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 …
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…
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…
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…
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 …
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…
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…
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…
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…
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…
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…
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 …
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…
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…
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…
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…
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…
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…
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…
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…
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…
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 …
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…
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…
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…
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…
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…
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…
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…
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…