cognitive support (87.20%) and aesthetic design (86.60%). Students exhibited holistic need patterns with minimal variance across dimensions (2.4 percentage points), while teachers prioritized cognitive aspects (85.38%). Sociocultural integration, though still needed (79.30%), ranked relatively lower across all groups.  Findings reveal that elementary learners approach technology-mediated learning more holistically than older students, requiring balanced attention to evaluation systems, multimedia content, visual appeal, technical accessibility, pedagogical alignment, and cultural relevance. The study provides a replicable framework for needs analysis in elementary educational technology contexts and offers evidence-based priorities for developing interactive digital learning media that authentically serve elementary students' developmental characteristics while supporting Indonesian science education goals.
An Need of Analyze for Developing Interactive Multimedia Based on Local Wisdom in The Teaching of "Senjang" as Part of Cultural Arts Education in Elementary Schools Khotimah, Khusnul; Raharjo, Makmum; Yadi, Farhan
Jurnal PIPSI (Jurnal Pendidikan IPS Indonesia) Vol 11, No 1 (2006): VOLUME 11 NUMBER 1 JANUARI 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpipsi.v11i1.7339

Abstract

This research aims to analyze the need for developing interactive multimedia based on local wisdom in the teaching of Senjang within Cultural Arts education at the elementary school level. The novelty of this study lies in its specific focus on Senjang as a form of local oral literature that has received limited attention in the development of elementary school learning media, positioning it as both cultural heritage and an instructional resource. The research was motivated by students’ low understanding of local cultural arts content, declining interest in Senjang, and the absence of adequate and engaging instructional media. A descriptive quantitative approach was employed, with data collected through questionnaires administered to 32 participants consisting of 30 students and 2 teachers. The results indicate a strong demand for interactive multimedia learning media, with students reporting increased interest, understanding, and engagement, while teachers found such media helpful in delivering the material. The needs analysis showed that students’ needs reached 96.8 percent, teachers’ needs 98.33 percent, and media needs 93.33 percent, all categorized as highly needed. These findings emphasize the importance of developing interactive, culturally rooted learning media to support the preservation of Senjang as local oral literature and to improve the quality of cultural arts education in elementary schools
ANALISIS KEBUTUHAN KARTU INTERAKTIF BERBASIS AR TEMA HEWAN DARAT BUAS SEBAGAI MEDIA LITERASI ANAK USIA DINI Jelita Padillah, Ines; Sumarni , Sri; Raharjo, Makmum
JS (JURNAL SEKOLAH) Vol. 10 No. 1 (2025): DESEMBER 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/js.v10i1.71762

Abstract

Abstract: This study aims to analyze the need for developing Augmented Reality (AR)-based interactive card media on the theme of wild land animals to support early childhood literacy. A descriptive quantitative method was employed involving 24 early childhood education teachers using Likert-scale questionnaires and written interviews. The results reveal a significant need across all aspects, including learning media needs (83.17%), interest in interactive media (90%), suitability to children’s characteristics (86.04%), and support for AR media development (85.56%). Interview findings confirm that AR-based media are highly needed as they provide concrete, safe, and engaging learning experiences suited to early childhood characteristics.  Keyword: Interactive Cards, Augmented Reality, Literacy Learning, Early Childhood, Wild Terrestrial Animals  Abstrak: Penelitian ini bertujuan menganalisis kebutuhan pengembangan media kartu interaktif berbasis Augmented Reality (AR) pada tema hewan darat buas untuk mendukung literasi baca-tulis anak usia dini. Metode yang digunakan adalah deskriptif kuantitatif dengan melibatkan 24 guru PAUD melalui angket skala Likert dan wawancara tertulis. Hasil analisis menunjukkan adanya indikasi kebutuhan yang signifikan pada seluruh aspek, meliputi kebutuhan media pembelajaran (83,17%), ketertarikan terhadap media interaktif (90%), kesesuaian media dengan karakteristik anak (86,04%), dan dukungan pengembangan media AR (85,56%). Temuan wawancara menguatkan bahwa media AR sangat diperlukan karena mampu menghadirkan pengalaman belajar yang konkret, aman, dan menarik sesuai karakteristik belajar anak usia dini. Kata Kunci: Kartu Interaktif, Augmented Reality, Literasi baca tulis, Anak Usia Dini, Tema hewan darat
Development of Bustarah Media to Introduce Reading and Writing Literacy to Early Children in Historical Tourism Exploration in Palembang Amalia, Sherly; Farida, Farida; Raharjo, Makmum; Sumarni, Sri
Journal of Educational Sciences Vol. 9 No. 6 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.6.p.6430-6446

Abstract

This study aims to develop a historical pocket book (BUSTARAH) as a learning medium to enhance early childhood (AUD) literacy through an educational tourism exploration approach grounded in the local potential of Palembang. The research is motivated by the need for contextual and engaging literacy media that connect children’s learning experiences with real-life environments, particularly through the introduction of historical sites as authentic learning resources. The development process followed the ADDIE model, encompassing needs analysis, design, development, implementation, and evaluation. Validation results indicated a high level of feasibility, with material expert ratings reaching 95%, media experts 100%, language experts 85%, and teacher practicality scores at 97%, demonstrating that BUSTARAH is suitable and easy to use in classroom settings. Its effectiveness was further assessed through learning outcome improvements, reflected in an increase in the average score from 18.5 (pre-test) to 31.2 (post-test), accompanied by an N-Gain score of 0.79 in the moderate category. These findings confirm that BUSTARAH effectively enhances early literacy skills by providing exploratory and meaningful learning experiences aligned with children’s developmental needs, particularly through direct engagement with local cultural and historical heritage.
Development of G-Sites-Based Character Education Media Assisted by Augmented Reality with the PBL Model in Elementary Schools Tri Yanti Sari; Makmum Raharjo; Syarifuddin
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.12404

