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Found 457 from your keywords: subject="Media Pembelajaran"
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PENGEMBANGAN MEDIA E-BOOK INTERAKTIF PADA MATERI MENCERITAKAN KEMBALI ISI CER…
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Aprilia, Siska Kristin

This study aims to develop interactive e-book learning media on Indonesian language subjects on retelling the contents of South Sumatra folklore in fourth-grade students at SD Negeri 11 Indralaya, and to determine the level of validity, practicality, and effectiveness. This development research employs the ADDIE model, which consists of Analyze, Design, Development, Implementation, and Evaluati…

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x, 79 hlm.; ilus.; 29 cm
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T1962192026
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WATERLOOP: MEDIA PEMBELAJARAN INTERAKTIF BERBANTUAN PLATFORM GENIALLY UNTUK S…
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Sari, Indah Puspita

This scholarly undertaking aspires to devise Waterloop: an interactive didactic medium scaffolded by the Genially platform for learners at the fifth stratum of primary education, centered upon the hydrological cycle, while simultaneously examining its soundness, applicability, and effectiveness. It is framed as a developmental investigation adopting the ADDIE framework, comprising the sequentia…

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xvii, 117 hlm.; ilus.; 29 cm
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T1961622026
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PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE SCRAMBLE BERBANTUAN CARD TERHADAP…
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Agustina, Abelia

This study aims to determine the effect of the card-assisted Scramble-type cooperative learning model on mathematics learning outcomes among fifth-grade students on the topic of fractions at SDN 25 Indralaya. The research method employed was a quasi-experimental design with a non-equivalent control group. The research sample consisted of 40 students, divided into an experimental and a control g…

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xv, 39 hlm.; ilus.; 29 cm
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T1961422026
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF GOOGLE SITES BERBANTUAN CANVA MATE…
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Faradisha, Ovi

This study aims to describe the development process and evaluate the validity and practicality of interactive learning media based on Google Sites, assisted by Canva, for multiplication material in Grade III at SD Negeri 106 Palembang. This research employed the Research and Development (R&D) method using the ADDIE model, comprising Analyze, Design, Development, Implementation, and Evaluation s…

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xviii, 106 hlm.; ilus.; 29 cm
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Call Number
T1961642026
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PENGEMBANGAN E-LKPD INTERAKTIF BERBANTUAN WEBSITE WIZER.ME PADA PEMBELAJARAN …
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Putri, Junika

This study aims to develop an interactive E-LKPD using the Wizer.me website in Pancasila Education for fifth-grade students of SDN 02 Indralaya Utara on the subject of Indonesia Cultural Diversity. This research employs a Research and Development (R&D) approach with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Data collection techni…

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xiii, 100 hlm.; ilus.; 29 cm
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Call Number
T1961352026
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PENGEMBANGAN E-BOOK BERBASIS HEYZINE PADA MATERI RELIEF HEWAN SITUS CANDI BUM…
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Prayoga, Rizqy

The study entitled “Development of a Heyzine-Based E-book on Animal Reliefs at the Bumi Ayu Temple Site for History Learning at SMA Srijaya Negara Palembang” involved 36 students of class X.4 as the research subjects. The study employed a Research and Development (R&D) approach using the Alessi & Trollip development model, which consists of the planning, design, and development stages. This…

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xviii, 126 hlm.; ilus.; 29 cm
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Call Number
T1960062026
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EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS FLIPHTML5 PADA MATERI SEJA…
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Destani, Kaka Picasso

This study aims to determine the effectiveness of using FlipHTML5-based learning media on the Local History in the East Coast of South Sumatra at MAN 1 Ogan Ilir. This study used a quasi-experimental method with a design Nonequivalent Control Group. The research sample was determined using the technique purposive sampling, which includes students of class X.2 as the experimental class and X.6 a…

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xix, 105 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1959972026
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PENGEMBANGAN MEDIA PEMBELAJARAN FLASHCARD BERBASIS AUGMENTED REALITY (AR) PAD…
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Windha, Windha

This study successfully developed an Augmented Reality (AR)-based learning tool in the form of flashcards for renewable energy topics in junior high school. The study was motivated by challenges in science education, particularly regarding renewable energy topics, as well as the need to enhance critical thinking skills as a 21st-century competency. A needs analysis conducted on 53 ninth-grade s…

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xv, 113 hlm.; ilus.; 29 cm
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Call Number
T1957232026
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS BOOK CREATOR DENGAN PENDE…
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Apriliani, Nia

This study aims to produce a learning media product in the form of interactive digital learning material Book Creator with Project Based Learning approach on procedural text material of class VII students of SMP Negeri 13 Palembang. This study is a research & development (R&D) study using the Alessi and Trollip model which consists of three stages, namely the planning stage, the design stage, a…

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xix, 188 hlm.; ilus.; tab.; 29 cm.
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Call Number
T2006082026
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PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS TEKNOLOGI MELALUI PLATFORM ED…
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Nabila, Nasywa Dwi

