This study aims to test the effectiveness of the snakes and ladders game media on students' cognitive learning outcomes in history subjects at SMK PGRI Tanjung Raja. Using a quasi-experimental method and a nonequivalent control group design, this study involved 10th grade students divided into an experimental class (learning with the snakes and ladders game) and a control class (conventional le…
Penelitian ini dilatarbelakangi oleh kebutuhan akan media pembelajaran yang lebih interaktif dan kreatif dalam mengajarkan bahasa Indonesia, khususnya dalam menyampaikan teks deskripsi sederhana untuk siswa kelas VII di SMP Negeri 6 Indralaya Utara. Fokus utama dari penelitian ini adalah untuk menciptakan sebuah produk berupa E-Lembar Kerja Peserta Didik (E-LKPD) yang berbasis platform digital …
Penelitian ini bertujuan untuk: 1) menguraikan analisis kebutuhan guru dan siswa terhadap pengembangan media pembelajaran teks deskripsi berbasis Book Creator; (2) Menghasilkan rancangan pengembangan media pembelajaran teks deskripsi berbasis Book Creator; (3) Menguraikan hasil validasi ahli terhadap pengembangan media pembelajaran teks deskripsi berbasis Book Creator. Penelitian ini menggunaka…
This development research aims to produce video media as a medium for public education in Sakatiga Village Ogan Ilir Regency. This research is a type of research and development (R&D) Research and Development with the development model used is the ADDIE model (Analysis, Design, Development, Implentation, Evaluation). Data was collected through the initial analysis stage, namely by distributing …
This research is entitled "Development of E-LKPD Assisted by Smart Apps Creator on Heat and Its Transfer Material for Elementary School Students." This research was conducted in grade V of Rantau Pangeran State Elementary School, and the learning model Rowntree selected as a development and evaluation model Tessmer the aim of this study is to prove the validity, practicality and effectiveness o…
This study aims to produce valid, practical, and effective learning media in the form of animated videos based on characters who care about the environment for Pancasila Education subjects in junior high schools. This study was conducted in class VIII of SMPN 7 Bayung Lencir, with 71 students as research subjects. The type of research used was Development Research (DR) by adopting the ADDIE dev…
This study aims to produce a valid, practical, and effective G-sites-based character education learning media assisted by Augmented Reality with the PBL model in Elementary Schools for student learning outcomes. This study was conducted in grade V of SDN 3 Sukamaju, with 46 students as research subjects. The type of research used is Research Development (RD) with the ADDIE development model and…
This study aims to analyze the formation of the Samosir tourist destination image through promotional content on the Instagram account @samosirindah using Norman Fairclough's Critical Discourse Analysis (CDA) approach. This study is motivated by the rapid development of social media as a means of tourism promotion, with Instagram becoming a primary and effective platform for building destinatio…
Penelitian ini bertujuan untuk menganalisis bagaimana Verrel Bramasta membangun personal branding melalui akun Instagram pribadinya (@bramastavrl) dalam konteks kampanye politik menjelang Pemilu 2024. Sebagai seorang public figure muda yang beralih dari dunia hiburan ke ranah politik, Verrel memanfaatkan media sosial, khususnya Instagram, untuk menyampaikan pesan politik, membangun citra diri y…
This study aims to develop technology-based Energy Conversion course teaching materials using the Canva application in the form of valid and practical E-Modules. The background of this study is the limitations of conventional teaching materials that are less interactive and have not utilized technology optimally, which causes low student interest and understanding of the material. The research …
Objectification of women in media, as portrayed in the web series Main Api (2024), remains a persistent issue, often veiled through subtle aesthetics. This series presents the objectification of women through sexualized poses, being treated as tools, experiencing harsh treatment, and being captured through certain camera angles. The aim of this research is to explore how the representation of w…
Penelitian ini bertujuan untuk meningkatkan koordinasi mata dan tangan anak usia 4- 5 tahun melalui permainan sensorimotor di PAUD Anak Bangsa Palembang. Permasalahan yang diangkat dalam penelitian ini adalah rendahnya kemampuan koordinasi mata dan tangan anak dalam kegiatan pembelajaran. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Siklu…
This study aims to determine the effect of the Uno Stacko game on the logical thinking ability of 5–6-year-old children at TK Kartika II-1 in Palembang City. The research used a quantitative pre-experimental approach with a one-group pretest-posttest design. The sample consisted of 14 children from class B3, selected using simple random sampling. Data were collected through structured observa…
Penelitian ini bertujuan untuk menganalisis bagaimana nilai-nilai kearifan lokal di implementasikan dan memengaruhi perilaku moral anak. Metode yang digunakan adalah etnografi, melibatkan observasi intensif terhadap 36 anak selama 12 hari dan wawancara mendalam dengan kepala sekolah serta empat guru. Hasil penelitian menunjukkan bahwa integrasi kearifan lokal melalui cerita rakyat, permainan pe…
