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Keywords Active learning methods, learning motivation, student learning achievement. Animated video, STEM, creative thinking, graphic design, web-based learning, quasi-experiment Aplikasi pembelajaran, Mobile learning, Informatika, Algoritma, Pemrograman, Hasil belajar Canva Etnomatematika, Batik Lokal, Geometri, Desain Grafis Informatika, Teknologi, Sikap, Siswa, Pembelajaran Berbasis Teknologi. Kahoo!t Media Interaktif, Canva, Pendidikan Informatika. Media Pembelajaran Media pembelajaran Microlearning, WhatsApp Story,Era Digitalisasi Microsoft Word, digital literacy, digital learning, text processing, 21st-century skills Persepsi siswa, kecerdasan buatan, asisten belajar, informatika, generasi Z. Profil Pelajar Pancasila, pembelajaran daring, matematika, integrasi teknologi, karakter siswa. Project Based Learning Project-Based Learning, Google Sheets, Statistika & Numerasi Sistem Pengidentifikasi, Pengunjung Perpustakaan, Face detection, Image Classification, Raspberry Pi. Siswa TIK Trending, Media Sosial, Pembelajaran Kontekstual, Penyajian Data, Interpretasi Grafik literasi digital, informatika, budaya lokal, kearifan lokal, pembelajaran kontekstual
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Home > Vol 4, No 2 (2025) > Asrafil
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