This study aims to develop Augmented Reality learning media assisted by Assemblr Edu to train the visual literacy of sixth-grade elementary school students. The study uses the Research and Development (R&D) method with the ADDIE model, which includes the stages of Analyze, Design, Development, Implementation, and Evaluation. Data collection techniques included interviews, documentation, validat…
This study aims to improve the early numeracy skills of children aged 5–6 years through the Cak Ingkling Gerpak game at PAUD Athaya Naffa’ Palembang. This research employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model, consisting of planning, action, observation, and reflection stages conducted in two cycles. The research subjects were 15 children in group B. Data…
The development of early literacy in children aged 5–6 years is an important stage in building the foundation of reading and writing skills. At this age, children begin to recognize alphabet letters, understand the relationship between sounds and letter symbols, read simple words, and write their own names. This study aims to improve children's early literacy skills through the use of letter …
Penelitian ini bertujuan untuk meningkatkan kemampuan bahasa anak kelompok B melalui penggunaan media kartu huruf di TK Doa Ibu Palembang. Permasalahan dalam penelitian ini adalah rendahnya kemampuan anak dalam menyebutkan huruf, membedakan huruf yang mirip, serta menyusun huruf menjadi kata sederhana. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) dengan model Stephen Kemmis…
This research is motivated by the low knowledge of children regarding the ability to recognize the concept of numbers of children aged 4-5 years. The purpose of this research is to see whether there is an influence of smart tree media on the ability to recognize the concept of numbers of children aged 4-5 years. The research uses a quantitative approach with a quasi-experimental method (pre-exp…
Number recognition skills influence children's cognitive development, particularly in naming numbers. They also impact fine motor development through eye-hand coordination, increased vocabulary and language skills, and social-emotional development through increased interest in learning and cooperation. This study aims to examine the effect of a number matching board game on the number recogniti…
This study aims to determine the improvement of children's speaking ability aged 4-5 years through the application of picture story media in Ayu Kindergarten Palembang. The type of research used is Classroom Action Research using the Kemmis and MCTaggart Models which are implemented in two cycles, with stages of planning, implementation of actions, observation and reflection. The research subje…
This research is motivated by the low listening ability of early childhood children in focusing attention, understanding messages, and responding to teacher instructions during learning. This study aims to improve children's listening ability through the use of poster media in Group B children aged 5–6 years at Baitullah Kindergarten Palembang. The study used classroom action research with th…
The ability to recognize hijaiyyah letters is a fundamental skill that needs to be developed from an early age as a foundation for reading the Qur’an. However, observations at TK Negeri Pembina Pemulutan Barat showed that children aged 5–6 still experienced difficulties distinguishing the shapes and sounds of hijaiyyah letters due to conventional learning methods and less engaging media. Th…
Penelitian ini bertujuan untuk meningkatkan kemampuan membaca permulaan anak usia 5-6 tahun melalui flashcard suku kata di TK Islam Aisyah Muara Penimbung. Penelitian menggunakan desain Penelitian Tindakan Kelas model Kemmis & McTaggart yang berlangsung dalam dua siklus, meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian terdiri dari 12 anak usia 5–6 …
Penelitian bertujuan untuk mengetahui pengaruh penggunaan media matras angka terhadap kemampuan concrete subtraction kelompok B TK IT Mutiara Palembang. Metode penelitian menggunakan pendekatan kuantitatif eksperimen semu dengan desain One Group Pretest–Posttest. Sampel penelitian berjumlah 23 anak kelompok B2 yang dipilih melalui simple random sampling. Teknik pengumpulan data menggunakan ob…
Kemampuan motorik kasar merupakan fondasi krusial bagi perkembangan fisik anak, namun di TK IT Mutiara Palembang, aspek ini belum optimal. Observasi awal menunjukkan 65% anak mengalami kesulitan dalam menjaga keseimbangan dan koordinasi gerak, sementara penggunaan media pembelajaran fisik yang variatif seperti hola hoop belum dimanfaatkan secara maksimal untuk menstimulasi ketangkasan anak. Pen…
This study aims to develop H5P Game Map learning media to increase sustainability awareness of the water cycle material among fifth-grade elementary school students. The method utilized is research and development approach with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of media experts, subject ma…
This research aims to develop Google Sites-based learning media for the Science and Social Studies (IPAS) subject, focusing on the topic of "Norms in My Regional Customs" for fourth-grade students at SD Negeri 4 Palembang. The study describes the development process, assesses the validity, and evaluates student responses to the media. Utilizing the Research and Development (R&D) method with the…
This study aims to develop a Sensory Showdown assessment instrument, assisted by Baamboozle, on the Five Senses topic for fourth-grade students at SD Negeri 004 Palembang and to determine the development procedures, validity, and practicality of the instrument. This research employed a Research and Development (R&D) method using the ADDIE model, comprising the Analyze, Design, Development, Impl…
