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Found 197 from your keywords: subject="Model Pembelajaran"
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KEMAMPUAN PENALARAN SISWA DALAM PEMBELAJARAN NUMERASI BERBANTUAN AI CHATGPT T…
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Saharani, Mutia

Penelitian ini bertujuan untuk menganalisis kemampuan penalaran Matematis siswa kelas VII SMP dengan pembelajaran Numerasi berbantuan AI ChatGPT pada topik luas Segi empat. Penelitian ini memiliki tujuan utama untuk melihat keefektifan penggunaan Bantuan Artificial Intelligence ChatGPT bagi siswa untuk membantu memahami dan mempelajari konsep luas segiempat. Tujuan lainnya adalah untuk menilai …

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xiv, 148 hlm.; ilus.; tab.; 29 cm.
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T1761822025
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KEMAMPUAN BERPIKIR ALJABAR SISWA MENGGUNAKAN PEMBELAJARAN BERBASIS AI (ARTIFI…
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Nabila, Putri

Penelitian ini bertujuan untuk mendeskripsikan kemampuan berpikir aljabar siswa dengan menggunakan pembelajaran berbasis Artificial Intellegence (AI) pada pokok bahasan Sistem Persamaan Linear Dua Variabel. AI yang digunakan adalah Symbolab. Siswa kelas VIII.5 SMP Negeri 1 Indralaya Selatan tahun ajaran 2024/2025 berpartisipasi dalam penelitian ini. Metode penelitian yang digunakan adalah penel…

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viii, 41 hlm.: Ilus., tab.; 29 cm
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T1700442025
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PENGARUH PENERAPAN MODEL PBL DALAM MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS PES…
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Putriani, Intan

This study aims to determine the effect of the PBL model on students' critical thinking skills in the Pancasila Education Subject at SMA Negeri 1 Tanjung Batu. This study uses a quantitative approach with an experimental method. The population in this study were 72 students in grade X at SMA Negeri 1 Tanjung Batu. The sample of this study was class X.1 as the experimental class and X.2 as the c…

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x, 1807 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1765602025
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PENGEMBANGAN SOAL HIGHER ORDER THINKING SKILLS (HOTS) BERBASIS LITERASI NUMER…
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Atilla, M

This research aims to develop Higher Order Thinking Skills (HOTS) questions based on numeracy literacy in biological sciences on environmental change materials that are valid, reliable, and have good question item characteristics, The research method used is the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model with a focus on the analysis, design, and developme…

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xv, 62 hlm.; tab.; 29 cm.
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T1696372025
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KEMAMPUAN PEMECAHAN MASALAH MELALUI PBL – STEM MATERI BARISAN DAN DERET ARI…
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Hariani, Windy Riska

Tujuan penelitian ini untuk mendeskripsikan kemampuan pemecahan masalah siswa menggunakan model pembelajaran PBL – STEM pada materi barisan dan deret aritmetika. Metodepenelitian yang digunakan adalah kualitatif deskriptif yang terdiri dari 3 tahap yaitu tahap persiapan, tahap pelaksanaan, dan tahap analisis data. Subjek penelitian ini adalah 29 siswa kelas X.4 SMA Negeri 3 Palembang. Teknik …

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xviii, 68 hlm.; tab.; 29 cm.
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T1697862025
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PERAN IBU RUMAH TANGGA DALAM HOME INDUSTRY UNTUK MEMENUHI EKONOMI KELUARGA DI…
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Anggara, Soni

This research aims to determine the role of housewives in the home industry in meeting the needs of families in Sungai Pinang village. This research uses a qualitative descriptive research type. Data collection methods used interview and observation methods with research subjects of two bolu kojo entrepreneurs and two soft cracker entrepreneurs. The research results obtained were that all house…

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xx, 122 hlm.; Ilus.; 29 cm
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T1407502023
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ANALISIS SMART VILLAGE BERBASIS KREATIVITAS PEMUDA DI KAWASAN TRANSMIGRASI KO…
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Mipta, Falahul

The Smart Village concept is a concept that can be applied to community groups, villages and cities. Smart Villages are a reflection of the progress of the system and administration of a village, both in terms of services, education and society. The aim of this research is to describe the readiness of youth in the KTM Sungai Rambutan and Parit transmigration areas in implementing the smart vill…

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x, 54 hlm.; ilus.; 29 cm
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T1403112024
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PERAN KIAGUS WIRAWAN TERHADAP PERKEMBANGAN WAYANG PALEMBANG 2004-2022
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 Lestari, Desi

