This research aims to develop a flipbook-based teaching material for IPAS learning on changes to the Earth caused by human activities for fifth-grade students at SDN 4 Gunung Megang. The flipbook teaching material was developed using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Validation by material experts, media experts, and pra…
This study investigates the effectiveness of Thinglink media in enhancing the learning outcomes of fifth-grade students at SDN 05 Indralaya on the topic what does Indonesia look like. The research was motivated by the students’ low learning outcomes and the need to utilize interactive, technology-based learning media in the teaching and learning process. Thinglink media was implemented to pre…
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…
This study aims to develop an interactive Snakes and Ladders game with Palembang local content in Pancasila Education for fourth-grade elementary school students and to determine the level of validity, practicality, and effectiveness. This study employs (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data were collected throug…
Mathematics instruction on addition material for second-grade elementary school students requires engaging teaching material to improve students’ conceptual understanding. This study aims to develop a context-based E-Flipbook assisted by the Canva application and to evaluate its validity and practicality. The research employed a Research and Development (R&D) approach, utilizing a modified AD…
The development of a Heyzine flipbook-based digital teaching material on angles for fifth-grade students at SD Negeri 1 Talang Pangeran aimed to identify the development procedure, validity, and practicality of the teaching material. This research employed the Research and Development (R&D) method, using a modified ADDIE model with four stages: Analyze, Design, Development, and Implementation. …
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…
This research aims to develop and test the feasibility of a science literacy- oriented learning assessment instrument using memory flashcards for third-grade elementary school students on the topic of the Life Cycle of Living Beings. The research method used is Research and Development (R&D) adopting the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The de…
This study aims to develop an e-comic learning media product on climate change material to improve students’ environmental literacy at SDN 11 Indralaya. This research contains the development process and evaluates the e-comic’s validity, practicality, and effectiveness. This research’s development technique utilized ADDIE model which includes the stages of Analyze, Design, Develop, Implem…
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…
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…
This research aims to develop an interactive flipbook based on a deep learning for the Indonesian language learning, covering the intrinsic elements of short stories for fifth-students at SD Negeri 02 Indralaya Utara. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. Data collecti…
This investigation endeavors to engineer an interactive STEAM-oriented E-LKPD artifact designed to cultivate critical thinking proficiencies among primary-level learners, while satisfying the benchmarks of validity, practicality, and effectiveness. The study adopts a research and development (R&D) orientation, employing the ADDIE schema, which comprises five phases: Analysis, Design, Developmen…
This research developed a product in the form of an interactive electronic student worksheet (E-LKPD) assisted by Liveworksheets as a medium to foster sustainability consciousness among fifth-grade elementary school students. The research method employed in this study is development approach based on the ADDIE model, Tessmer’s formative evaluation is used. Data collection techniques included …
This study aims to implement Deep Learning among fourth-grade students at SD Negeri 4 Palembang through a science literacy-based Problem-Based Learning (PBL) model. The model integrates materials on the seasons in Indonesia and their effects on daily life, with a focus on development procedures, validity, and practicality of the learning model. The research employs a development study using the…
This research aims to evaluate students' critical thinking skills before and after the learning process and to determine the effect of integrating instructional video media into the STEAM approach for sixth-grade elementary school students. A quantitative approach was employed, specifically a quasi-experimental design featuring a non-equivalent control group. The study involved two groups: an e…
The development of an interactive flipbook teaching material for Grade V science on the topic What Does My Indonesia Look Like aims to determine the stages of development, validity, and practicality of the interactive flipbook. The Research and Development (R&D) research method was employed using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation. Data…
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…
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 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…