ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aims to investigate the effectiveness of digital-based learning strategies using Interactive Flat Panel (IFP) on students’ achievement in writing descriptive paragraphs. A quasi-experimental design was employed involving two groups: an experimental class and a control class, each consisting of 20 tenth-grade students at SMAN 2 Dente Teladas in the academic year 2025/2026. The experimental group was taught using IFP-based digital learning, while the control group received conventional instruction. Data was collected through pre-test and post-test and analyzed using an independent sample t-test. The findings reveal a significant improvement in students’ writing achievement. The mean score of the experimental class increased from 59.45 in the pre-test to 86.45 in the post-test, while the control class improved from 58.75 to 75.35. The t-test result shows that t-observed (2.77) is higher than t-table at both 5% (2.01) and 1% (2.68) significance levels, indicating a statistically significant difference between the two groups. In addition, the percentage of students achieving the minimum mastery criterion (KKM ≥ 71) in the experimental class increased from 25% to 100%, compared to 20% to 70% in the control class. These results suggest that the integration of multimedia, interactivity, and real-time feedback through IFP effectively enhances students’ engagement and writing performance. This study contributes to literature by demonstrating the effectiveness of IFP as an integrated instructional tool in improving descriptive writing skills. The findings imply that technology-enhanced learning should be promoted to support more interactive and student-centered classroom practices.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Kemampuan membaca merupakan keterampilan dasar yang penting dalam menunjang keberhasilan belajar siswa, namun masih terdapat siswa yang mengalami kesulitan dalam membaca lancar dan memahami isi bacaan. Penelitian ini bertujuan untuk menganalisis implementasi metode Interactive Reading Aloud dalam meningkatkan kemampuan membaca siswa kelas II di SD IT Bumi Sholawat Wates, Kabupaten Lampung Tengah. Penelitian ini menggunakan pendekatan kualitatif dengan jenis fenomenologis untuk memahami proses pembelajaran dan pengalaman subjek penelitian. Subjek penelitian meliputi kepala sekolah, guru, dan siswa. Teknik pengumpulan data dilakukan melalui wawancara, observasi, dan dokumentasi, sedangkan analisis data dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa implementasi metode Interactive Reading Aloud dilaksanakan melalui tiga tahapan utama, yaitu perencanaan, pelaksanaan, dan evaluasi. Pada tahap perencanaan, guru menyusun tujuan pembelajaran, memilih bahan bacaan yang sesuai dengan kemampuan siswa, serta merancang langkah-langkah pembelajaran interaktif. Pada tahap pelaksanaan, pembelajaran berlangsung melalui kegiatan pendahuluan berupa apersepsi dan motivasi, kegiatan inti berupa membaca nyaring oleh guru yang diikuti siswa, tanya jawab, diskusi, serta pendampingan individu, dan kegiatan penutup berupa refleksi serta penyimpulan bersama. Pada tahap evaluasi, guru melakukan penilaian secara lisan dan tertulis untuk mengukur kelancaran membaca, ketepatan pengucapan, serta pemahaman isi bacaan siswa. Hasilnya menunjukkan adanya peningkatan kemampuan membaca siswa, terutama pada kelancaran, pemahaman, dan kepercayaan diri, meskipun belum merata pada seluruh siswa. Kata kunci: Metode Interactive, Reading Aloud, Kemampuan Membaca
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study examines the effect of the interactive learning media Educaplay on students’ interest in learning mathematics at the fourth-grade level of MI Ma’arif NU 5 Sekampung. The study is grounded in the issue of low student interest caused by monotonous and less interactive teaching methods. The objective of this research is to determine whether the use of Educaplay significantly influences students’ learning interest. This research employs a quantitative approach with a quasi-experimental design involving 21 students selected through total sampling.The research design used is Non-Equivalent Control Group Design. Data were collected using questionnaires, observations, and documentation, while data analysis was conducted using validity, reliability, normality, and paired sample t-test. The findings reveal that the use of Educaplay has a significant effect on students’ learning interest, as indicated by a significance value of 0.001 (0.05). The results also show improvements in students’ attention, participation, enthusiasm, and overall engagement in learning mathematics. The novelty of this study lies in the application of interactive digital media specifically in the context of Madrasah Ibtidaiyah, focusing on learning interest rather than cognitive outcomes. This study implies that integrating interactive media into mathematics learning can enhance student engagement and create a more meaningful learning experience.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Abstract This study aims to analyze the planning, implementation, and evaluation of interactive technology-based media in Islamic Religious Education (PAI) learning at SMP Ma’arif 1 Metro and to examine its implications for students’ internalization of religious values. This research employs a qualitative descriptive field approach. Data were collected through observation, in-depth interviews with PAI teachers and seventh-grade students, and documentation. The findings indicate that interactive media such as animated videos, multimedia presentations, and digital quizzes (Quizizz and Kahoot) enhance students’ engagement, motivation, and conceptual understanding. More importantly, the use of interactive media supports the internalization of religious values through three stages: moral knowing, moral feeling, and moral action, as proposed by Thomas Lickona. Students demonstrate improved understanding of values such as honesty, responsibility, and tolerance, accompanied by reflective attitudes and practical application in classroom activities. However, the implementation still faces challenges, including limited technological infrastructure and varying levels of teachers’ digital competence. This study concludes that interactive technology-based media can serve as an effective pedagogical tool in strengthening both learning quality and religious character formation when supported by proper pedagogical guidance. Keywords: Interactive Media, Technology, Islamic Religious Education
