Kahoot is an interactive multimedia-based learning medium in the form of a game that can be accessed online through various devices and is easy for both teachers and students to use. This study is important because Kahoot provides features that support varied, interactive, and enjoyable learning activities, which have the potential to increase students’ learning interest that is still relativ…
This study aims to determine the effect of the round robin brainstorming type of collaborative learning model on IPAS learning outcomes of fourth grade students at SD Negeri 05 Indralaya. The population in this study was all 116 fourth grade students at SD Negeri 05 Indralaya. The sample of this study consisted of 39 students in class IV A, which were selected using purposive sampling technique…
Penelitian ini bertujuan untuk mengembangkan jobsheet digital berbasis Google Site pada mata kuliah Sistem Perawatan dan Perbaikan di Program Studi Pendidi- kan Teknik Mesin Universitas Sriwijaya serta mengetahui tingkat validitas dan kepraktisan produk yang dikembangkan. Metode penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang melip…
This study aims to develop an AI-assisted illustrated story E-book on the topic of This study aims to develop an Artificial Intelligence-assisted (AI) illustrated story e-book on the topic of interactions among living things for third-grade elementary school students and to determine the validity, practicality, and effectiveness of the learning media. This study used the Research and Developmen…
Penelitian ini bertujuan untuk mengetahui pengaruh media big book konsep pengukuran terhadap kemampuan berpikir logis anak usia 4-5 tahun di TK Al-Kautsar Indralaya. Penelitian menggunakan pendekatan kuantitatif eksperimen dengan desain one group pretest-posttest yang melibatkan 16 anak, dengan menggunakan teknik total sampling. Pengumpulan data dilakukan melalui lembar observasi dan dokumentas…
This study aims to determine the effect of using flashcard media with the theme of traditional Pagar Alam food on the number recognition ability of children aged 4–5 years at PAUD Kartini Lahat. This study uses a quantitative approach with a pre-experimental method of one group pre-test-post-test design. The research sample consisted of 16 children selected using a purposive sampling techniqu…
The rapid advancement of information technology has significantly boosted the digital entertainment industry, notably the online gaming platform Roblox, which boasts over 111 million daily active users globally. In Indonesia, the high number of users correlates with a vast volume of reviews on the Google Play Store, encompassing diverse opinions on gameplay experience, technical issues, and app…
Penelitian ini bertujuan menghasilkan media pembelajaran berupa video interaktif untuk mengenalkan perilaku prososial dan antisosial pada anak usia 5-6 tahun di Kota Palembang yang memenuhi kriteria valid dan praktis. Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi, dan evalua…
This study aims to determine the effect of implementing the Deep Learning approach on students’ Higher Order Thinking Skills (HOTS) in Pancasila Education at SMP Islam Az-Zahrah 2 Palembang. This research employed a quantitative approach using a quasi-experimental design with the Nonequivalent Control Group Design. The research sample consisted of two classes, namely class VIII “Sunan Giri…
Penelitian ini bertujuan menghasilkan media pembelajaran interaktif berbasis STEM pada materi energi terbarukan (PLTS) untuk melatih keterampilan berpikir kritis siswa SMA. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa media yang dikembangkan san…
This study aims to develop an interactive STEM-based learning media on renewable energy, specifically Wind Power Plants (PLTB), to foster collaboration skills among high school students. The development model employed is ADDIE (Analysis, Design, Development, Implementation, Evaluation). Needs analysis revealed that most students possess digital devices, have adequate internet access, and show h…
The low level of creative thinking skills among students and the limitations of learning media in visualizing abstract concepts in renewable energy-PLTMH material encourage the need to develop STEM-based interactive learning media. This study aims to produce STEM-based interactive learning media on renewable energy-PLTMH material to train high school students' creative thinking skills in a vali…
This study aims to determine the effect of the application of the Experiential Learning model on students' learning motivation in the Pancasila Education subject at SMAN 2 Indralaya Utara. This study uses a quantitative approach with an experimental method. Data collection was carried out through documentation, observation, and questionnaire techniques. The study population included all 93 stud…
This study aims to develop a learning media in the form of an Augmented Reality (AR)-based instructional video on the concepts of the Photoelectric Effect and Electron Diffraction for Physics Education students that is valid and practical. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of the Analyze, Design, Development, Implementation, and …
Materi jaring-jaring makanan pada pelajaran IPAS Kelas V SD sulit dipahami siswa karena media pembelajaran masih konvensional (buku teks dan gambar statis), dan belum diketahui validitas, praktisitas, dan efektifitasnya yang digunakan. Sementara siswa memiliki gaya belajar visual dan membutuhkan media interaktif. Penelitian ini bertujuan untuk menghasilkan produk berupa video animasi konsep jar…
