https://jurnal.gerakanedukasi.com/index.php/jil/issue/feedJournal of Interactive Learning2026-07-24T08:37:36+00:00Open Journal Systems<table class="data" border="0"> <tbody> <tr> <td width="30%">J<strong>ournal title</strong></td> <td width="70%"> </td> </tr> <tr> <td><strong>Initials</strong></td> <td><strong>JIL</strong></td> </tr> <tr> <td><strong>Type of Review</strong></td> <td><strong>Double Blind Review</strong></td> </tr> <tr> <td><strong>Language</strong></td> <td><strong>English (preferred) | Indonesia</strong></td> </tr> <tr> <td><strong>ISSN</strong></td> <td><strong>E-ISSN: <a href="#">xxxx-xxxx</a></strong></td> </tr> <tr> <td><strong>Frequency</strong></td> <td><strong>June - December</strong></td> </tr> <tr> <td><strong>DOI</strong></td> <td><strong>http://dx.doi.org/xx.xxxxxx</strong></td> </tr> <tr> <td><strong>Editor-in-chief</strong></td> <td><strong>Dr. Annas Ribab Sibilana, M.Pd.I <a title="Khairil Anwar" href="https://scholar.google.com/citations?hl=en&user=OlpRGZ8AAAAJ" target="_blank" rel="noopener"><img src="https://i.ibb.co.com/8xS55F9/scholarl1-1.png" alt="Scholar" /></a> | <a href="#" target="_blank" rel="noopener"><img src="https://i.ibb.co.com/Js3bdRd/sintal1.jpg" alt="Sinta" /></a> | <a href="#" target="_blank" rel="noopener"><img src="https://i.ibb.co.com/zHx1NkD/scopus-type-logo1.jpg" alt="Scopus" width="40" /></a></strong></td> </tr> <tr> <td><strong>Publisher</strong></td> <td><strong> CV. Gerasi Insan Nusantara</strong></td> </tr> <tr> <td><strong>Citation Analysis</strong></td> <td><strong><a href="https://scholar.google.com/schhp?hl=en">Google Scholar</a></strong></td> </tr> </tbody> </table> <p data-start="41" data-end="495"><strong data-start="41" data-end="82">Journal of Interactive Learning (JIL)</strong> is a peer-reviewed scholarly journal dedicated to advancing research, theory, and practice in interactive, innovative, and technology-enhanced learning. The journal provides an academic platform for researchers, educators, practitioners, instructional designers, and policymakers to disseminate high-quality studies that contribute to the improvement of teaching and learning across diverse educational contexts.</p> <p data-start="497" data-end="996">JIL publishes original research articles, systematic literature reviews, conceptual papers, case studies, and best practice reports that explore the design, implementation, evaluation, and impact of interactive learning approaches. The journal emphasizes learner-centered pedagogies, digital transformation in education, emerging educational technologies, and innovative instructional strategies that foster meaningful engagement, collaboration, critical thinking, creativity, and lifelong learning.</p> <p data-start="998" data-end="1438">The scope of the journal encompasses a broad range of topics, including interactive learning environments, educational technology, artificial intelligence in education, online and blended learning, gamification, digital literacy, learning analytics, curriculum innovation, assessment practices, instructional design, teacher professional development, inclusive education, STEM/STEAM education, and educational leadership in the digital era.</p> <p data-start="1440" data-end="1894">By maintaining rigorous peer-review standards and promoting interdisciplinary scholarship, the <strong data-start="1535" data-end="1570">Journal of Interactive Learning</strong> aims to become a leading international forum for disseminating knowledge and fostering innovation in teaching and learning. The journal welcomes contributions from scholars and practitioners worldwide who seek to advance educational quality and respond to the evolving challenges and opportunities of 21st-century learning.</p>https://jurnal.gerakanedukasi.com/index.php/jil/article/view/370DEVELOPMENT OF INTERACTIVE LEARNING MEDIA USING ARTICULATE STORYLINE 3 TO FOSTER STUDENTS' DIGITAL LITERACY SKILLS2026-06-29T04:15:10+00:00Widian Agung Rendra Saputrawidianagung123@gmail.comUswatun Hasanahuswah2601@gmail.com<p>This research is motivated by the use of digital technology in learning that has not been running optimally. The learning process is still dominated by the use of printed books, worksheets, and lecture methods so that students are not used to using digital devices as a means of learning. This condition causes students' digital literacy skills to not develop optimally. Therefore, interactive learning media is needed that can support the learning process while helping to grow students' digital literacy skills. This study aims to describe the development process and feasibility of interactive learning media using Articulate Storyline 3 and to determine the contribution of learning media in fostering digital literacy skills of grade IV students of Elementary School 02 Samar Pagerwojo. The type of research used is Research and Development (R&D) with the ADDIE development model consisting of Analyze, Design, Development, Implementation, and Evaluation stages. The subjects of this study were 11 students in grade IV of Elementary School 02 Samar Pagerwojo. Data collection techniques are carried out through observation, interviews, questionnaires, and tests. The research data was analyzed using qualitative and quantitative analysis techniques. The results showed that interactive learning media using Articulate Storyline 3 obtained an average validation result of 96.9% with the category "Very Valid". In addition, the learning media obtained a practicality result of 94% and a digital literacy test result of 86% with the category of "Very Good". Based on these results, learning media is declared feasible, practical, and effective to be used in Natural and Social Sciences learning and can help grow students' digital literacy skills.