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Increasing Motivation and Interest in Learning Through SISIPJA's interactive digital media Rezkia, Dicha Putri; Gimin, Gimin; Gusnardi, Gusnardi; Suarman, Suarman; Riadi, R.M
Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan Vol. 19, No. 2 : Al Qalam (Maret 2025)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (STIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/aq.v19i2.4041

Abstract

This research aims to develop an interactive digital learning media, SISIPJA (Accounting Cycle for Service Companies), to enhance students' motivation and interest in learning. The research method employed is Research and Development (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research subjectsinvolved 114 students of SMK Negeri 4 Pekanbaru. Data were collected through interviews and questionnaires, and were analyzed using descriptive statistics, t-tests, and n-gain analysis to measure the effectiveness. The results of media validation based on the assessment of 1 media expert and 2 material experts indicate that the SISIPJA media is highly suitable for use, with a final validity score categorized as very suitable, along with several suggested improvements. At the implementation stage, the SISIPJA media was applied in accounting learning and resulted in a significant increase in students' motivation and interest in learning, with a medium n-gain category. This means that the interactive digital learning media SISIPJA is considered very positive and suitable for use in accounting learning.
Pelatihan dan pendampingan pembuatan media pembelajaran interaktif dan menyenangkan berbasis digital bagi guru SMA Gimin, Gimin; Indrawati, Henny; Caska, Caska; Sumarno, Sumarno; Haryana, Gani; Mujiono, Mujiono; Rezkia, Dicha Putri; Ramadhani, Dinda Ardelia
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 6 (2025): November (In Progress)
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i6.33595

Abstract

Abstrak Perkembangan teknologi informasi dan komunikasi yang semakin pesat memberikan dampak signifikan terhadap berbagai aspek kehidupan termasuk dunia pendidikan. Penggunaan media pembelajaran digital yang interaktif dan menyenangkan menjadi salah satu tren yang semakin populer dalam upaya meningkatkan kualitas pembelajaran. Namun implementasi pembelajaran digital di sekolah menghadapi keterbatasan sumber daya dan berbagai tantangan, di antaranya masih banyak guru yang belum memiliki kompetensi yang memadai dalam memanfaatkan teknologi untuk pembelajaran. Hal ini juga dialami oleh guru-guru di SMA Negeri 1 Kampar Provinsi Riau. Oleh karena itu, tujuan kegiatan pengabdian ini adalah melatih dan mendampingi 25 orang guru di sekolah tersebut dalam mengembangkan media pembelajaran digital yang interaktif dengan memanfaatkan Artificial Intelligence (AI) dan aplikasi Canva. Metode yang digunakan meliputi ceramah, diskusi, demonstrasi, dan praktik (workshop) yang dilaksanakan dalam satu sesi kegiatan. Evaluasi dilakukan melalui penyebaran angket pretest dan posttest untuk mengukur pengetahuan serta kemampuan peserta. Hasil kegiatan menemukan adanya peningkatan kompetensi guru, di antaranya: pengetahuan tentang AI meningkat dari skor rata-rata 1,52 menjadi 3,46 atau sebesar 90%, dan pengetahuan tentang Canva meningkat dari 2,13 menjadi 4,01 sebesar 88%. Dengan demikian, kegiatan ini terbukti mampu meningkatkan hardskill guru dalam pembuatan media pembelajaran digital berbasis AI dan Canva, sekaligus memperkuat softskill kolaborasi dan kreativitas dalam proses pengembangan media pembelajaran yang inovatif. Kata kunci: pelatihan; pendampingan; media pembelajaran; artificial intelligence; aplikasi canva Abstract The rapid development of information and communication technology has had a significant impact on various aspects of life, including education. The use of interactive and enjoyable digital learning media has become an increasingly popular trend in efforts to improve the quality of learning. However, the implementation of digital learning in schools faces resource constraints and various challenges, including the fact that many teachers still lack adequate competence in utilizing technology for learning. This is also experienced by teachers at SMA Negeri 1 Kampar in Riau Province. Therefore, the purpose of this community service activity is to train and assist 25 teachers at the school in developing interactive digital learning media by utilizing Artificial Intelligence (AI) and the Canva application. The methods used include lectures, discussions, demonstrations, and workshops, which are carried out in one session. The evaluation was conducted through the distribution of pretest and posttest questionnaires to measure the participants' knowledge and abilities. The results of the activity found an increase in teacher competence, including: knowledge of AI increased from an average score of 1.52 to 3.46 or 90%, and knowledge of Canva increased from 2.13 to 4.01 or 88%. Thus, this activity has proven to be able to improve teachers' hard skills in creating AI and Canva-based digital learning media, while also strengthening their soft skills of collaboration and creativity in the process of developing innovative learning media. Keywords: training; mentoring; learning media; artificial intelligence; canva application.