Quizwhizzer as A Innovative Evaluation Learning Media Bahasa Indonesia
This article discusses digital learning media in the form of game quizzes, namely Quizwhizzer as an innovative Indonesian language learning evaluation media. The method used is a descriptive qualitative method. Data collection uses a questionnaire technique with closed and open questions using Google Form media. The subjects of this research were 37 students of class XI IPA 1 MAN 1 Tangerang. Explanatory text material was used in the questions that researchers created on QuizWhizzer. Based on the results of data analysis, it was found that 36 students (97.3%) stated that answering Indonesian language questions was more interesting using Quizwhizzer than using sheets of paper. Furthermore, as many as 37 students (100%) stated that Quizwhizzer was an innovative and fun medium. Furthermore, as many as 33 students (89.2%) stated that Quizwhizzer could make it easier for students to understand Indonesian language material. Furthermore, as many as 34 students (91.9%) stated that Quizwhizzer was able to increase students' interest in learning Indonesian language material. Furthermore, as many as 36 students (97.3%) answered that Quizwhizzer was easy to use. Furthermore, as many as 35 students (94.6%) stated that the Quizwhizzer learning media was not boring. Furthermore, as many as 35 students (94.6%) stated that the Quizwhizzer learning media was not difficult. Finally, 31 students answered that their impression after using QuizWhizzer was that it was exciting, fun and happy. So it can be concluded that the digital interactive game media, namely Quizwhizzer, is an innovative evaluation media and attracts students' attention.
- Research Article
- 10.22236/ellter.v2i2.7485
- Oct 30, 2021
- ELLTER Journal
CREATING LEARNING MEDIA IN TEACHING ENGLISH AT SMP MUHAMMADIYAH 2 PAGELARAN ACADEMIC YEAR 2020/2021
- Research Article
- 10.31602/muallimuna.v9i1.12643
- Oct 25, 2023
- Muallimuna : Jurnal Madrasah Ibtidaiyah
This early learning media is really needed to support the achievement of learning goals by students at school. Learning media can allegedly be a forum for communication and equalization of perceptions of material between teachers and students. When Covid-19 occurred, teachers were required to develop innovations in learning, both learning models and learning media. Especially in learning media, during Covid-19, teachers were encouraged to be creative and innovate in making digital-based learning media. This is because digital learning media can make it easier for students at home to access it. Recently, the digital media that has been popularly used, especially during the pandemic, is digital-based comic visual learning media. Digital comics are a novelty from conventional comic forms which are usually found in the form of books or sheets of paper. Digital comics are designed with an attractive appearance and are equipped with relevant learning material content so that they are believed to be able to facilitate students' mastery of the material as best as possible, even though the learning is carried out virtually outside of school. The focus of the research was to determine the effect of using digital comics in an effort to improve the quality of learning outcomes in the form of mastery of a concept and critical thinking skills of phase C class V students in integrated learning of human digestion science and science. The research adopted an experimental research method by implementing a One-Group Pretest-Posttest design. The pretest and posttest were carried out with the aim of finding out whether there was an influence, even the size of the influence, of using comics in communicating the material being taught. The results of the research found that there was an influence of the use of digital comics in increasing the mastery of concepts and critical thinking skills of class V students using human digestion as material even though learning was carried out face-to-face in class
- Research Article
- 10.47861/jdan.v2i2.1270
- Aug 19, 2024
- Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya
This research is based on the low learning outcomes of students in Indonesian language subjects because students feel bored, fed up with learning carried out using the lecture method so that students are not interested in participating in learning. This research aims to improve the learning outcomes of class I students at SDIT Bunayya Pekanbaru in Indonesian language subjects by using animation media in the learning process. This research is classroom action research (PTK). The subjects in this research were class I students at SDIT Bunayya Pekanbaru, totaling 25 students. Meanwhile, the object of this research is the use of animation media in Indonesian language learning to improve the learning outcomes of class I students at SDIT Bunayya Pekanbaru. This research was carried out in two cycles, each cycle was carried out over two meetings. Each cycle consists of four stages, namely planning, implementation, observation and reflection. The results of research on the use of animation media in Indonesian language learning in improving the learning outcomes of class I students at SDIT Bunayya Pekanbaru are that in the first cycle, 82.25% of teacher activities were in the good category, 83.2% of student learning outcomes were in the good category. In cycle II, the results of using animation media increased, 96.25% of teacher activities were in the very good category, 96% of student learning outcomes were in the very good category. The results of this research show that the use of animation media in Indonesian language learning improves the learning outcomes of class I students at SDIT Bunayya Pekanbaru improves student learning outcomes.
