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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
In today's education era, the main challenge faced by many schools is the lack of student learning motivation, especially in subjects that are considered difficult such as Economics. At MA Muqimus Sunnah Palembang, many students feel less interested in Economics subject matter, which affects their learning outcomes. This study aims to determine the effect of using interactive learning media bas…
Penelitian ini bertujuan untuk mengetahui Efektivitas penggunaan aplikasi D,Volleyball Metrics dalam pembelajaran bola voli di SMP Negeri 1 Indralaya. Dalam penelitian ini menggunakan penelitian Tindakan kelas (PTK) dengan menggunakan dua siklus Tindakan. Instrumen penelitian berupa tes kognitif (pengetahuan) dan keaktifan belajar (sikap). teknik pengumpulan data ini menggunakan tes tertulis, o…
This research is titled "Development of Mind Mapping as a Learning Media for History on the Spread of Islam in Nusantara in Senior High School 1 Indralaya". The research was conducted in class X.4 of Senior High School 1 Indralaya, and the ADDIE Model was chosen as the development model. The purpose of this research is to prove the validity and effectiveness of Mind Mapping as a history learnin…
Penelitian ini dilandasi oleh temuan di lapangan yang menunjukkan bahwa modul ajar yang ada sebelumnya belum menerapkan pendekatan pembelajaran yang tepat. Oleh karena itu, penelitian ini bertujuan untuk menilai tingkat validitas dan kepraktisan modul ajar pada mata kuliah Material Logam di Program Studi Pendidikan Teknik Mesin. Metode yang digunakan adalah pengembangan dengan model ADDIE. Vali…
Penelitian ini bertujuan untuk menilai validitas dan kepraktisan modul berbasis project based learning pada mata kuliah Praktik Kerja Plat. Penelitian pengembangan ini menggunakan model 4D (Define, Design, Development dan Dessemination). Hasil validasi dari ahli materi menunjukkan skor rata- rata sebesar 4,47, yang dikategorikan sangat valid, sedangkan ahli media memberikan nilai rata- rata 4,2…
This study aims to examine the influence of Project-Based Learning (PjBL) on the critical and creative thinking skills of students in the CAD course of the Mechanical Engineering Education program at UNSRI, both partially and simultaneously. A descriptive quantitative approach was used, with a population of 212 students who had taken the CAD course. A sample of 147 students was selected using p…
This study aims to determine the validity and practicality of jobsheet learning media based on project-based learning for plate work courses in the Mechanical Engineering Education Study Program. This research is a development research using a 4-D development model. The subjects of the study are students of Mechanical Engineering Education UNSRI. The object of the research is a project-based le…
The purpose of this research is to produce a flipbook-based e-module in the course of corrosion and electroplating material coating techniques that are valid and practical. This flipbook-based e-Module is arranged with material that is neatly organized and attractively presented so that it can be used independently by students. The development of this flipbook-based e-module uses the Analysis, …
Penelitian ini dilatarbelakangi oleh kondisi di lapangan yang menunjukkan bahwa jobsheet yang tersedia belum menerapkan pendekatan Project Based Learning. Tujuan penelitian ini adalah mengevaluasi kevalidan dan kepraktisan jobsheet berbasis PjBL pada mata kuliah Praktik Pemesinan di Program Studi Pendidikan Teknik Mesin. Penelitian ini menggunakan model pengembangan ADDIE. Validasi jobsheet dil…
The development of website-based learning media using Nearpod for the material on the structure of the Earth's layers in Class V SD Negeri 05 Indralaya aims to determine the procedure for product development, product validity, and the practicality of the developed media product. The type of research conducted is development research using the ADDIE model, which consists of the stages of Analysi…