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Found 457 from your keywords: subject="Media Pembelajaran"
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PENGEMBANGAN E-LKPD BERORIENTASI ESD MENGGUNAKAN LIVEWORKSHEETS UNTUK MENINGK…
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Rahma, Nadiah Tri

This study aims to develop and assess the validity, practicality, and effectiveness of ESD-oriented E-LKPD using liveworksheets in improving the environmental literacy of grade VI elementary school students. This research uses the development method with the 4D model (Define, Design, Develop, Disseminate), but only until the Develop stage. Data were collected through observation, interviews, an…

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xiiii, 89 hlm.; ill.; tab.; 29 cm.
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T1741732025
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PENGEMBANGAN BAHAN AJAR E-BOOK BERBANTUAN APLIKASI CANVA DAN BOOK CREATOR PAD…
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Fahrunisa, Fahrunisa

The development of e-book teaching materials assisted by the Canva and Book Creator applications on energy transformation material in grade IV Elementary School aims to develop valid and practical teaching materials on energy transformation material. This study uses the Research and Development (R&D) method with a 4D development model consisting of 4 stages (Define, Design,Develop, and Dissemin…

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xviii, 74 hlm.; ill.; tab.; 29 cm.
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T1743402025
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PENGEMBANGAN MEDIA POSTER DIGITAL INTERAKTIF UNTUK MENINGKATKAN KEMAMPUAN BER…
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Natasha, Carolita

This study aims to develop interactive digital poster media to improve the critical thinking skills of elementary school students. The development was conducted using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The results showed that the media was successfully developed through the ADDIE stages by taking into account the needs of students, the characteristics of…

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xii, 73 hlm.: Tab.; 29 cm
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T1743172025
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PENGEMBANGAN MEDIA KOMIK DIGITAL BERBANTUAN PIXTON UNTUK PEMBELAJARAN MENULIS…
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Enggelina, Febya

This study aims to produce learning media products in the form of pixton-assisted digital comic media for learning materials for writing fantasy story texts at SMP Negeri 2 Belitang Mulya. This research uses the Alessi Trollip research and development model. The digital comic media developed is based on a needs analysis questionnaire and interviews with students and teachers. Based on the resul…

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xii, 56 hlm.; ill.; tab.; 29 cm.
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Call Number
T1696312025
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS GENIALLY PADA MATERI TEKS…
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Putri, Lufi Permata

Pengembangan media ini bertujuan untuk menghasilkan sebuah produk media ajar interaktif berbasis Genially pada materi teks iklan di SMP Negeri 10 Palembang. Penelitian ini menggunakan metode penelitian research and development (R&D) dengan model penelitian pengembangan Allesi dan Trolip. Adapun Langkah-langkah dari penelitiannya yaitu (1) Tahap perencanaan (Planning) dengan melakukan observasi …

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xvii, 77 hlm.: Ilus., tab.; 29 cm
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T1696722025
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBANTUAN HEYZINE FLIPBOOK PADA MATERI MEMBA…
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Meida, Aghnia Misiarani

This study aims to (1) describe the needs analysis of students and teachers, (2) produce a design/prototype of learning media development, (3) describe the results of expert validation of the development of learning media assisted by Heyzine Flipbook on reading comprehension of folklore text for class X SMA Negeri 7 Bengkulu City students. This research uses the Alessi and Trollip development m…

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iv, 94 hlm.: Ilus., tab.; 29 cm
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Call Number
T1696342025
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PENGEMBANGAN MEDIA PEMBELAJARAN MENULIS TEKS BERITA BERBASIS ARTICULATE STORY…
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Dwianda, Vivian

Penelitian pengembangan media pembelajaran menulis teks berita berbasis Articulated Storyline di kelas VII SMP Negeri 1 Talang Kelapa ini bertujuan (1) untuk mendeskripsikan kebutuhan guru dan peserta didik terhadap media pembelajaran menulis teks berita berbasis Articulate Storyline, (2) menghasilkan rancangan media pembelajaran menulis teks berita berbasis Articulate Storyline, dan (3) mendes…

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xiii, 33 hlm.: Ilus., tab.; 29 cm
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Call Number
T1696772025
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PENGEMBANGAN MEDIA PEMBELAJARAN MATERI TEKS PROSEDUR MENGGUNAKAN DIGITAL SCRA…
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Rachmadis, Aprillia