- Research Article
- 10.46961/jpk.v4i2.1482
- Jan 31, 2025
- JURNAL PEKAMAS
Abstrak: Tujuan dari pelatihan ini adalah untuk memberikan pengetahuan terbaru serta meningkatkan kemampuan teknologi para instruktur (Dosen, Guru, dan Tendik) Program Profesi Guru (PPG) Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Prof. DR. HAMKA, Jakarta, di bidang pembuatan media pembelajaran digital berbasis kecerdasan buatan (AI) text-to-video generator. Saat ini, proses belajar mengajar modern harus dilakukan dengan melibatkan teknologi yang mengharuskan dosen atau guru menggunakan media digital. Pesatnya perkembangan teknologi saat ini telah sampai pada titik di mana perangkat lunak atau website didukung oleh teknologi kecerdasan buatan (AI). Salah satu perangkat lunak atau laman berbasis teknologi AI yang dapat menjadi pilihan bagi para guru atau dosen untuk mengembangkan media pembelajaran dalam bentuk video adalah AI text-to-video generator. AI text-to-video generator adalah alat yang memungkinkan guru atau dosen untuk membuat video profesional dari teks dengan bantuan AI, seperti Pictory ai dan Synthesia oi. Oleh karena itu, tim dosen FKIP UHAMKA merasa perlu untuk melakukan pelatihan dengan mempromosikan AI text-to-video generator ini sebagai salah satu alternatif pembuatan media pembelajaran video yang sesuai dengan kebutuhan pembelajaran siswa. Pelatihan ini berbentuk workshop dan dilaksanakan dalam 2 kali pertemuan dengan durasi 8 jam (4 sesi) dan total waktu 16 jam. Diikuti oleh 20-30 peserta yang dikategorikan sebagai dosen, guru, dan tenaga kependidikan dari beberapa bidang studi seperti Bahasa Indonesia, Bahasa Jepang, Bahasa Inggris, Matematika, Fisika, Biologi, Pendidikan Dasar, Pendidikan Anak Usia Dini, Bimbingan dan Konseling, Ekonomi, Sejarah, dan Geografi. Di awal dan akhir pelatihan ini, tim membagikan kuesioner pra-kuesioner dan pasca-kuesioner sebagai data faktual untuk mengetahui tanggapan dan pandangan para peserta tentang pelatihan ini. Hasil pelatihan menunjukan respon positif peserta serta bertambahnya kemampuan teknologi peserta khususnya dalam membuat media pembelajaran digital berbasis kecerdasan buatan (AI) text-to-video generator menggunakan Pictory ai dan Synthesia oi. Kata Kunci: Media Pembelajaran Digital; Artificial Intelligence (AI); Text-to-Video Generator; Pictory ai; Synthesia io; Pelatihan Dosen, Guru, Tendik; PPG Abstract: The objective of this training is to provide new knowledge and to increase the technology proficiency of the instructors (Lecturers, Teachers, Education Staffs) of the Teachers Professional Program (PPG), Faculty of Teachers Training and Education, University of Muhammadiyah Prof. DR. HAMKA, Jakarta, in the area of creating digital learning media based on artificial intelligence (AI) text-to-video generator. Recently, the modern teaching and learning process must be conducted through technology involvement, which requires lecturers or teachers to use digital media. The rapid growth of technology today is reaching a point where software or website are supported by artificial intelligence (AI) technology. One software or website based on AI technology that can be an option for teachers or lecturers to develop learning media in the form of videos is the AI text-to-video generator. An AI text-to-video generator is a tool that allows teachers or lecturers to create professional videos from text with the help of AI, such as Pictory ai and Synthesia oi. Therefore, the UHAMKA FKIP lecturer team felt necessary to conduct training by promoting this AI text-to-video generator as an alternative to creating video learning media that is suitable for student learning needs. This training was in a workshop format, and it was conducted in 2 meetings within 8 hours (4 sessions) and a total of 16 hours. 20-30 participants were joined who were categorized as lecturers, teachers, and education staff from several fields of study such as Indonesia Language, Japan Language, English, Mathematics, Physics, Biology, Primary Education, Early Childhood, Guidance and Counselling, Economics, History, and Geography. At the beginning and the end of the training, the team distributed pre-questionnaires and post-questionnaires as factual data to know the responses and opinions of the participants about this training. The results of the training showed a positive response from the participants as well as an increase in the participants' technological skills, especially in creating digital learning media based on artificial intelligence (AI) text-to-video generator using Pictory ai and Syntehsia oi. Keywords: Digital Learning Media; Artificial Intelligence (AI); Text-to-Video Generator; Pictory ai; Synthesia io; Lecturer, Teacher, Education Staffs’ Training; PPG
- Research Article
- 10.24952/ibtidaiyah.v4i2.11933
