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…
This study aims to determine the role of the Guru Penggerak as an instructional leader in improving student engagement in Pancasila Education at SMA Negeri 1 Sekayu. This research employed a qualitative approach with a descriptive qualitative method and was conducted as field research. The research subjects were selected using purposive sampling techniques. Data were collected through interview…
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 improve the early numeracy skills of children aged 5–6 years through the Cak Ingkling Gerpak game at PAUD Athaya Naffa’ Palembang. This research employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model, consisting of planning, action, observation, and reflection stages conducted in two cycles. The research subjects were 15 children in group B. Data…
The development of early literacy in children aged 5–6 years is an important stage in building the foundation of reading and writing skills. At this age, children begin to recognize alphabet letters, understand the relationship between sounds and letter symbols, read simple words, and write their own names. This study aims to improve children's early literacy skills through the use of letter …
Penelitian ini bertujuan untuk meningkatkan kemampuan bahasa anak kelompok B melalui penggunaan media kartu huruf di TK Doa Ibu Palembang. Permasalahan dalam penelitian ini adalah rendahnya kemampuan anak dalam menyebutkan huruf, membedakan huruf yang mirip, serta menyusun huruf menjadi kata sederhana. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) dengan model Stephen Kemmis…
This research is motivated by the low knowledge of children regarding the ability to recognize the concept of numbers of children aged 4-5 years. The purpose of this research is to see whether there is an influence of smart tree media on the ability to recognize the concept of numbers of children aged 4-5 years. The research uses a quantitative approach with a quasi-experimental method (pre-exp…
Number recognition skills influence children's cognitive development, particularly in naming numbers. They also impact fine motor development through eye-hand coordination, increased vocabulary and language skills, and social-emotional development through increased interest in learning and cooperation. This study aims to examine the effect of a number matching board game on the number recogniti…
This study aims to determine the improvement of children's speaking ability aged 4-5 years through the application of picture story media in Ayu Kindergarten Palembang. The type of research used is Classroom Action Research using the Kemmis and MCTaggart Models which are implemented in two cycles, with stages of planning, implementation of actions, observation and reflection. The research subje…
This research is motivated by the low listening ability of early childhood children in focusing attention, understanding messages, and responding to teacher instructions during learning. This study aims to improve children's listening ability through the use of poster media in Group B children aged 5–6 years at Baitullah Kindergarten Palembang. The study used classroom action research with th…
The ability to recognize hijaiyyah letters is a fundamental skill that needs to be developed from an early age as a foundation for reading the Qur’an. However, observations at TK Negeri Pembina Pemulutan Barat showed that children aged 5–6 still experienced difficulties distinguishing the shapes and sounds of hijaiyyah letters due to conventional learning methods and less engaging media. Th…
Penelitian ini bertujuan untuk meningkatkan kemampuan membaca permulaan anak usia 5-6 tahun melalui flashcard suku kata di TK Islam Aisyah Muara Penimbung. Penelitian menggunakan desain Penelitian Tindakan Kelas model Kemmis & McTaggart yang berlangsung dalam dua siklus, meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian terdiri dari 12 anak usia 5–6 …