</p>2026-06-29T00:00:00+00:00Copyright (c) 2026 Journal of Interactive Learninghttps://jurnal.gerakanedukasi.com/index.php/jil/article/view/374Pengembangan Media Jejaksi Berbasis Outdoor Learning Untuk Meningkatkan Minat Belajar SKI Siswa Kelas V2026-06-29T14:54:24+00:00Popi Kartika Sari Popipopykrn1@gmail.com<p>Sejarah Kebudayaan Islam umumnya diajarkan melalui metode konvensional yang didominasi ceramah dan hafalan. Kondisi ini membuat siswa tidak tertarik untuk belajar, terutama pada materi yang membutuhkan pemahaman yang mendalam seperti Khalifah Usman bin Affan. Sebagai upaya meningkatkan minat siswa dalam belajar SKI di SDI Miftahul Huda Plosokandang, dikembangkanlah media pembelajaran interaktif berbasis luar ruangan bernama JEJAKSI (Jejak Karun Sejarah Interaktif). Tujuan penelitian: (1) mendeskripsikan proses pengembangan media pembelajaran Jejak Karun Sejarah Interaktif, (2) menguji kelayakan media pembelajaran Jejak Karun Sejarah Interaktif, serta (3) mengukur efektivitas media pembelajaran Jejak Karun Sejarah Interaktif dalam meningkatkan minat belajar peserta didik. Penelitian ini menggunakan pendekatan penelitian dan pengembangan (Research and Development atau R&D) dengan model pengembangan ADDIE yang terdiri dari lima tahapan: Analysis, Design, Development, Implementation, dan Evaluation. Subjek pada penelitian ini adalah peserta didik kelas V A SDI Miftahul Huda Plosokandang. Instrumen pengumpulan data meliputi lembar validasi ahli, angket respons peserta didik dan guru, serta soal pre-test dan post-test. Hasil penelitian menunjukkan: (1) media pembelajaran Jejak Karun Sejarah Interaktif dikembangkan tahapan ADDIE menghasilkan media berupa peta petualangan sejarah; (2) media pembelajaran Jejak Karun Sejarah Interaktif dinyatakan sangat layak berdasarkan validasi ahli media (89,1%), ahli materi (83,7%), dan ahli pembelajaran (80,8%), serta respon peserta didik pada uji coba kelompok kecil (89,5%) dan kelompok besar (95%); (3) media pembelajaran Jejak Karun Sejarah Interaktif terbukti efektif meningkatkan minat belajar peserta didik, ditunjukkan oleh peningkatan nilai rata-rata dari <em>pre-test</em> 73,9 menjadi 85,4 saat <em>post-test</em> dengan hasil uji t berpasangan menunjukkan nilai signifikansi 0,000 (< 0,05).</p>2026-08-03T00:00:00+00:00Copyright (c) 2026 Journal of Interactive Learninghttps://jurnal.gerakanedukasi.com/index.php/jil/article/view/439DEVELOPMENT OF GENIALLY-BASED INTERACTIVE LEARNING MEDIA IN FIQH SUBJECTS AT MTSN 1 BLITAR CITY2026-07-24T08:37:36+00:00Ahmat Farisqi Aditiyaahmatfarisqiaditiya@gmail.com<p>This study was prompted by the limited variety of instructional media and the low level of active student participation in the classroom. These conditions lead to boredom, drowsiness, and a loss of focus among students during the learning process. To address these issues, the integration of Genially-based interactive instructional media is considered crucial for stimulating student engagement while optimizing their academic understanding. The objectives of this study are to describe the process of developing Genially-based interactive learning media for the 7th-grade Fiqh class at MTsN 1 Blitar City; to describe the level of feasibility of developing Genially-based interactive learning media for the 7th-grade Fiqh class at MTsN 1 Blitar City. This study employed a Research and Development approach using the ADDIE model, which consists of five research procedure: Analyze, Design, Development, Implementation, and Evaluation. The results of this study are as follows: This research produces Genially-based interactive learning media products for Fiqh material for class VII, especially obligatory prayer material under certain conditions. The product was developed using the ADDIE model which has been adjusted to the needs of the material and the characteristics of students, so as to produce effective media that can be accessed online through the Genially.com website. The use of Nieveen’s parameters yielded satisfactory results, including: curriculum content relevance at 96% (highly valid), design consistency (85%), and instructional structure (94%)—all categorized as valid. Additionally, the practicality level from the students’ perspective reached 80% (practical), supported by an effectiveness level achieving 100% mastery.</p>2026-08-03T00:00:00+00:00Copyright (c) 2026 Journal of Interactive Learning