- Oct 23, 2024
- DIRASATUL IBTIDAIYAH
Animated video-based learning media in Indonesian language learning at SDN 099 Masamba aims to find out how learning is implemented through the application of animated video media in the learning process, to find out whether students' critical thinking abilities increase after using animated video media in the learning process. This type of research is Classroom Action Research (PTK) which is carried out in two cycles consisting of four stages, namely planning, implementation, observation and reflection. The results of the research showed that there was an increase in the implementation of learning using animated video-based learning media in cycle I which received a good category score, in cycle II it increased to a very good category. Student activities through animated video-based learning media in learning Indonesian in cycle I received a good category, in cycle II it increased to a very good category. Students' thinking abilities in Indonesian language subjects through animated video-based learning media at SDN 099 Masamba in cycle I received an average score of 71 with a completion percentage of 56%, and in cycle II it increased with an average score of 81% and a completion percentage of 93% . So it can be concluded that through animated video-based learning media it can improve students' critical thinking skills in learning Indonesian in class IV SDN 099 Masamba.Keywords: Animation Video; Critical Thinking; Indonesian.Media pembelajaran berbasis video animasi dalam pembelajaran Bahasa Indonesia di SDN 099 Masamba bertujuan untukmengetahui bagaimana pelaksanaan pembelajaran melalui penerapan media video animasi dalam proses pembelajaran, mengetahui apakah kemampuan berpikir kritis siswa meningkag setelah diterapkan media video animasi dalam proses pembelajaran. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus yang terdiri dari empat tahap yaitu perencanaan, pelaksanaan, pengamatan dan refleksi. Hasil penelitian menunjukkan terjadinya peningkatan keterlaksanaan pembelajaran dengan menggunakan media pembelajaran berbasis video animasi pada siklus I mendapat nilai kategori baik, pada siklus II meningkat kategori amat baik. Aktivitas siswa melalui media pembelajaran berbasis video animasi dalam pembelajaran Bahasa Indonesia pada siklus I mendapat kategori baik, pada siklus II meningkat dengan kategori amat baik. Kemampuan berpikir siswa pada mata pelajaran Bahasa Indonesia melalui media pembelajaran berbasis video animasi di SDN 099 Masamba pada siklus I mendapat nilai rata-rata 71 dengan persentase ketuntasan 56%, dan pada siklus II meningkat dengan_ nilai rata-rata 81% dan persentase ketuntasan 93%. Sehingga dapat disimpulkan bahwa melalui media pembelajaran berbasis video animasi dapat meningkatkan kemampuan berpikir kritis siswa pada pembelajaran bahasa Indonesia di kelas IV SDN 099 Masamba.Kata Kunci: Video Animasi; Berpikir Kritis; Bahasa Indonesia.
- Research Article
- 10.33086/cej.v5i3.5458
- Dec 21, 2023
- Child Education Journal
Children’s numeracy skills significantly influence their readiness to enter primary school. However, teachingnumeracy to children in concrete periods is still a big challenge for teachers. Moreover, technologybasedlearning media must still be considered appropriate for early introduction. This research aims todevelop an interactive digital learning media to improve early childhood numeracy skills. This Researchand Development (RD) method used the 4-D model, which consists of Defining, Designing, Developing,and Disseminating. Expert validators who test the feasibility of the product consist of material, media, andlanguage experts. Respondents in this study were ten children aged 4-5 years at PAUD Nurul Aisyah, EastAceh. The results showed that this digital game is feasible as a learning media to improve early childhoodnumeracy skills. The average validator score for product feasibility is in the very good category, andchildren’s numeracy skills are in the good category. With this learning media, "Numb Game," childrenlearn the concepts of counting, grouping, and simple statistics. Through an interactive approach, thedevelopment of Numb Game media can stimulate children’s engagement in the numeracy learning processby utilizing visual elements, games, and interactions that stimulate curiosity and desire to understandmathematical concepts. Therefore, this interactive digital learning media presents an interesting, adaptive,and effective learning experience according to children’s needs in improving numeracy skills at an earlyage. Further research on the long-term effects of using digital learning media on the development of earlychildhood numeracy skills and the implications for their academic achievement is warranted.
