The rapid growth of social media has enabled the misuse of comment sections as a medium for promoting online gambling. The high volume of comments makes manual moderation ineffective, thus requiring an automated classification system. This study aims to develop a classification system for online gambling comments using the IndoBERT model and to evaluate its performance based on accuracy, precis…
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…
The rapid growth of social media has enabled the misuse of comment sections as a medium for promoting online gambling. The high volume of comments makes manual moderation ineffective, thus requiring an automated classification system. This study aims to develop a classification system for online gambling comments using the IndoBERT model and to evaluate its performance based on accuracy, precis…
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 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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
Education is an absolute necessity in human life that plays an important role in improving the quality of human resources through the development of potential, knowledge, and skills. In the learning process, differences in learning outcomes among students are often found, influenced by various internal and external factors, including participation in tutoring as a form of learning support outsi…
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 …
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…
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…
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…