Students are the main subjects in evaluating the success of a learning model. Therefore, it is necessary to know how students view the implementation of STEM in biology learning at school. This study aims to determine the perceptions of 10th grade students at SMAN 01 Palembang regarding the STEM approach in biology learning at school. This study is a descriptive study using a survey method. The…
Problem-Based Learning (PBL) is an active learning method that places students at the center of the learning process. The utilization of AI in PBL can assist students in finding scientific references, formulating learning issues, and supporting self-directed learning. This study aims to determine the use of AI technology in the implementation of PBL among students of the Medical Education Progr…
Background: The development of medical science, which is closely related to life safety and health benefits, requires students to continuously update their knowledge and engage in lifelong learning. Game-based learning (GBL) presents itself as an innovative learning method that offers active interaction. Modified Monopoly has the potential to improve SDL readiness and is expected to support stu…
Perkembangan teknologi informasi yang pesat menuntut dunia pendidikan untuk beradaptasi dengan pembelajaran berbasis digital yang lebih menarik dan interaktif. Namun, proses pembelajaran sejarah di sekolah masih banyak menggunakan metode konvensional dan media cetak yang kurang memotivasi peserta didik. Penelitian ini bertujuan untuk mengembangkan Pocket Book berbasis Flipbook pada materi Arca-…
Penelitian ini berjudul “Pengembangan Media Infografis Interaktif Berbasis Snappa Pada Mata Pelajaran Sejarah kelas X SMA Negeri 4 Pagar Alam’’. Penelitian ini dilaksanakan di kelas X.5 SMA Negeri 4 Pagar Alam dan merupakan jenis penelitian pengembangan menggunakan model ADDIE. Tujuan dari penelitian ini adalah mengembangkan bahan ajar digital berupa Infografis Interaktif berbasis aplikas…
Penelitian ini berjudul “Pengembangan E-LKPD Menggunakan BookCreator Pada Pembelajaran Sejarah Materi Sejarah Masa Praaksara di SMK YP Gajah Mada Palembang" Tujuan pada penelitian ini adalah untuk mengembangkan E-LKPD menggunakan BookCreator yang valid serta meningkatkan efektifitas dari E-LKPD menggunakan BookCreator pada pembelajaran Sejarah materi Sejarah Masa Praaksara di Sumatra Selatan.…
Penelitian ini berjudul "Pengembangan Media Pembelajaran Berbasis Prezi Menggunakan Metode PQ4R Learning Pada Materi Pergerakan Nasional Indonesia di SMA Srijaya Negara Palembang". Penelitian ini bertujuan untuk menghasilkan sebuah media pembelajaran yang valid dan efektif pada materi Pergerakan Nasional Indonesia. Media ini dikembangkan dengan platform Prezi dan diintegrasikan dengan metode PQ…
This study aims to produce interactive gamification based learning media for the water cycle topic in fifth-grade elementary school science. This research employed the ADDIE development model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The trial subjects were students of Class V.A at SD Negeri 14 Indralaya Utara. Data collection techniques included…
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 Wizer.Me dalam pembelajaran menulis teks desksripsi; (3) mendeskripsikan kelayakan produk media interaktif berbasis Wizer.Me dalam pembelajaran menulis teks deskripsi yang dikembangkan menuru…
ABSTRACT This research aims to: (1) describe the need for developing E-module s for creative writing of inspirational story texts based on the PjBL learning model for grade IX students of SMPN 6 Unggul Sekayu; (2) develop Google Site-based E-module products in learning to write creative inspirational story texts; (3) describe the feasibility of the developed E-module based on expert assessments…
Classroom presentations are commonly used in university learning, but how students’ participation in these activities affects their academic achievement is still not clearly understood. This study was inspired by observations and informal discussions showing that students often do presentations, yet their participation varies and may not always be linked to better GPA. This quantitative study…
This study explores the perceptions of students in the English Education Study Program at Sriwijaya University regarding the use of the Medium application to promote reading interest. It also aims to identify the specific benefits offered by Medium in fostering students’ engagement with English reading materials. A qualitative case study approach was employed, involving 50 students from vario…
Penelitian ini bertujuan untuk mengembangkan modul berbasis Project-Based Learning (PjBL) yang valid dan praktis untuk 95mata kuliah Rancang Bangun di Program Studi Pendidikan Teknik Mesin Universitas Sriwijaya. Modul dikembangkan menggunakan model 4D (Define, Design, Develop, Disseminate). Penelitian dilaksanakan pada semester genap tahun akademik 2024/2025. Subjek dari penelitian ini adalah M…
This study aims to develop digital-based learning media to enhance the effectiveness of history learning at SMA Negeri 12 Palembang. Initial observations revealed that history learning in this school is still dominated by the use of textbooks and lecture methods, causing students to struggle in understanding the material. As a solution, the researcher developed a Digital Handout based on Androi…
This study is entitled The Effect of Implementing Problem-Based Learning (PBL) Model on Critical Thinking Ability of 10th Grade Students at UPT SAM Negeri 2 Palembang" The formulation of this research is to examine whether there is an effect of the Problem-Based Learning (PBL) model on the critical thinking ability of students in history subjects for 10th grade at UPT SMA Negeri 2 Palembang.. T…