- Research Article
- 10.20961/jdc.v8i2.90168
- Sep 11, 2024
- DWIJA CENDEKIA: Jurnal Riset Pedagogik
<p>This research aims to (1) Produce digital learning media from several STEAM (Science, Technology, Engineering, Art, and Math) disciplines based on scratch in the form of coding games on the material characteristics of living things for elementary schools, and (2) Knowing the feasibility of digital learning media STEAM based on scratch game coding on the material characteristics of living things for elementary schools. The type of research used is Research and Development (R&amp;D) with the ADDIE model (analysis, design, development, implementation, and evaluation). The trial was conducted on 30 students of Muhammadiyah Purworejo University. The sampling technique of this research is purposive random sampling. Data collection used observation, interview, and questionnaire techniques. Data analysis techniques using quantitative descriptive statistical processing. The results of this study, namely: (1) STEAM learning media based on coding scratch games on the material of the characteristics of living things for elementary school. (2) The feasibility of STEAM learning media based on coding scratch games on the material characteristics of living things for elementary schools obtained a value in the aspect of ideas with a percentage of 95.83% very feasible category, the aspect of usefulness with a percentage of 95.00% very feasible category, the aspect of creativity with a percentage of 92.50% very feasible category, and the display aspect with a percentage of 93.33% very feasible category. Based on the results of the assessment of the aspects of ideas, usefulness, creativity, and appearance of STEAM learning media based on coding scratch games on the material of the characteristics of living things for elementary schools, it is declared feasible to apply with very feasible criteria. In addition, digital learning media can harmonize existing technological developments in accordance with the times.</p>
- Research Article
- 10.22219/kembara.v11i1.39378
- Apr 30, 2025
- KEMBARA Journal of Scientific Language Literature and Teaching
Digital learning transformation has created significant opportunities for developing instructional media that support students’ metacognitive abilities, particularly in the Indonesian Language Education Study Program. This study aims to identify students’ preferences of digital learning media and their impact on learning habits and comprehension gaps. This research employed a mixed-method approach with a sequential explanatory design, involving 123 Indonesian Language Education students from various semesters. Data were collected through quantitative surveys and In-Depth Interviews (IDI) to gain deeper insights. The results revealed that most students preferred digital media (77.24%) over conventional media (22.76%). Visual learning styles dominated (36.59%), with video platforms being the most favoured (32.52%). Correlation analysis showed a significant relationship between the frequency of digital media use and the reduction of comprehension gaps (r = 0.181; p = 0.046), although it was not significant for learning habits. The result of IDI highlights the need for collaborative features, gamification, better journal access, and more relevant support for Indonesian language learning. Data triangulation confirmed that digital media preferences contribute to reducing comprehension gaps, although they do not fully influence learning habits. This study recommends developing interactive and contextual digital learning media by integrating features that support active, collaborative, and based on local culture to strengthen students’ understanding in Indonesian language courses.
- Research Article
- 10.62383/dilan.v2i4.2574
- Nov 27, 2025
- Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa
The objective of this study is to improve the ability to use formal and informal language for students at SMK Al-Falah Tanjungjaya as one of the strategies for fostering the Indonesian language. In this study, there are several main focuses, namely the use of formal and informal language by students at SMK Al-Falah Tanjungjaya and the integration of Wayground learning media in Indonesian language learning. This study uses service learning techniques and descriptive research data analysis techniques. The steps carried out in this study include (1) conducting guidance on the use of formal and informal language at SMK Al-Falah Tanjungjaya, (2) analyzing the data results from the guidance, (3) classifying the data results from the guidance, (4) interpreting the data results from the guidance, and (5) developing and concluding the results of the guidance data analysis. The results of the data analysis indicate that the use of Wayground can help improve student understanding.