Penelitian ini bertujuan untuk menghasilkan produk pengembangan berupa media pembelajaran materi teks prosedur menggunakan digital scrapbook berbantuan aplikasi canva pada siswa kelas XI SMA Srijaya Negara Palembang. Jenis penelitian yang dilakukan adalah penelitian dengan metode penelitian dan pengembangan (Research and Development). Model yang digunakan dalam penelitian ini adalah model penge…

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xiii, 114 hlm.: Ilus., tab.; 29 cm
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Call Number
T1686292025
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PENGEMBANGAN E-LKPD INTERAKTIF BERBASIS WEBSITE WIZER.ME UNTUK PEMBELAJARAN T…
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Adinda, Yutta Asti Puteri

Penelitian ini bertujuan untuk 1) mendeskripsikan kebutuhan pendidik dan peserta didik terhadap E-LKPD interaktif berbasis website Wizer.me, 2) mendeskripsikan hasil rancangan E-LKPD interaktif berbasis website Wizer.me, 3) mendeskripsikan hasil validasi ahli terhadap E-LKPD interaktif berbasis website Wizer.me. Metode yang digunakan dalam penelitian ini adalah metode Research and Development (…

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xi, 86 hlm.; ill.; tab.; 29 cm.
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Call Number
T1686282025
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GIM EDUKASI WORDWALL PADA MENULIS TE…
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Lestari, Indri Loi

This study aims to develop an educational game-based learning media using Wordwall for teaching explanatory text writing to eighth-grade students at SMP Negeri 1 Indralaya integrated with google classroom as a medium for materials and writing, and Wordwall is focused on quizzes. The research employs a modified Borg & Gall development method combined with Alessi & Trollip's model. Data on educat…

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xv, 63 hlm.; ill.; tab.; 29 cm.
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T1693772025
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PENGEMBANGAN MEDIA PEMBELAJARAN MENULIS TEKS DESKRIPSI MENGGUNAKAN SMART APPS…
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Alvionita, Elica

This study aims to develop learning media for writing descriptive texts using Smart Apps Creator 3 at SMP Negeri 6 Indralaya Utara. The research method employed is Research and Development (R&D) with the Alessi and Trolip development model. The development process consists of three main stages: the planning stage, which includes identifying learning conditions and conducting a needs analysis; t…

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xii, 55 hlm.; ill.; tab.; 29 cm.
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Call Number
T1693752025
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PENGEMBANGAN MEDIA PEMBELAJARAN SIMULASI INTERAKTIF BERBASIS STEM BERBANTUAN …
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Syahdillah, Rochmatus

This development research aims to develop a STEM-based interactive simulation learning media assisted by nanofiber membranes on environmental pollution material in science subjects for junior high school students that is valid and practical. The research method used is Research & Development with the Alessi & Trollip model, which consists of three stages: planning, design, and development. Data…

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xiii, 130 hlm.; ill.; tab.; 29 cm
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T1695132025
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PENGEMBANGAN E-LKPD MATERI TEKS CERPEN BERBASIS LIVEWORKSHEETS PADA PESERTA D…
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Wulandari, Putri

Penelitian ini merupakan penelitian pengembangan yang menggunakan gabungan model pengembangan Borg & Gall dan Alessi & Trollip. Tahapan penelitian yang diambil yaitu, Penelitian dan Pengumpulan Data (Borg & Gall), Desain dan Pengembangan (Alessi & Trollip). Penelitian ini bertujuan untuk menghasilkan produk bahan ajar berupa E-LKPD berbasis liveworksheets. E-LKPD dikembangkan dengan mengacu pad…

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xv, 157 hlm.; ill.; tab.; 29 cm.
Series Title
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Call Number
T1696792025
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PENGEMBANGAN MEDIA PEMBELAJARAN AUDIOVISUAL MATERI TEKS CERPEN MENGGUNAKAN AP…
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Risky, Patia

This study aims to produce audiovisual learning media development products on short story text materials using the Doratoon application for class VIII students at SMP Negeri 21 Palembang. This study uses a research and development (R&D) research method with the Alessi and Trollip development research model which includes planning, product design, and development. Audiovisual learning media on s…

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ISBN/ISSN
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xiv, 92 hlm.; ill.; tab.; 29 cm.
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Call Number
T1693762025
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AI AVATAR GENERATOR GUNA MENDUKUNG P…
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Hastuti, Catur Puji