The rapid development of the Internet of Things (IoT) has accelerated the implementation of smart home systems connected to the internet. However, this advancement also increases the risk of cyberattacks, particularly SSL Pinning Bypass, which threatens communication security, and Distributed Denial of Service (DDoS), which disrupts service availability. This study aims to detect both types of …
Penelitian ini bertujuan untuk (1) mendeskripsikan kebutuhan pengembangan media interaktif dalam pembelajaran menulis teks deskripsi kelas VII SMP; (2) mengembangkan produk berupa media interaktif berbasis E-Modul dalam pembelajaran menulis teks desksripsi; (3) mendeskripsikan kelayakan produk media interaktif berbasis E-Modul dalam pembelajaran menulis teks deskripsi yang dikembangkan menurut …
Pelnellitian ini belrtujuan untuk melngkaji minat siswa telrhadap pelmbellajaran Pelndidikan Jasmani, Olahraga, dan Kelselhatan (PJOK) di SMP Nelgelri 4 Rambutan. Meltodel yang digunakan adalah pelnellitian delskriptif kuantitatif delngan pelngumpulan data mellalui angkelt yang diselbarkan kelpada 120 siswa kellas VIII. Instrumeln telrselbut melngukur lima indikator utama yang melmelngaruhi min…
Penelitian ini bertujuan untuk menghasilkan produk berupa e-LKPD berbasis discovery learning pada materi filtrasi berbantuan membran nanofiber guna melatih keterampilan berpikir kreatif peserta didik SMP secara valid, praktis, dan efektif. Penelitian ini menggunakan metode penelitian pengembangan dengan model ADDIE dan melibatkan 217 peserta didik kelas VII dari sepuluh kelas (VIIA–VIIJ) di S…
Kemampuan berpikir kritis merupakan kompetensi esensial dalam pembelajaran abad ke-21, namun implementasi model pembelajaran yang sistematis untuk mengembangkan kompetensi tersebut masih menghadapi kesenjangan. Penelitian ini bertujuan mengembangkan model pembelajaran analytic teams’ problem-based learning berbasis budaya akademik (ATPBAC) untuk meningkatkan kemampuan berpikir kritis Perspekt…
Penelitian dan Pengembangan (R&D) ini bertujuan untuk menghasilkan modul pembelajaran Autodesk Inventor materi Assembly dan Presentation berbasis Generative AI yang memenuhi kriteria kelayakan (validitas) dan kepraktisan. Latar belakang penelitian ini adalah kurangnya ketersediaan bahan ajar yang terstruktur dan spesifik yang membahas aspek assembly dan presentation 3D di Program Studi Pendidik…
PENGEMBANGAN MEDIA PEMBELAJARAN PENDIDIKAN AGAMA ISLAM MENGGUNAKAN KOMIK DIGITAL BERBASIS ARTIFICIAL INTELLIGENCE (AI) MATERI GHIBAH DAN TABAYYUN DI KELAS VII SMP NEGERI 7 SEKAYU Oleh Sri Umi Lestari 06032622428013@student.unsri.ac.id Pembimbing Dr. Syarifuddin, M.Pd syarifuddin@fkip.unsri.ac.id Dr. Nurhasan, M.Ag nurhasan@unsri.ac.id Magister Teknologi Pendidikan ABSTRAK Penelitian ini bertuju…
Science learning in elementary schools is still dominated by conventional methods, resulting in low levels of students’ scientific literacy, particularly in ecosystem topics; therefore, interactive learning media are needed. This study aimed to develop an interactive learning video on ecosystem material and to examine its validity, practicality, and effectiveness for fifth-grade elementary sc…
Penelitian pengembangan video pembelajaran pada materi peristiwa rotasi dan revolusi bumi untuk meningkatkan hasil belajar peserta didik peserta didik kelas VI Sekolah Dasar telah dilakukan. Tujuan dari penelitian ini yaitu untuk menghasilkan video pembelajaran interaktif yang valid, praktis, dan efektif untuk meningkatkan kemampuan meningkatkan hasil belajar peserta didik peserta didik di SD N…
The increasing volume of paper waste necessitates the development of more effective and efficient sorting systems to support recycling processes and reduce environmental impacts. Manual paper waste sorting is considered less optimal due to its time-consuming nature and susceptibility to human error. Therefore, this study aims to analyze the performance of the K-Nearest Neighbors (KNN) method in…
Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Numbered Head Together (NHT) berbantuan media Blooket terhadap hasil belajar peserta didik pada mata pelajaran Pendidikan Pancasila di SMAN 1 Indralaya Selatan. Penelitian ini menggunakan pendekatan kuantitatif dengan metode pre-eksperimen dan desain one-group pretest–posttest. Populasi dalam penelitian ini adalah seluruh p…
Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Powtoon pada materi Arca Megalitik koleksi Museum Negeri Sumatera Selatan untuk pembelajaran sejarah di SMA Aziziah Palembang, serta menguji validitas dan efektivitasnya. Metode yang digunakan ialah Research and Development (R&D) dengan model pengembangan Alessi dan Trollip yang meliputi tahap perencanaan, desain, dan pengembang…
This research aims to produce a digital flipbook teaching material based on stories of the prophets to improve students' literacy in learning to write short stories at SMP Negeri 3 Pangkal Pinang. This research is a Research and Development (R&D) study using a modified development model of Borg & Gall and Allesi and Trollip. The sources of this study are Indonesian language teachers and ninth-g…
Research shows that Indonesian students' mathematical connection skills are still relatively low. This is due to learning approaches that do not sufficiently support the development of these skills. One effort to improve students' mathematical connection skills is to implement a problem-based learning (PBL) model. The PBL model provides students with the opportunity to develop understanding thr…
This study aims to determine the influence of the use of Renderforest animation media on the learning outcomes of students at SMA Negeri 1 Indralaya. This study uses a quantitative approach with a quasi-experimental design of the Nonequivalent Control Group Design. The population of this study is all students in class X which totals 360 people. The sampling technique used is purposive sampling …