- Research Article
- 10.11648/j.ijsedu.20241201.13
- Apr 2, 2024
- International Journal of Secondary Education
This research aims to develop a project-based learning model assisted by digital media for learning anecdotal texts for class X SMA/MA students. The problems of this research: (1) How is the design of a project-based learning model assisted by digital media for learning anecdotal texts for class X SMA/MA students? (2) What are the results of the implementation of the project-based learning model assisted by digital media in the learning of anecdotal texts for X SMA/MA students? This research uses research and development methods with the ADDIE (Analysis Design Development Implementation Evaluate) model. The steps of this research consist of needs analysis, designing a project-based learning model assisted by digital media, developing a project-based learning model assisted by digital media, implementing a project-based learning model product assisted by digital media, and evaluating a project-based learning model product assisted by digital media. Data collection in this research was by collecting data from the results of validation questionnaires from learning model experts, media experts, practitioners, and implementation in learning. The data obtained was analyzed descriptively using a Likert scale and Paired Sample T-Test. The results of the validation test by learning model experts obtained a value of 3.66, validation tests by media experts obtained a value of 3.14, validation tests by Indonesian language teachers obtained a value of 3.92. The results of the implementation of the project-based learning model assisted by digital media in anecdotal text learning for class X SMA/MA students received a positive response from students with a score of 3.48. The conclusion of this research is that the project-based learning model assisted by digital media in teaching anecdotal texts for class.
- Research Article
- 10.58192/populer.v4i1.3007
- Jan 25, 2025
- Populer: Jurnal Penelitian Mahasiswa
Advances in science and learning technology that support spiritual, intellectual, social, emotional, and kinesthetic aspects can develop the potential of students. With the development in the world of education, technological media is needed as an alternative to today's teaching to improve the achievement of learning objectives. The focus of this study aims to determine the planning, implementation and evaluation of learning in MIN 1 and MIN 2 Nganjuk. This type of research is qualitative. As directed by the type of qualitative research, the collected data are analyzed with the theory as presented in chapter II to obtain various interpretative descriptions according to logical and rational scientific research rules. The results of this study are the use of audiovisual media in learning in Indonesian language subjects at MIN 1 and MIN 2 Nganjuk as follows: a. Learning planning using audiovisual media in Indonesian language learning at MIN 1 and MIN 2 Nganjuk is planned coherently from learning objectives, materials, and media used. b. Implementation of the use of audiovisual media in Indonesian language learning at MIN 1 and MIN 2 Nganjuk shows that the use of audiovisual media can help teachers in delivering learning materials. c. Evaluation of teaching using audiovisual media in Indonesian language learning for teachers is done through peers as a reflection for teachers.
- Research Article
- 10.47191/ijcsrr/v6-i7-36
- Jul 12, 2023
- International Journal of Current Science Research and Review
The use of media in learning is very urgent. Thematic learning students are required to have the ability to think creatively and complexly. This study aims to determine the use of media in thematic learning to foster students’ creative thinking skills. This study used a qualitative descriptive method which was conducted in three schools involving teachers and fifth grade elementary school students as respondents. Data collection instruments used questionnaires, interviews and observations by providing questions and questionnaires regarding the use of media in thematic learning. The results of data analysis in this study indicate that the lack of use of media in thematic learning. Learners can cultivate creative thinking skills by using alternative media in learning. Mysterious card box media is one of the media that can be used to foster students’ creative thinking skills in thematic learning.
- Research Article
- 10.47467/reslaj.v6i11.3259
- Nov 3, 2024
- Reslaj: Religion Education Social Laa Roiba Journal
This research aims to explore: First, evaluate the level of understanding and ability of MAN Binjai teachers in implementing learning media that supports the principles of the Independent Curriculum. Second, knowing the strategies that can be implemented to optimize the use of learning media in accordance with the Independent Curriculum at MAN Binjai. Third, knowing the obstacles faced in implementing learning media at MAN Binjai, knowing the strategies that can be implemented to optimize the use of learning media in accordance with the Independent Curriculum at MAN Binjai. This research method is a qualitative type with a descriptive approach. The instruments used in this research were observation, interviews and documentation studies. The location of this research is MAN Binjai, North Sumatra. This research data analysis uses three steps, data reduction, data presentation and conclusion drawing. The research results show that: First, the implementation of the independent curriculum at MAN Binjai includes the implementation of intracurricular learning, extracurricular learning, and the Pancasila Rahmatan Lil Al-Amin (P5RA) Student Profile Strengthening Project. This independent curriculum emphasizes freedom to think, innovate, learn independently and creatively, as well as the freedom to feel happy. Second, the planning strategy for using interactive digital learning media at MAN Binjai begins with intensive training for teachers to integrate technology in their teaching process. The use of digital media also helps students develop technological skills which are very important in the modern era. The research results show that the use of interactive digital learning media at MAN Binjai has increased student engagement, expanded access to learning, and developed their digital skills. Third, the obstacles faced by Technological Infrastructure: One of the main obstacles is the availability of adequate technological infrastructure. Training Limitations: Despite intensive training, there are still challenges in obtaining adequate training for all teachers. Teacher Readiness and Willingness: Not all teachers have the same readiness in adopting and integrating digital learning media. Insufficient Content: Sometimes, the availability of appropriate and quality content to support project-based learning can be a challenge. Time Limitations: Implementing interactive digital learning media requires additional time for preparation and development of learning content. Student Engagement: While digital learning media can increase student engagement, there are also challenges in ensuring that all students can access and use the technology effectively.