Penelitian ini bertujuan untuk mengetahui peran guru dalam menggunakan metode cerita untuk kemampuan berbicara anak usia 5–6 tahun di TK Negeri Pembina Ogan Ilir. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data miles and huberman berupa observasi, wawancara, dan dokumentasi. Subjek dalam penelitian ini terdiri dari satu guru kelompok B1 dan lima info…
Penelitian ini bertujuan untuk mengetahui pengaruh kegiatan menganyam purun terhadap kemampuan motorik halus pada anak usia 5-6 tahun di TK Ar Rahmah Tanjung Atap Ogan Ilir. Metode penelitian yang digunakan dalam penelitian ini adalah kuantitatif dengan menggunakan jenis eksperimen dan desain one-shot case study. Teknik pengumpulan data yang digunakan adalah observasi menggunakan lembar ce…
Penelitian ini bertujuan untuk meningkatkan kemampuan dasar seni rupa anak usia 5-6 tahun melalui membatik jumputan ecoprint di TK IT Auladi Palembang. Metode yang digunakan adalah penelitian tindakan kelas (PTK) yang terdiri dari perencanaan, pelaksanaan, observasi, dan refleksi dalam dua siklus. Subjek penelitian adalah anak-anak kelompok B di TK tersebut. Data dikumpulkan melalui observasi d…
Penelitian ini bertujuan untuk meningkatkan kreativitas anak usia 4-5 melalui mendaur ulang sampah plastik di TK IT Auladi Palembang. Metode yang digunakan adalah penelitian tindakan kelas (PTK) dengan model yang terdiri dari perencanaan, pelaksanaan, observasi,dan refleksi dalam dua siklus. Subjek penelitain adalah anak-anak kelompok A di TK tersebut. Data dikumpulkan melalui observasi dan dok…
This study aims to determine the empowerment efforts made by the government towards aluminum household equipment craftsmen in Tanjung Atap Village, Ogan Ilir Regency. This study uses a qualitative approach with a descriptive method. The subjects of the study consisted of five people, namely the village head, the head of the craftsmen, and three aluminum household equipment craftsmen in Tanjung …
This research aims to understand family empowerment through Micro, Small, and Medium Enterprises in increasing family income, particularly for kemplang business operators in Tanjung Agas Village, Ogan Ilir Regency.The subjects of the research consist of kemplang business owners, employee members, and the Tanjung Agas village government.The focus of the research uses 3 indicators, namely family …
This research aims to find out how community empowerment is carried out in the Pineapple Fiber MSME in Pangkul Village, Prabumulih City. The uniqueness of MSMEs in processing pineapple leaves into fiber based on the potential of natural resources that are sustainable and environmentally friendly is the reason why research with this theme needs to be researched. Using a qualitative approach with…
Penelitian ini bertujuan untuk mengembangkan lembar kerja peserta didik elektronik (E-LKPD) interaktif berbasis budaya lokal berbantuan Liveworksheets yang berfokus pada materi menulis essai argumentatif untuk siswa kelas XI SMA Negeri 10 Palembang. Penelitian ini bertujuan untuk (1) Mendeskripsikan hasil analisis kebutuhan guru dan peserta didik terhadap pengembangan E-LKPD menulis esai berbas…
Penelitian pengembangan E-Modul yang dilakukan di kelas XI SMA Negeri 10 Palembang bertujuan untuk (1) Mendeskripsikan hasil analisis kebutuhan guru dan siswa terhadap pengembangan e-modul menulis karya ilmiah berbantuan aplikasi flipbook, (2) Menyajikan hasil produk pengembangan e-modul menulis karya ilmiah berbantuan aplikasi, (3) Mendeskripsikan hasil uji alpha produk pengembangan e-modul me…
The development of learning media on audiovisual-based poetry writing material using the renderforest application for class VIII students at SMP Negeri 6 Indralaya Utara has been carried out to maximize the use of learning media. This study aims to (1) Describe the needs of developing learning media for writing audiovisual-based poetry using the renderforest application; (2) Design products in …
This study aims to determine the effect of using Wordwall media on students' learning motivation in the subject of Pancasila Education at SMA Negeri 1 Indralaya Utara. This research employs a quantitative approach with an experimental method. The population in this study consists of all 11th-grade students at SMA Negeri 1 Indralaya Utara, totaling 148 students. The sample in this study includes…
The purpose of this study is to determine the impact of tourism on social changes in the community in Tanjung Sakti Agrotourism, Lahat Regency. This study used a descriptive type with a quantitative approach. Data collection is carried out through the distribution of questionnaires and observations. The distribution of questionnaires was carried out on 10% of the total population of hamlet one,…
Penelitian ini bertujuan untuk menghasilkan produk media pembelajaran video animasi berbantuan aplikasi canva pada proses belajar mengajar materi simbol dan sila pancasila di kelas IV SDN 62 Palembang. Media pembelajaran video animasi dikembangkan menggunakan model ADDIE yang mencakup analisis, desain, pengembangan, implementasi, dan evaluasi. Hasil validasi oleh tiga validator menunjukkan rata…
This research aims to determine the role of the community in motivating members to carry out entrepreneurial activities in the Sriwijaya Guppy Lovers community. This research uses descriptive research and data collection techniques are taken using interviews, observation and documentation in the community. Members of the Sriwijaya Guppy Community actively participate in exhibition activities th…