This study aims to produce AI Avatar Generator-based learning media to enhance students' understanding of Pancasila Education at the junior high school level. The media was developed using the Rowntree model with Tessmer's formative evaluation, encompassing the stages of planning, development, and evaluation. The research subjects were eighth-grade students from SMP IT Darussalam. Validation re…

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xiv, 82 hlm.: Ilus., tab.; 29 cm
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Call Number
T1631852024
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PENGEMBANGAN MEDIA INFOGRAFIS INTERAKTIF UNTUK MENINGKATKAN KARAKTER RELIGIUS…
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Januri, Januri

This study aims to develop interactive infographic-based learning media using a Problem-Based Learning (PBL) approach to enhance students' religious character. The background of this research is the low engagement and understanding of students regarding Islamic Religious Education (PAI) material at SMP IT Darussalam, caused by conventional audio-based teaching methods that are less appealing an…

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xviii, 60 hlm.; tab.; 29 cm.
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Call Number
T1634362024
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA MATERI PENINGGALAN MEGALITIK D…
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Ismariani, Ismariani

This research aims to develop Canva media berbasis canva-based learning media on megalithic heritage material at SDN 16 Lahat Regency using the Hannafin and Peck model through the stages of needs analysis, design, development and validation. A needs analysis identified a lack of student understanding of the megalithic material, while the design stage produced engaging interactive and visual con…

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xix, 55 hlm.:ilus.; 28 cm
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Call Number
T1669682025
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PENGEMBANGAN FLIPBOOK BERBASIS VIDEO ANIMASI BERBANTUAN ARTIFICIAL INTELLGENC…
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Rika, Aska

Penelitian ini berjudul “Pengembangan Flipbook Berbasis Video Animasi Berbantuan Artificial Intellgence Untuk Pembelajaran IPAS Sekolah Dasar”. Penelitian ini dilaksanakan di kelas V SD Negeri 6 Lahat, dan Model Allesi & Trollip dipilih sebagai model pengembangan. Tujuan dari penelitian ini adalah membuktikan validitas, praktisitas dan keefektifan Flipbook sebagai media pembelajaran IPAS. P…

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xv, 75 hlm.; ill.; tab.; 28 cm.
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Call Number
T1669712025
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PENGEMBANGAN MEDIA KOMIK BERBASIS BUDAYA LAHAT MENGGUNAKAN APLIKASI CANVA UNT…
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Nurlina, Nurlina

This study aims to produce a comic-based learning media rooted in Lahat culture using Canva for thematic learning in second-grade elementary school students. This media integrates local cultural values, such as the traditional game "Cak Bikak," to enhance students' learning interest and comprehension of the material. The study employs the Alessi and Trollip development model, encompassing plann…

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ISBN/ISSN
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77 hlm.; tab.; 28 cm.
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Call Number
T1668412025
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PENGEMBANGAN E-LKPD BERBASIS EDUCATION SUSTAINABLE DEVELOPMENT PADA MATERI PE…
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Trayati, Erni

This study aims to develop an E-LKPD (Electronic Student Worksheet) based on Education for Sustainable Development (ESD) on the topic of eco-enzyme utilization to support P5 learning in elementary schools. The research method uses the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Validation was conducted by media, material, and language experts, result…

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xvi, 91 hlm.; ill.; tab.; 28 cm.
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Call Number
T1673692025
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ASSESSMENT OF LEARNING MENGGUNAKAN APLIKASI PJOK TERHADAP KEBUGARAN JASMANI A…
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Firmansyah, Bobi

Penelitian ini bertujuan untuk mengetahui hasil assessment of learning dengan menggunakan aplikasi PJOK dalam mengukur tingkat kebugaran jasmani atlet panjat tebing di Klub Baby Rock Climbing. Penelitian ini menggunakan pendekatan deskriptif kuantitatif, yang bertujuan untuk memperoleh gambaran mengenai hasil asesmen pembelajaran melalui aplikasi PJOK terhadap kebugaran jasmani para atlet panja…

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viii, 82 hlm.; ill.; tab.; 29 cm.
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Call Number
T1741582025
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PENGEMBANGAN MEDIA PEMBELAJARAN DIGITAL STORYTELLING PADA MATERI MENULIS CERP…
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Adelia, Dea

This study aims to develop a digital storytelling learning media for short story writing material for fifth-grade students at SD Negeri 02 Indralaya Utara. The digital storytelling learning media was developed using the ADDIE model, which includes Analyze, Design, Development, Implementation, and Evaluation. The validation results from three validators showed an average score of 94.3%, which is…