This study aims to develop an electronic student worksheet based on scientific literacy for the biotechnology sub-topic in grade X of senior high school. The study is motivated by students' low interest and understanding of biotechnology material and the lack of interactive learning media that support the strengthening of scientific literacy. This research employed the ADDIE development model, …
Penelitian ini bertujuan untuk menganalisis keterampilan peserta didik dalam membaca dan menulis permulaan melalui media flashcard. Metode yang digunakan adalah deskriptif kualitatif dengan teknik pengumpulan data melalui observasi, wawancara, dan dokumentasi. Instrumen penelitian divalidasi oleh validator observasi, wawancara, materi, dan media. Hasil penelitian menunjukkan bahwa keterampilan …
Penelitian ini berjudul “Pengembangan Ensiklopedia Digital Materi Peninggalan Kedatuan Sriwijaya di Kelas X SMA Negeri 10 Palembang”. Penelitian ini merupakan jenis Research and Development yang bertujuan menghasilkan media pembelajaran berupa ensiklopedia digital yang valid, praktis, dan menarik untuk mendukung pembelajaran sejarah. Model pengembangan mengacu pada Alessi & Trollip dengan t…
This study aims to analyze the implementation of PBL-based ELKPD on critical thinking skills and digital literacy of grade X SMA students. The population of this study were students of grade X2 and X3 of SMAN 1 Sekayu. This study used a quasi-experimental method. The design of this study used a nonequivalent control group design, using experimental and control groups. Using experimental groups …
This study aims to develop a picture story flipbook teaching material supported by the Canva application on the topic of Bhinneka Tunggal Ika for fourth-grade students at SDN 16 Indralaya. The research employed the ADDIE development model, consisting of analysis, design, development, implementation, and evaluation stages. The study subjects included 5 students in a small group trial and 15 stud…
TheThis study aims to develop digital Pop-Up Book media and determine development procedures, product feasibility, and media effectiveness in learning Pancasila Education, material on Indonesian Social and Cultural Diversity in class III SDN 12 Sembawa. The method used is development research or Research and Development (R&D) with the ADDIE model, which includes Analysis, Design, Development, I…
Masalah kesehatan mental di kalangan remaja, khususnya perilaku self- harm, menjadi isu yang semakin mengkhawatirkan dan memerlukan penanganan yang efektif melalui pendekatan edukatif. Penelitian ini bertujuan untuk menguji efektivitas penggunaan video interaktif dalam meningkatkan pemahaman siswa mengenai perilaku self-harm di SMA Negeri 10 Palembang. Penelitian ini menggunakan pendekatan kuan…
This study aims to prove the effect of Digital Media Use on Student Learning Achievement in the Digital Class Management Course in the Economic Education Study Program, 2021 Batch, Sriwijaya University. This research is a quantitative study with a correlational research type. The population in this study were Economic Education students of Sriwijaya University Class of 2021, totaling 75 student…
This research aims to prove the influence of the Pancasila Student Profile Reinforcement Project (P5) within the Merdeka Curriculum on the development of disciplinary character among 11th-grade students at SMA Negeri 2 Indralaya Utara in the 2024/2025 academic year. This study employed a quantitative research method of the associative type with a causal relationship. The population for this res…
Penelitian ini bertujuan mendeskripsikan proses pelaksanaan metode menghafal Al-Qur‗an di Rumah Tahfidz Mashdarur Rohmah, Desa Senuro, Kecamatan Tanjung Batu dengan pendekatan kualitatif deskriptif. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi terhadap kepala rumah tahfidz, lima ustadz, dan sembilan santri lintas usia. Hasil menunjukkan bahwa proses pelaksanaan menghafal dil…
Kertayu Village, located in Sungai Keruh Sub-district, Musi Banyuasin Regency, is an area rich in cultural heritage and local traditions that have been passed down from generation to generation. One of the traditions that still takes place in this village is the Sedekah Bumi tradition. This tradition consists of sedekah lemang, a local specialty, as an expression of gratitude to God for the abu…
Penelitian ini berjudul “Pengembangan E-Book Interaktif Menggunakan Heyzine Pada Materi Peninggalan Kedatuan Sriwijaya Di Kelas X SMA Negeri 1 Indralaya Utara”. Penelitian ini di laksanakan di kelas X.3 dan Juga X.4 SMA Negeri 1 Indralaya Utara dan merupakan jenis penelitian pengembangan menggunakan model Alessi & Trollip. Tujuan dari penelitian ini adalah mengembangkan bahan ajar digital b…
Penelitian ini berjudul “Pengembangan Video Pembelajaran Berbasis Aplikasi InShot pada Materi Prasasti Bukit Siguntang dalam Pembelajaran Sejarah di SMA Negeri 2 Indralaya Utara”. Penelitian ini dilaksanakan di kelas X.2 SMA Negeri 2 Indralaya Utara.Penelitian ini merupakan jenis penelitian pengembangan dengan menggunakan model Alessi dan Trollip. Adapun rumusan masalah dalam penelitian ini…
Penelitian ini berjudul “Pengembangan Media Gambar Menggunakan Aplikasi Thinglink Berbasis Problem Based Learning Pada Materi Jalur Rempah Di Indonesia di SMA Negeri 1 Indralaya Utara”. penelitian ini telah di laksanakan di kelas X.3 SMA Negeri 1 Indralaya Utara. Rumusan masalah pada penelitian ini adalah bagaimana efektivitas dan kevalidan dalam mengembangkan media gambar menggunakan aplik…
Penelitian ini memiliki judul “Pengembangan Sumber Belajar E-Magazine berbasis Heyzine materi Prasasti Telaga Batu Kedatuan Sriwijaya pada Mata Pelajaran Sejarah di SMA YPI Tunas Bangsa Palembang”. Peneliti ini dilaksanakan di kelas X.5 SMA YPI Tunas Bangsa Palembang. Rumusan masalah pada penelitian ini adalah bagaimana cara mengembangkan sumber belajar e-magazine menggunakan aplikasi Heyzi…