This research is entitled "The Role of Kiagus Wirawan in the Development of Palembang Wayang 2004-2022". The issue raised was the role of Kiagus Wirawan in efforts to maintain the existence of wayang in Palembang. The purpose of this research is to explain Kiagus Wirawan's early life before entering the world of wayang, then the factors that encouraged Kiagus Wirawan to enter the world of wayan…

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xi, 177 hlm.; ilus.; 29 cm
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T1382962023
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PENGARUH MODEL PEMBELAJARAN INQUIRY TERHADAP HASIL BELAJAR PESERTA DIDIK DALA…
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Latuconsina, M Reizky Satria

This study aims to prove the effect of the Inquiry Learning model on the learning outcomes of eleventh-grade students at MAN 2 Palembang. The method used in this study is an experimental research method. The population targeted in this study consists of 303 eleventh-grade students at MAN 2 Palembang, and the sampling technique employed is random sampling, with class XI.7 selected as the experim…

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xii, 73 hlm.: Tab.; 29 cm
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Call Number
T1673592025
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PENGEMBANGAN MEDIA PODCAST MENGGUNAKAN DOLBY ON: RECORD AUDIO & MUSIC UNTUK M…
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 Insyirah, Safina

This research is entitled "Podcast Media Development Using Dolby On: Record Audio & Music to Improve Historical Thinking Skills at SMA Negeri 1 Indralaya". This research was conducted in class X 4 SMA Negeri 1 Indralaya, and is a type of development research using the Hannafin & Peck model. This study aims to develop podcast media with validity and effectiveness that can affect student learning…

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xix, 99 hlm.; ilus.; 29 cm  
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T1385152023
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PENGARUH PEMBELAJARAN BERDIFERENSIASI TERHADAP PEMAHAMAN SISWA PADA PEMBELAJA…
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Agustav, Faizal

This research aims to determine the effect of Differentiated Learning on students' understanding of science Learning in Grade IV of Sekolah Dasar. This research is an experimental type of research using the Quasy Experiment research method using a Non Equivalent Control Group Design. Data was collected through pretest and posttest in the experimental class and control class, and analyzed throug…

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xvii, 128 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1713242025
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PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK DIGITAL BERBANTUAN ARTIFICIAL INTELLIGE…
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Dewi, Nuraina

This research aims to produce digital comic learning media products assisted by artificial intelligence in the teaching and learning process of cultural heritage materials in grade V of SDN 72 Palembang. This research is a type of Research and Development (R&D) with a 4D model modified into 3D (model of the Define, Design, and Development). The validation results by the three validators showed …

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xvi, 130 hlm.; ilus.; tab.; 29 cm.
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T1713052025
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PENGEMBANGAN MEDIA INFOGRAFIS INTERAKTIF BERBANTUAN GOOGLE SITES DENGAN MODEL…
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Rosyada, Dini Alya

This study aims to develop interactive infographic media that meets the needs of students, teachers, media, and instructional design, as well as to enhance the activity, motivation, and learning outcomes of fifth-grade students on the topic of food chains. The research was conducted at SD Negeri 25 Indralaya using the ADDIE development model, which includes five stages: Analysis, Design, Develo…

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xvii, 234 hlm.; ilus.; tab.; 29 cm.
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T1713202025
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBANTUAN GOOGLE SITES PADA MATER…
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Sari, Indah.

This research aims to develop Interactive Learning Media Assisted by Google Sites on Energy Materials and Energy Sources in Daily Life in Class IV SDN 05 Indralaya. The type of research used is Research and Development (R&D) with the ADDIE development model which in this research only uses four stages, namely Analysis, Design, Development and Implementation. The subjects in this research were 1…

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xvii, 166 hlm.; ilus.; tab.; 29 cm.
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T1713192025
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PENGEMBANGAN MEDIA PEMBELAJARAN GAME INTERAKTIF BERBASIS PLATFORM BAMBOOZLE M…
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Mutmainnah, Mutmainnah

This study aims to develop an interactive learning game based on the Bamboozle Platform for the topic of Light, Sound, and Their Properties for fifth-grade students at SD Negeri 5 Indralaya. The development process follows the ADDIE model, consisting of five stages: Analyze, Design, Development, Implementation, and Evaluation. Needs analysis revealed that learning media in schools are still dom…