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xiii, 131 hlm.; tab.; 29 cm.
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Call Number
T1741342025
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS APLIKASI CANVA PADA MATER…
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Argo, Muhammad Redho Romli

Pengembangan pembelajaran interaktif berbasis aplikasi canva materi rantai makanan kelas V SD Negeri 02 Indralaya Utara. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif yang dapat meningkatkan minat dan pemahaman siswa terhadap materi rantai makanan. Metode yang digunakan adalah model pengembangan ADDIE. Model ini bertujuan untuk mengembangkan media pembelajaran inter…

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vii, 65 hlm.; ill.; tab.; 29 cm.
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T1741862025
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN PLATFORM PADLET PADA M…
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Wulandari, Putri

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis platform Padlet pada materi Norma dalam Kehidupanku di kelas V SD serta mendeskripsikan tingkat kevalidan dan kepraktisannya. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang mencakup tahap Analyze (Analisis), Design (Perancangan), Development (Pengembangan), dan Imp…

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xiv, 76 hlm.; ill.; tab.; 29 cm.
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T1742212025
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PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF BIODIVERSITAS PADA MATERI KEA…
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Yuniarni, Yuniarni

Penelitian ini bertujuan untuk mengembangkan MPI Biodiversitas dengan memanfaatkan Canva dan aplikasi Wordwall pada materi keanekaragaman hayati siswa kelas IV Sekolah Dasar. Metode penelitian yang digunakan adalah Research and Development dengan pendekatan model ADDIE. Teknik analisis data yang diterapkan meliputi model Miles and Huberman dan pendekatan kuantitatif. Hasil validasi oleh validat…

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xvii, 92 hlm.: Ilus., tab.; 29 cm
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-
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T1741682025
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PENGEMBANGAN MEDIA BUKU SAKU UNTUK MENINGKATKAN KESADARAN SOSIAL BAGI REMAJA …
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Kurniati, Ade

This research is motivated by the low social awareness among mosque youth in Pulau Semambu Village, North Indralaya District. To overcome this problem, a learning media in the form of a pocket book was developed that was designed according to the needs of teenagers. This research is a type of research and development (R&D) Research and Development with the development model used is the ADDIE mo…

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xvii, 63 hlm.:ilus.; 29 cm
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-
Call Number
T1739312025
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THE USE OF AI TECHNOLOGY IN THE PROCESS OF WRITING CREATIVE WORKS: A CASE STU…
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Sindianti, Tasya

Al technology has significantly impacted various aspects of writing, including the creative writing process. This study investigated students' perception of the use of Al tools in assisting creative writing and the types of tools they used. Using a descriptive qualitative approach, data were collected through questionnaires and interviews with sixth-semester students enrolled in a creative writ…

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viii, 73 hlm.; Ilus., tab.; 29 cm.
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T1707812025
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PENGARUH PENGGUNAAN CHAT GPT (GENERATIVE PRE�TRAINED TRANSFORMER) TERHADAP …
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Febriyanti, Eka Putri

The development of artificial intelligence technology, such as Chat GPT, has significantly impacted various aspects of education, including student academic integrity. The improper use of such technology has the potential to undermine core values of academic honesty. This prompted the researcher to conduct a study aimed at examining the influence of Chat GPT usage on the academic integrity of s…

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xiv, 82 hlm.: Ilus., tab.; 29 cm
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T1736782025
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PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS KETERAMPILAN PROSES SAINS PADA MATER…
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Rianiza, Septi

This study aims to develop digital teaching materials based on science process skills on climate change material for class X SMA. This type of research is development research. The development design used in this research is the ADDIE model, which consists of 5 stages: Analysis, Design, Development, Implementation, and Evaluation. The validation subjects in this study included media expert vali…

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xii, M-3 hlm. : ilus. ; tab. ; 29 cm
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T1740572025
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EFEKTIVITAS GAME BASED LEARNING MELALUI PLATFORM EDUCAPLAY DALAM MENINGKATKAN…
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Ramadhan, Pebrian Dwi

This study aims to determine the effectiveness of the Game Based Learning model through the Educaplay platform in enhancing students' understanding of Economics at SMAN 1 Indralaya. The research method employed is quantitative with a one group pretest-posttest design, involving 36 students from class XI selected through cluster sampling. The instruments used include tests, observation sheets, a…

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xviii, 67 hlm.: Ilus., tab. 29 cm
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-
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T1740852025
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