This research is motivated by the low knowledge of young people in Sejaro Sakti village about tourism. To address this problem, an educational media in the form of a digital pocket book will be developed to introduce Teluk Seruo tourism to the youth in Sejaro Sakti Village, Ogan Ilir Regency, assessed from the aspects of validity and practicality. The type of research is development using the A…
ABSTRAK Perkembangan media digital telah mendorong perubahan signifikan dalam strategi komunikasi pemasaran, khususnya pada industri media lokal yang dituntut untuk beradaptasi dengan pergeseran perilaku konsumsi audiens. Media sosial, terutama Instagram, menjadi salah satu platform strategis dalam membangun citra, meningkatkan interaksi, serta mempertahankan eksistensi media lokal. Penelitian …
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…
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…
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…
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. …
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…
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…
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…
In the era of globalization, integrating local culture into English language teaching is important to promote students’ cultural awareness while improving their language skills. This study aimed to develop a local culture-based audiovisual media in EFL teaching for seventh-grade students. The product was designed as supplementary learning media integrating Palembang local culture into English…
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…
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…
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…
Penelitian ini bertujuan menganalisis pengaruh literasi digital, tingkat berpikir kritis, dan intensitas penggunaan media sosial TikTok terhadap kemampuan Generasi Z dalam mendeteksi penyebaran hoaks pada pemberitaan kesehatan. TikTok sebagai platform informasi cepat membuat Generasi Z rentan terhadap disinformasi kesehatan karena tingginya paparan konten dan kurangnya evaluasi sumber. Peneliti…
Perkembangan media sosial, khususnya aplikasi X (Twitter) menjadi ruang utama pembentukan opini publik yang dapat memengaruhi kepercayaan individu terhadap institusi. Fenomena yang terjadi pada konser DAY6 ‘Forever Young’ Jakarta 2025 yang diselenggarakan oleh promotor MecimaPro memicu berbagai konten protes yang viral di aplikasi X. Penelitian ini bertujuan untuk mengetahui pengaruh papara…
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…
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…
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 …
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…
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…
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…
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…
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…
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…
This study aims to improve children's sequencing (seriation) skills through the use of a spinning wheel media in Group B at TK Negeri Pembina Sungai Pinang. This research is a Classroom Action Research (CAR) using the Kemmis and McTaggart model, which consists of four stages (planning, implementation, observation, and reflection). The subjects of this study were Group B1 children, totaling 16 c…
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…
This study examines the influence of Instagram second account usage on freedom of expression among students of the Sociology Study Program, Faculty of Social and Political Sciences, Sriwijaya University. The research aims to analyze the effect of Instagram second account usage as a means of fulfilling user needs based on the Uses and Gratifications theory on the level of freedom of expression a…
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…