21st-century education requires students not only to master knowledge but also to possess understanding, skills, and the ability to adapt to technological developments. This study aims to demonstrate the effect of using technology-based learning media through the Educaplay platform on the understanding of economics among 11th-grade students at MAN 3 Palembang. This is an experimental study usin…

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xv, 222 hlm.; ilus.; tab.; 29 cm.
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Call Number
T2009652026
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PENGEMBANGAN E-MODUL MENGGUNAKAN FLIPBOOK HEYZINE PADA MATERI MENULIS TEKS EK…
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Dinita, Arni Syakila

This study was motivated by students low interest and ability in writing explanatory texts and the limited use of interactive digital learning media at SMK Negeri 2 Palembang. In addition, the lack of integration of South Sumatra local wisdom made the learning less contextual. This study aimed to develop and determine the feasibility of an e-module using Flipbook Heyzine based on local wisdom. …

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xviii, 159 hlm.; ilus.; tab.; 29 cm.
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T2004082026
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PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS MULTIMODA BERBANTUAN ARTIFICIAL INTE…
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Maharani, Khania

This study aims to: (1) describe the needs of teachers and students for the development of multimodal digital teaching materials assisted by artificial intelligence (AI) with the theme of health education; (2) produce a design for the development of these digital teaching materials; and (3) describe the results of validation of the development of digital teaching materials in expository text le…

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xxi, 235 hlm.; ilus.; tab.; 29 cm.
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T2004092026
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PENGEMBANGAN MEDIA PEMBELAJARAN MENULIS BIOGRAFI TOKOH MENGGUNAKAN MIND MAPPI…
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Septiyani, Reza Nelly

This study aims to produce a learning media product in the form of Mind Mapping with the help of Canva for learning materials for writing biographies of figures for grade X students of SMA Srijaya Negara Palembang. This study uses a research and development model with reference to the Alessi & Trollip model. Learning media was developed by referring to a needs analysis questionnaire obtained fr…

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xvi, 152 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T2004372026
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PENGEMBANGAN MEDIA MENULIS NASKAH DRAMA BERBASIS CERITA RAKYAT SUMATRA SELATA…
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Herviani, Rensi

This study aims to: (1) describe the need for developing drama script writing media based on South Sumatran folklore assisted by FlipHTML5; (2) describe the design of the learning media; and (3) describe the feasibility of the media in improving students' writing skills in the Traditional Malay Palembang Theater course. The research method used is research and development (R&D) with the develop…

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102 hlm.; ilus.; tab.; 29 cm.
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T2003672026
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PENGEMBANGAN MEDIA PEMBELAJARAN ESCAPE ROOM DIGITAL INTERAKTIF PADA MATERI MA…
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Sagita, Yessy Ade

This study is titled “Development of an Interactive Digital Escape Room Learning Medium on the Topic of the Introduction of Buddhism to the Sriwijaya Kingdom for Students at State High School 10 Palembang.” This study was conducted in class X.4 at State High School 10 Palembang and is a development research study using the Alessi & Trollip model. The objective of this study is to develop an…

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xviii, 173 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T2005992026
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS FRAMEVR PADA MATERI PENINGGALAN ARTE…
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Nadita, Dwiana Cahya

History learning in schools is generally theoretical, with Framevr students are invited to learn through experience visiting a virtual museum. This thesis is entitled "Development of Framevr-Based Learning Media on the Material of Bumiayu Temple Artifacts TPKS Museum in SMA Negeri 10 Palembang." This study aims to develop learning media in the form of Framevr and determine the level of validity…

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xx, 188 hlm.; ilus.; tab.; 29 cm.
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Call Number
T2006312026
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PENGARUH KONTEN YOUTUBE PEMBELAJARAN TERHADAP HASIL BELAJAR PROYEK KREATIF DA…
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Setiawan, Anjas

The background of this study is the low student learning outcomes caused by teacher-centered learning processes and the limited use of technology-based learning media. This research employed a quantitative approach using an experimental method with a one group pretest–posttest design. This study aims to determine the effect of YouTube learning content on students’ learning outcomes in the C…

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xv, 154 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T2009252026
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PENGEMBANGAN LKPD DIGITAL MATA PELAJARAN ILMU PENGETAHUAN ALAM DAN SOSIAL MAT…
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Sari, Nopi Nopa

ABSTRAK Penelitian ini bertujuan untuk mengetahui nilai validitas, praktikalitas dan efektift4itas produk LKPD digital materi bagian-bagian tumbuhan. Adapun subjek dan objek penelitian yaitu 33 peserta didik kelas 4 di SD Negeri 1 Desa Terusan, Kabupaten Musi Banyuasin. Latar belakang penelitian ini karena pembelajaran IPAS masih bersifat konvensional, LKPD yang digunakan di sekolah kurang mena…

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92 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1917882025
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBANTUAN CANVA BERORIENTASI PENDEKATAN SAIN…
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Purdianto, Timan

