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Found 1676 from your keywords: subject="Pembelajaran"
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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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PENGARUH PENERAPAN MODEL PROJECT BASED LEARNING TERHADAP KREATIVITAS PESERTA …
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Faizah, Zima Aulia

This study aims to examine the effect of implementing the Project Based Learning (PjBL) model on students’ creativity in Civic Education learning at SMP Negeri 1 Indralaya. This research employed a quantitative approach with a quasiexperimental design using a non-equivalent control group design. The population of the study consisted of all seventh-grade students of SMP Negeri 1 Indralaya in t…

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x, 60 hlm.; ilus.; 29 cm
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T1957412026
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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
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T1959972026
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PENGEMBANGAN BAHAN AJAR E-MAGAZINE BERBASIS HEYZINE MATERI SEJARAH LOKAL PANG…
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Saputra, Dicky Jhonson

Penelitian ini bertujuan untuk mengembangkan, menguji kelayakan, dan menguji efektivitas bahan ajar E-Magazine berbasis Heyzine pada materi sejarah lokal Pangeran Sido Ing Rejek di SMA Negeri 1 Indralaya Utara. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap define, design, develop, dan disseminate. Subjek penelitian terdir…

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xxiii, 208 hlm.; ilus.; tab.; 29 cm.
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T2011062026
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ANALISIS SENTIMEN MASYARAKAT TERHADAP AWAL KEPEMIMPINAN PRESIDEN PRABOWO SUBI…
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Sari, Ayu Puspita

This research aims to analyze public sentiment toward the early leadership of President Prabowo Subianto using the IndoBERT language model. Public opinions were collected from various social media platforms, including X, YouTube and TikTok, resulting in a dataset of 78,851 texts labeled into positive and negative sentiments. The data underwent preprocessing stages such as cleaning, case folding…

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xi, VI-2 hlm.; ilus.; 29 cm
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T1950812026
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SEGMENTASI JANTUNG ANAK MENGGUNAKAN VISION TRANSFORMER DAN SEGMENT ANYTHING M…
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Rahmatulloh, Rahmatulloh

Congenital heart disease in children requires accurate early detection through ultrasonography (USG) imaging. This study aims to develop a deep learning–based system for view classification and hole segmentation in pediatric cardiac images. A Vision Transformer (ViT) model was employed to classify five cardiac views (4CH, 5CH, LA, SA, and SUB), while segmentation was performed using YOLO11-se…

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xvii, 66 hlm.; ilus.; 29 cm
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T1951032026
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PENGEMBANGAN E-MODUL BERBASIS KEARIFAN LOKAL BERBANTUAN BOOK CREATOR PADA MAT…
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Putri, Vinkan Allycha

This study aimed to develop a local wisdom-based e-module assisted by Book Creator on descriptive text writing material for seventh-grade students at SMP Negeri 2 Indralaya and to determine its feasibility level. The method used in this study was Research and Development (R&D), which referred to the stages of planning. designing, and developing. The subjects of this study consisted of 17 sevent…

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xviii, 223 hlm.; ilus.; tab.; 29 cm.
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Call Number
T2010672026
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PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING TERHADAP KEMAMPUAN BERPIKI…
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Maharrani, Nursakinah

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xviii, 96 hlm.; ilus.; 29 cm
Series Title
2607002138
Call Number
T1958022026

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xviii, 96 hlm.; ilus.; 29 cm
Series Title
2607002138
Call Number
T1958022026
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PENGUATAN LITERASI SAINS UNTUK SISWA DI SMP NEGERI 11 BAYUNG LENCIR MELALUI E…
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Widyastuti, Meyliana Puji

This study aims to develop a hypercontent-based e-module integrated with socio-scientific issues related to additives and addictive substances. It also seeks to determine the validity, practicality, and effectiveness of the e-module in strengthening students’ scientific literacy at SMP Negeri 11 Bayung Lencir. This research used the ADDIE development model. Tessmer’s formative evaluation wa…

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xx, 410 hlm.; ilus.; tab.; 29 cm.
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T2012432026
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KLASIFIKASI PENYAKIT HEPATITIS MENGGUNAKAN TEACHING-LEARNING BASED OPTIMIZATI…
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Yuza, Muhammad Rafi

Hepatitis is one of the global health problems with a persistently high incidence rate and the potential to cause serious complications if not detected early. Meanwhile, the use of laboratory data for machine learning-based diagnosis still faces challenges such as missing values, imbalanced class distribution, and the limited application of optimal combinations of feature selection methods and …

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xvi, 151 hlm.; ilus.; 29 cm
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T1957692026
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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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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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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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Call Number
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.
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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.
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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.
Series Title
-
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.
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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
-
Call Number
T1945332025
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KOMPARASI KINERJA MODEL NAIVE BAYES, SVM, DAN RANDOM FOREST DALAM KLASIFIKASI…
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Alifayoezra, Muhammad Dzaky

The increasing number of reviews for the Google Gemini app on Google Play Store reflects a variety of user opinions regarding the performance of this AI-based application. To identify sentiment patterns, this study conducted a comparative study of three classification algorithms: Support Vector Machine (SVM), Naive Bayes, and Random Forest, using 14,479 raw reviews collected through scraping. T…

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xi, 29 hlm.; ilus.; tab.; 29 cm.
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-
Call Number
T1945642026
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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.
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-
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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-
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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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-
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T1940762026
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