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INTEGRASI MEDIA DIGITAL DALAM PEMBELAJARAN: STUDI KASUS DI SMP N 5 KOTA BENGKULU Martina, Feny; Dwi Puspita, Emelda; Alfaiza, Lolla; Triutami, Eyi; Ansori, Muranda
Jurnal Ilmu Pendidikan Islam Vol 23 No No.1 (2025): JIPI: Jurnal Ilmu Pendidikan Islam, Maret 2025
Publisher : FAKULTAS TARBIYAH UNIVERSITAS QOMARUDDIN GRESIK - JAWA TIMUR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36835/jipi.v23iNo.1.4449

Abstract

The development of digital technology has brought significant changes to the world of education, including the learning process in schools. This research aims to analyze how digital media is integrated in learning at SMP N 5 Bengkulu City. The research method used is qualitative with a case study approach. Data was collected through observation, interviews with teachers and students, and documentation. The research results show that the use of digital media in learning increases students' interest in learning, makes access to learning resources easier, and creates a more interactive learning experience. However, some of the challenges faced include limited infrastructure, lack of training for teachers, and frequent technical obstacles. This study recommends improving technological facilities, training for teaching staff, and strengthening policies in the use of digital media to support more effective learning.
Meningkatkan Kapasitas Guru dalam Pembuatan Konten Edukasi Digital melalui Program KKN di SDIT UMMI Kota Bengkulu Revola, Yashori; Amelia, Tri Puja; Alfaiza, Lolla; Sari, Maiya Linda; Absya, Bafelia Indriyati; Naurahlatifa, Nadiahhanun Wennya; Puspitasari, Desti; Zahra, Karin; Nurkhasanah, Siti; Andini, Fitri; Candra, Naurah Crisandini Putri; Putri, Dini Agestia; Rahmatullah, Farhan Melsi; Nugraha, Bayu; Harafilo, Sindra Pikrin
Mestaka: Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 3 (2025): Juni 2025
Publisher : Pakis Journal Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58184/mestaka.v4i3.694

Abstract

The Community Service Program (Kuliah Kerja Nyata or KKN) is a form of student engagement aimed at providing tangible contributions to societal challenges, particularly in the field of education. The KKN program implemented at SD IT UMMI Kota Bengkulu focused on enhancing teachers’ capacity in creating digital educational content. This initiative was driven by the growing demand for technology integration in learning and the need for teachers to develop digital skills to produce engaging and effective teaching media. Through a series of workshops and mentoring sessions utilizing applications such as Canva and CapCut, teachers were guided in designing and producing interactive and contextual learning materials. The outcomes of the program indicated a significant improvement in teachers’ ability to independently create digital presentations and educational videos. This program had a positive impact on the quality of teaching at the school and serves as a model for collaboration between higher education institutions and primary schools in strengthening educational human resources.
The Effect of Using Blooket Games on Students’ Vocabulary Mastery at SMP Negeri 5 Kota Bengkulu Alfaiza, Lolla; Susanto, Ferri; Revola, Yashori
The Future of Education Journal Vol 5 No 2 (2026)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v5i2.1789

Abstract

This study aims to determine the effect of using Blooket Games on the vocabulary mastery of eighth-grade students at SMP Negeri 5 Kota Bengkulu. The background of this research is based on students’ low vocabulary mastery caused by the use of conventional teaching methods, limited variation of learning media, and low student motivation in learning English vocabulary. This study employed a quasi-experimental method using a Non-Equivalent Control Group Design, involving two classes as the experimental group and the control group. The research instrument used was a vocabulary test in the form of pre-test and post-test to measure students’ vocabulary mastery before and after the treatment. The findings of the study revealed that there was a significant improvement in students’ vocabulary mastery after learning through Blooket Games. The experimental class showed a higher increase in the average post-test score compared to the control class that was taught using conventional teaching methods. Statistical analysis using the independent sample t-test indicated that the significance value was lower than 0.05, which means that the use of Blooket Games had a significant effect on students’ vocabulary mastery. Therefore, Blooket Games can be used as an effective game-based learning medium to increase students’ vocabulary mastery and to create a more engaging and interactive learning environment at the junior high school level.