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xvii, 12 hlm.; ilus.; tab.; 29 cm.
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T1713232025
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PENGARUH MEDIA PEMBELAJARAN CROSSWORD MAKER BERTEMA NILAI-NILAI PANCASILA TER…
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As Sa'idah, Adinda Labibah

This study aims to determine the effect of using Crossword Maker learning media with the theme of Pancasila values on students' learning motivation at SMP Negeri 2 Jejawi, this study uses a quantitative approach with a nonequivalent control group design. The population in this study were all 105 students in class VII, the research sample used the Non Probability Sampling technique, Purposive Sa…

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ISBN/ISSN
2025
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xv, 122 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1694532025
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PENINGKATAN KEMAMPUAN LITERASI DIGITAL DALAM PEMBELAJARAN PENDIDIKAN PANCASIL…
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Sari, Indah Puspita

This study aims to determine the improvement of digital literacy skills in Pancasila education learning using Information and Communication Technology (ICT) based media SMP Negeri 7 Pemouthan, this study uses a quantitative approach in the form of a pre-experimental design type of one group pretest-posttest design. The sample in this study was class VIII.5 totaling 30 students, taken using a no…

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xvi, 115 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1692942025
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STRATEGI SEKOLAH DALAM MENINGKATKAN KARAKTER RELIGIUS PESERTA DIDIK DI SMA NE…
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Hanum, Aisha Zulfa

Penelitian ini bertujuan untuk mengetahui bagaimana strategi sekolah dalam meningkatkan karakter religius peserta didik di SMA Negeri 6 Palembang. Penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif. Teknik pengumpulan data dalam penelitian ini adalah purposive sampling dengan informan berjumlah 11 orang. Teknik pengumpulan data pada penelitian ini menggunakan teknik wawan…

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xv, 145 hlm.; ilus.; tab.; 29 cm
Series Title
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Call Number
T1691382025
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PERSEPSI MAHASISWA TERHADAP MATA KULIAH PENDIDIKAN MULTIKULTURAL DALAM MEMBEN…
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Feniar, Nola

This researcher aims to find out students' perceptions of Multicultural Education courses in shaping the global diverse character of the PPKn study Program, Sriwijaya University. This study uses a quantitative approach with a descriptive analysis method. The population in this study is all FKIP PPKn students with a total of 191 students, non-probality sampling technique becomes a technique from…

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xvi, 126 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1689852025
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PENGARUH KEGIATAN PROYEK PENGUATAN PROFIL PELAJAR PANCASILA TERHADAP PEMBENTU…
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Arpah, Fitri

This study aims to determine the effect of project activities to strengthen the pancasila student profile on the formation of students' social skills at SMA Negeri 1 Tanjung Batu. This research uses a quantitative approach with descriptive methods. The population in this study were all grade XI students totaling 212 students with a research sample of students in grades XI.5 and XI.6 totaling 68…

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xvii, 125 hlm.; ilus.; tab.; 29 cm
Series Title
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Call Number
T1690112025
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBANTUAN LINKTREE PADA MATA PELAJARAN PENDI…
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Annisa, Muharromah

This research aims to produce linktree-assisted digital learning media whose focus on design and implementation is aimed at realizing 4C skills in students. In this study, the subject of the research is a student of class XI of SMA Negeri 1 Indralaya. The development method used in this study is the Research and Development (R&D) with the ADDIE model. The data collection techniques used in this…

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xx, 256 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1690142025
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PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS KETERAMPILAN PROSES SAINS PADA MATER…
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Yulianti, Rica

This research was conducted with the aim of producing a product in the form of digital teaching materials, analyzing validity, and practicality. The type of research conducted is development research with the ADDIE development model. ADDIE consists of 5 stages, namely: Analysis, Design, Development, Implementation and Evaluation.The product trial was conducted with research subjects consisting …

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ISBN/ISSN
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xii, 154 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1695172025
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PENGEMBANGAN MEDIA PEMBELAJARAN MONOPOLI PADA MATERI EKOSISTEM KELAS V SEKOLA…
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Septa Indah Permata

This research aims to produce a learning media product in the form of a Monopoly game on the ecosystem material for fifth-grade elementary school students, which relates to the analysis of needs, validity, practicality, and effectiveness. Development research is used as the research type in this study. The ADDIE model, which consists of five stages—Analysis, Design, Development, Implementatio…

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xviii, 127 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1695352025
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PENGEMBANGAN MEDIA PEMBELAJARAN GOOGLE SITES BERORIENTASI MODEL PROBLEM BASED…
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Rizkika, Rahma