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This research examines the effectiveness of Wordwall as an interactive learning medium to improve students' vocabulary mastery at SMKN 3 Metro. A quantitative method with a quasi-experimental design was implemented, involving 30 students from the XI TKL class, split equally berween a control group of 15 pupils and an experimental group of 15 students. Wordwall was used to teach vocabukary to the experimental group, while traditional education was given to the control group. Pre-test and post-test evaluations were used to gather data, and SPSS 29.0 was used for analysis, which applied the Mann-Whitney U Test and the Wilcoxon Signed Ranks Test. According to the findings, pupils in the experimental group outperformed those in the control group in terms of vocabulary acuistion. According to descriptive analysis, the mean pre-test score for the experimental group grew from 60.53 to 79.20, while the mean score for the control group increased from 44.27 to 56.27. additionally, the experimental group achieved a higher mean rank of 23.00, compared to 8.00 in the control group, indicating a statistically significant difference in post-test scores between the two groups, according to the Mann-Whitney U Test. These resukts support the idea that Wordwall is a useful tool for learning outcomes for children.
BookOpen AccessMetadata saja
2022•Koleksi Perpustakaan
Google Apps for Education (GAFE) is a technology is provided and designed for college by promoting the use of information technology and collaboration. One of Google Apps for Education products is Google Classroom being a learning media between for Lecturers and Students to build interactive communication. Interactive communication leads to good feedback in the form of educational transformation from learning source to learner. This is what improves the engagement for the students themselves. By the concept of digital classroom, students no longer just sit passively in the classroom, they are interested in themselves to explore the things offered by technology. Building interactive communication among students need a good strategy. Strategy not only serves as a concept map that shows only direction, but is able to demonstrate operational tactics to achieve the established goals. A teacher or lecturer who does not have a good teaching strategy will not be able to create good communication with students. Building interactive communication among students need a good strategy. Strategy not only serves as a concept map that shows only direction, but is able to demonstrate operational tactics to achieve the established goals. A teacher or lecturer who does not have a good teaching strategy will not be able to create good communication with students.
ArticleOpen AccessMetadata saja
2020•Artikel Penelitian dan Pengabdian
Google Apps for Education (GAFE) is a technology is provided and designed for college by promoting the use of information technology and collaboration. One of Google Apps for Education products is Google Classroom being a learning media between for Lecturers and Students to build interactive communication. Interactive communication leads to good feedback in the form of educational transfor-mation from learning source to learner. This is what improves the engagement for the students themselves. By the concept of digital classroom, students no longer just sit passively in the classroom, they are interested in themselves to explore the things offered by tech-nology. Building interactive communication among students need a good strategy. Strategy not only serves as a concept map that shows only direction, but is able to demonstrate operational tactics to achieve the established goals. A teacher or lecturer who does not have a good teaching strategy will not be able to create good communication with students. Building interactive communication among students need a good strategy. Strategy not only serves as a concept map that shows only direction, but is able to demonstrate operational tactics to achieve the established goals. A teacher or lecturer who does not have a good teaching strategy will not be able to create good com-munication with students.
ArticleOpen AccessMetadata saja
2019•Artikel Penelitian dan Pengabdian
The purpose of this study is to develop a multimedia learning based on iSpring Presenter to increase students' interest in learning in mathematics. This study uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The data analysis technique used is descriptive quantitative. The results showed that the interactive mathematics multimedia learning based on iSpring Presenter has fulfilled the requirements to be considered feasible to be used in the learning process and is feasible to be used as learning support media to increase students' interest in learning through varied learning activities