This research is entitled "Development of Canva-Assisted Learning Media oriented to a Scientific Approach on Generative Plant Propagation Material in Elementary Schools". This research was conducted in grade VI of Kepayang Public Elementary School, and used the ADDIE development model. The purpose of this study is to prove the validity, practicality, and effectiveness of scientific-based animat…

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xvii, 221 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1945332025
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO TUTORIAL PERAWATAN MESIN BUBUT
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Barokah, Faizul

This study aims to develop video tutorial-based learning media on lathe machine maintenance materials and to determine its validity and practicality. The research method used was Research and Development (R&D) with the 4D development model consisting of define, design, develop, and disseminate stages. The research subjects were students of the Mechanical Engineering Education Study Program who …

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xx, 221 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1945702026
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PENGARUH PENGGUNAAN MEDIA MATRAS ANGKA TERHADAP KEMAMPUAN CONCRETE SUBTRACTIO…
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Dezyemita, Tarsya Rahma

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…

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iv, 108 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1942142026
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PENGEMBANGAN E-MODUL BERBASIS HEYZINE FLIP-BOOK MATERI PERAN ORGANISASI RADIK…
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Efendi, Iqbal Bakti

This research and development (R&D) study aims to develop a valid and effective Heyzine Flipbook based e-module on the Role of Radical Organizations during the Dutch Colonial Period. The study seeks to address the dominance of lecture based instruction that negatively affects student learning outcomes at Adabiyah Senior High School, Palembang, Indonesia. The development process adopted the Ales…

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xvii, 221 hlm.; ilus.; tab.; 29 cm.
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-
Call Number
T1944322026
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PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN KAHOOT TERHADAP MINAT BELAJAR PESERTA …
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Sangadah, Lailatul

Kahoot is an interactive multimedia-based learning medium in the form of a game that can be accessed online through various devices and is easy for both teachers and students to use. This study is important because Kahoot provides features that support varied, interactive, and enjoyable learning activities, which have the potential to increase students’ learning interest that is still relativ…

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xv, 139 hlm.; ilus.; tab.; 29 cm.
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-
Call Number
T2007752026
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PENGEMBANGAN JOBSHEET DIGITAL BERBASIS GOOGLE SITE PADA SISTEM PERAWATAN DAN …
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Andini, Nadia Putri

Penelitian ini bertujuan untuk mengembangkan jobsheet digital berbasis Google Site pada mata kuliah Sistem Perawatan dan Perbaikan di Program Studi Pendidi- kan Teknik Mesin Universitas Sriwijaya serta mengetahui tingkat validitas dan kepraktisan produk yang dikembangkan. Metode penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang melip…

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xv, 79 hlm.; ilus.; tab.; 29 cm.
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-
Call Number
T1941952026
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PENGEMBANGAN E-BOOK CERITA BERGAMBAR BERBANTUAN ARTIFICIAL INTELLIGENCE PADA …
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Sukma, Dedek

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…

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xvii, 202 hlm.; ilus.; 29 cm
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-
Call Number
T1948072026
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PENGARUH MEDIA BIG BOOK KONSEP PENGUKURAN TERHADAP KEMAMPUAN BERPIKIR LOGIS A…
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Abelia, Citra Tasya

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…

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xvi, 50 hlm.; ilus.; tab.; 29 cm
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Call Number
T1940762026
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PENGARUH FLASHCARD TEMA MAKANAN TRADISIONAL PAGAR ALAM TERHADAP KEMAMPUAN MEN…
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Saputri, Tamara

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…

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xviii, 127 hlm.; ilus.; 29 cm
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T1949022026
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PENGEMBANGAN VIDEO INTERAKTIF PENGENALAN PERILAKU PROSOSIAL DAN ANTISOSIAL AN…
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Haniyah, Siti

Penelitian ini bertujuan menghasilkan media pembelajaran berupa video interaktif untuk mengenalkan perilaku prososial dan antisosial pada anak usia 5-6 tahun di Kota Palembang yang memenuhi kriteria valid dan praktis. Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi, dan evalua…

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xi, 140 hlm.; ab.; 29 cm.
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-
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T1943082026
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS STEM MATERI ENERGI TERBAR…
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Ramadhona, Tyse

Penelitian ini bertujuan menghasilkan media pembelajaran interaktif berbasis STEM pada materi energi terbarukan (PLTS) untuk melatih keterampilan berpikir kritis siswa SMA. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa media yang dikembangkan san…

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iv, 108 hlm.; ilus.; tab.; 29 cm.
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T1941312026
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS STEM MATERI ENERGI TERBAR…
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Kencana, Laura Insan

This study aims to develop an interactive STEM-based learning media on renewable energy, specifically Wind Power Plants (PLTB), to foster collaboration skills among high school students. The development model employed is ADDIE (Analysis, Design, Development, Implementation, Evaluation). Needs analysis revealed that most students possess digital devices, have adequate internet access, and show h…

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xvii, 288 hlm.; ilus.; 29 cm
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-
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T1935442026
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