This study aims to produce a product in the form of Google Sites learning media that is oriented to the Problem Based Learning model for grade V Elementary Schools, which is related to needs analysis, validity, practicality, and effectiveness. The type of this research is development research with the ADDIE model whose stages consist of Analysis, Design, Development, Implementation, and Evaluat…

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xix, 153 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1695372025
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PENGEMBANGAN BAHAN AJAR BERBASIS FLIPBOOK PADA PEMBELAJARAN IPAS AKU DAN KEBU…
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Adilla, Reyta Nur

This research produces flipbook-based teaching material products for learning science and science, Me and My Needs. The type of research used in this research is research and development. Flipbook-based teaching materials are developed using 3D models, which consist of three stages: Define, Design, and Development. The research subjects in this study were class IV B at SDN 72 Palembang. The dat…

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xvi, 26 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1690872025
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PENGEMBANGAN MEDIA AJAR SCRAPBOOK GAMIFIKASI UNTUK MENINGKATKAN EKOLITERASI S…
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Sagita, Putri Ayu

Penelitian pengembangan media ajar scrapbook gamifikasi untuk meningkatkan ekoliterasi siswa kelas V SDN 72 Palembang menggunakan model ADDIE bertujuan untuk mengembangkan media ajar scrapbook ekolietrasi dengan memperoleh tingkat kelayakan dan tingkat kepraktisan media ajar yang dikembangkan. Hasil penelitian ini menunjukkan hasil validasi ahli materi memperoleh persentase sebesar 90,62% denga…

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xiii, 160 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1691062025
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PERAN RELAWAN PADA PENDIDIKAN NONFORMAL DI KELOMPOK BELAJAR KOMUNITAS RELAWAN…
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Huda, Syafarudin

This research aims to describe the role of volunteers in nonformal education within the learning group of the South Sumatra Children's Volunteer Community. The research method used is qualitative descriptive with data collection techniques through interviews, participatory observation, and documentation. Nonformal education becomes a solution for children who have difficulty accessing formal ed…

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xvii, 88 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1688832025
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ANALISIS KETERAMPILAN BERBICARA SISWA KELAS I DALAM PEMBELAJARAN BAHASA INDON…
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Rahmadhani, Zsa Zsa

PENELITIAN INI BERTUJUAN UNTUK MENGANALISIS KETERAMPILAN BERBICARA SISWA KELAS I DALAM PEMBELAJARAN BAHASA INDONESIA DENGAN MODEL ROLE PLAYING. METODE PENELITIAN YANG DIGUNAKAN ADALAH KUANTITATIF DESKRIPTIF DENGAN TEKNIK ANGKET, WAWANCARA, DAN DOKUMENTASI. BERDASARKAN ANALISIS YANG DILAKUKAN, MODEL ROLE PLAYING DAPAT DIGUNAKAN UNTUK MELIHAT KETERAMPILAN BERBICARA SISWA KELAS 1 SERTA MENGIDENTIF…

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xv, 50 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1688282025
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PENGEMBANGAN MEDIA PEMBELAJARAN KARTU AJAIB BERBASIS AUGMENTED REALITY MATERI…
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Hanifa, Resi Rahma

This research aims to design AR-based magic card learning media on the topic of ethnic diversity and local culture, as well as to evaluate the feasibility and practicality of the media. This research uses the Research and Development (R&D) method with a 3D research model. Data collection techniques were carried out through observation, interviews, questionnaires, and documentation. Validation w…

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xvi, 117 hlm.; ilus.; tab.; 29 cm.
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T1689022025
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PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK DIGITAL BERBANTUAN WEBSITE STORYBOARDTH…
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Khairani, Fanny

PENELITIAN INI BERTUJUAN UNTUK MENGHASILKAN PRODUK MEDIA PEMBELAJARAN KOMIK DIGITAL BERBANTUAN WEBSITE STORYBOARDTHAT PADA PROSES BELAJAR MENGAJAR MATERI ISU KEBERSIHAN LINGKUNGAN DI KELAS IV SDN 02 INDRALAYA UTARA. MEDIA PEMBELAJARAN KOMIK DIGITAL DIKEMBANGKAN MENGGUNAKAN MODEL 4D YANG DIMODIFIKASI MENJADI 3D, TAHAPANNYA YAITU: DEFINE, DESIGN, DAN DEVELOPMENT. HASIL VALIDASI OLEH TIGA VALIDATO…

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xv, 123 hlm.; ilus.; tab.; 29 cm
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Call Number
T1688442025
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