The development of an interactive learning media assisted by Google Sites on the topic of plane figures for fourth-grade elementary school students SDN 10 Talang Kelapa aims to determine the development stages, assess the validity level, and evaluate the media practicality. This study employed the Research and Development (R&D) method using the ADDIE model, which consists of the Analyze, Design…
This study aims to develop an Artificial Intelligence-assisted flipbook product on energy sources and their utilization for fourth-grade elementary school students and to determine its validity, practicality, and effectiveness. This study used the Research and Development (R&D) method following the ADDIE model. The results of the validation recapitulation by media, subject matter, and practitio…
The development of STEAM-based Google Sites learning media on the topic of energy transformation for fourth-grade elementary school students at SDN 32 Talang Kelapa aims to determine the development procedure, validity level, and practicality of the learning media. This study uses the Research and Development (R&D) method with a modified ADDIE development model consisting of only four stages: A…
This study aims to develop DIGIMIC, a digital comic learning media based on Education for Sustainable Development (ESD) on environmental change topic for fifth-grade elementary school students and to examine the development procedures, validity level, teacher and student responses, and the effectiveness of the media in improving scientific literacy. The study used a research and development met…
Learning in Science and Social Studies (IPAS) on the topic of photosynthesis in elementary school requires learning media that can help students understand the concept more concretely and interactively. This study aims to produce a product in the form of Augmented Reality (AR)-based learning media for IPAS Learning on Photosynthesis Material for fourth-grade students of SD Negeri 02 Indralaya U…
This research aims to develop a Metaverse-based learning media using Spatial.io for multilateral cooperation material for sixth-grade students at SDN 11 Indralaya. The research employed a Research and Development (R&D) approach, or development research using a 3D model consisting of three stages: Define, Design, and Develop. Data collection techniques included observation, interviews, questionn…
This study aims to determine the effect of the round robin brainstorming type of collaborative learning model on IPAS learning outcomes of fourth grade students at SD Negeri 05 Indralaya. The population in this study was all 116 fourth grade students at SD Negeri 05 Indralaya. The sample of this study consisted of 39 students in class IV A, which were selected using purposive sampling technique…
This study aims to develop an interactive e-module product on climate and its changes for fourth-grade elementary school students at SD Negeri 05 Indralaya. The research focuses on development procedures, validity, and teacher and student responses. The type of research used is R&D approach using the ADDIE model consisting of the Analyze, Design, Development, Implementation, and Evaluation stag…
Penelitian ini bertujuan untuk mendeskripsikan karakteristik keterlambatan berbicara pada anak usia 5–6 tahun di TK Islam Terpadu Robbani Ogan Ilir. Penelitian menggunakan pendekatan kualitatif deskriptif dengan metode studi kasus. Pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi, analisis data menggunakan model Miles dan Huberman untuk memperoleh secara rinci dan akur…
Penelitian ini bertujuan untuk mengetahui pengaruh media colour corrugated paper terhadap kemampuan motorik halus anak usia 5-6 tahun di TK IT Al-Kahfi Indralaya. Metode penelitian yang digunakan pada penelitian ini yaitu metode kuantitatif Pre-experimental dengan desain one-shot case study. Adapun teknik pengumpulan datanya menggunakan observasi (lembar Ceklist). Pemilihan sampel dalam penelit…
This study aims to develop a Digital Pop-Up Book as learning media on respecting differences in community identity for fourth-grade students at Talang Pangeran 1 Public Elementary School. The research also aims to determine the level of validity and practicality of the developed media. The method used in this study was Research and Development (R&D) with the ADDIE model, which consists of the s…
This study aims to develop an AI-assisted illustrated story E-book on the topic of This study aims to develop an Artificial Intelligence-assisted (AI) illustrated story e-book on the topic of interactions among living things for third-grade elementary school students and to determine the validity, practicality, and effectiveness of the learning media. This study used the Research and Developmen…
Penelitian ini bertujuan untuk mengetahui pengaruh media big book konsep pengukuran terhadap kemampuan berpikir logis anak usia 4-5 tahun di TK Al-Kautsar Indralaya. Penelitian menggunakan pendekatan kuantitatif eksperimen dengan desain one group pretest-posttest yang melibatkan 16 anak, dengan menggunakan teknik total sampling. Pengumpulan data dilakukan melalui lembar observasi dan dokumentas…
Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan Game Smart Shape terhadap kemampuan berpikir logis anak usia 5–6 tahun di TK Al-Kautsar Indralaya. Penelitian dilakukan menggunakan pendekatan kuantitatif dengan desain pre-eksperimental (one-group pretest–posttest) yang melibatkan 16 anak kelompok B yang dipilih melalui teknik total sampling. Hasil penelitian menunjukkan adanya …
This study aims to determine the effect of using flashcard media with the theme of traditional Pagar Alam food on the number recognition ability of children aged 4–5 years at PAUD Kartini Lahat. This study uses a quantitative approach with a pre-experimental method of one group pre-test-post-test design. The research sample consisted of 16 children selected using a purposive sampling techniqu…