Abstract

This study aims to produce a valid, practical, and effective G-sites-based character education learning media assisted by Augmented Reality with the PBL model in Elementary Schools for student learning outcomes. This study was conducted in grade V of SDN 3 Sukamaju, with 46 students as research subjects. The type of research used is Research Development (RD) with the ADDIE development model and Tessmer Evaluation. Data were collected through interviews, observations, expert reviews, one to one, small groups, and pretest-posttest. The results showed that the average validity by media experts was 85%, validity by material experts was 86%, and validity by language experts was 91% with a very valid category, the practicality score at the one to one stage was 80.66% with a very practical category, and the small group results obtained were 85% including the very practical category. Furthermore, the effectiveness of G-sites-based learning media assisted by Augmented Reality can be seen from the learning outcomes of students measured through field trials in pretest activities of 50.69% and posttest with an average value of 84.56% and N-Gain of 0.77 which is included in the high category. It can be concluded that G-Sites-based learning media assisted by Augmented Reality is proven to be valid, practical, effective and very suitable for use in instilling character education in grade V Elementary School students.
Pengembangan Media Infografis Interaktif Berbasis Discovery Learning Pada Materi Energi Terbarukan Untuk Siswa SD Raini Marita; Deris Stiawan; Makmum Raharjo
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.12689

Abstract

The limitations of visual learning media that are appropriate for the characteristics of elementary school students have an impact on the low level of understanding of abstract science material, such as renewable energy. In the context of the need for a learning approach that supports active engagement and visualization, this study aims to develop interactive infographic media based on Discovery Learning for renewable energy materials for sixth-grade elementary school students. This study employs the Research and Development (R&D) method using the ADDIE model, which consists of the analysis, design, development, implementation, and evaluation stages. Validation was conducted by experts in media, language, and content, while practicality and effectiveness were tested through limited trials and field tests involving teachers and students at SD Negeri 1 Pagar Kaya. The results of the study indicate that the developed media meet the criteria for high validity (average >85%), high practicality (average >90%), and effectiveness (N-Gain = 0.72) in enhancing students' understanding. The interactive infographic media developed facilitates the discovery-based learning process in a visual and engaging manner, encouraging students to actively explore concepts related to renewable energy. This study confirms that the integration of interactive visual design and the Discovery Learning approach can be an effective strategy for developing digitally based science learning media at the elementary level.
Co-Authors Abdurahman, Fuad Adeng Slamet Amalia, Sherly Amriansyah Alfia Andriani, Dian Sri Ani Musfiroh Ardi Saputra Asawasulakin, Asawasulakin Aswasulasikin Aswasulasikin Aswasulasikin Budiansyah, Budiansyah Daria, Jasum Novi Deris Stiawan Dewinta Aulia Savitri Dwi Hasmidyani Efendi, Chandra Eprilia, Winda Erna Retna Safitri Erna Retna Safitri Ernawati Ernawati Esti Susiloningsih Fakhili Gulo Farida Farida Fatahillah, Deden Nur Fatoni Agus Setiawan Freshy Loisan Pandesha Fuad Abd. Rachman, Fuad Abd. Hamzah, Mahizer Harini, Bunda Harlin harlin, harlin Hartono Hartono Hartono HASNIYATI, SYARI Herlambang, Yoanita Andofjul Hesti Wahyuni Anggraini, Hesti Wahyuni Intan Triasari Januri Januri Jelita Padillah, Ines Juliyanti, Sela Jumadi, Riduan Suma Karhada Karhada Ketang Wiyono khusnul khotimah Krisnatalety, Krisnatalety L.R. Retno Susanti M Sofwan Makhsunah, Makhsunah Marita, Raini Masyitoh, Maulida Maya Novitasari Musfiroh, Ani mutiara mutiara Nur Islamia Nur Islamia Nurhasan Nurhasan, Nurhasan Pitaloka, Fifit Pulungan , Marwan Putri, Mukhlisah Rahmi Susanti Rahmi Susanti Rahmi Susanti Raini Marita Ria Amalia Rika Damayanti Rimayani, Dwi Riswan Jaenudin Rita Inderawati Rosyada, Dini Alya Rudiansyah Rudiansyah Safitri, Erna Retna Safitri, Mazda Leva Okta Santi Oktarina Saputra, Ardi Sardianto Markos Siahaan Sardianto Markos Siahaan, Sardianto Markos Sari, Luh De Wulan Sary Silvhiany Solina, Eva Somakim, Somakim Sri Sumarni Sumarni , Sri Suningsih, Taruni Suratmi Suratmi, Suratmi Susanti, L. R. Retno Susanti, LR. Retno Susanto, Ilham Arya Susnita, Deka Syafar, Syahria Fardinelly Syarifuddin Tania, Ayu Tita Ratna Wulan Dari Trayati, Erni Tri Yanti Sari Umi Chotimah Usman, Nuraini Wargadalem, Farida R Waty, Evy Ratna Kartika Yadi, Farhan Yanti, Tri Sari Yosef Barus Yulasteriyani, Yulasteriyani Yulia Various Putri YUSTIANI, BERTY