- Research Article
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- 10.37680/scaffolding.v5i3.3700
- Sep 23, 2023
- Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme
This study aims to (1) examine the learning media in teaching Islamic Religious Education, (2) discover the innovation of Islamic Religious Education teachers in utilizing digital-based learning media, (3) unveil the creativity of Islamic Religious Education teachers in developing learning material (4) and imply Religious Education teacher’s innovation and creativity in utilizing digital learning media. The research utilizes a qualitative study with a literature-based approach (Library Research). The research data consists of information regarding the innovation and creativity of Islamic Religious Education teachers in utilizing digital-based learning media. The data was obtained from various sources such as books, scholarly journals, academic works, relevant literature, and other publications. The data collection technique employed in this research is documentation and analysis using content analysis. The findings revealed that digital-based learning media in Islamic Religious Education includes internet-connected animated videos, Google Classroom as an online learning platform, Quizziz as an online game, and WhatsApp as a social media application. Furthermore, innovation by Islamic Religious Education teachers in utilizing digital learning media includes the use of digital learning media in the form of animated videos for teaching Islamic concepts. The implementation of this digital-era teaching model was supported by an internet network, blended learning, and innovative digital learning media that created a more engaging, interactive, and relevant learning environment. Furthermore, it discloses the creativity of Islamic Religious Education teachers in applying digital-based learning through digital video animations using Google Classroom as a digital learning platform and utilizing WhatsApp for instructional purposes. The study's implications suggest that utilizing digital learning media has significant impacts on boosting the quality of learning Islamic Religious Education, enhancing student motivation and interest, improving accessibility to learning resources, and increasing the effectiveness of assessment and feedback.
- Research Article
- 10.23960/jpp.v15i2.pp1250-1274
- Jun 14, 2025
- Jurnal Pendidikan Progresif
Elementary Teachers' Acceptance of Merdeka-Based Digital Teaching and Learning Media: A Study of the UTAUT Model. Objective: The purpose of this study is to assess the level of acceptability among elementary school teachers towards Merdeka-based learning media and teaching materials. It is imperative to comprehend the factors that influence teacher acceptability in order to guarantee the efficacy of digital learning media, given the growing demand for technology integration in education. Methods: The correlational survey method along with the Unified Theory of Acceptance and Use of Technology (UTAUT) model approach are employed in this investigation. As many as 100 elementary school instructors in Lampung Province who have experience using Merdeka-based media and teaching materials were included as respondents. Data analysis was conducted using the Structural Equation Modeling (SEM) technique to test the relationships between variables in the acceptance model, and data collection was implemented through closed questionnaires. Findings: Teachers' acceptability levels are positively affected by media and instructional materials that adhere to the Merdeka framework. The primary factors that contribute to this acceptance are attitudes toward technology, affective needs, routines of using ICT, perceptions of learning opportunities, self-efficacy, and social influence. Teachers' behavioral intentions and ICT usage patterns can be significantly elucidated by the SEM model that was developed. Self-efficacy and effort expectancy variables were found to have direct effects, while social influence tended to have a lower impact. Conclusion: Teachers’ acceptance of educational innovations can be improved through the use of interactive and challenging technology-based learning media. This acceptance has favorable consequences for the adoption of innovative teaching strategies that are consistent with the requirements of 21st-century education, as well as for the enhancement of student engagement, learning perseverance, and a profound comprehension of the subject matter. Keywords: merdeka-based teaching and learning media, teacher acceptance model, UTAUT Model, elementary teacher.
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