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Found 429 from your keywords: subject="Media Pembelajaran"
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBANTUAN NEARPOD PADA MATERI IDE POKOK DI K…
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Wardani, Rinda Amallia

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Nearpod pada materi ide pokok untuk peserta didik kelas IV SDN 14 Indralaya Utara. Metode yang digunakan adalah penelitian pengembangan (Research and Development) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil pengembangan media menunjukkan bahwa Nearpod mampu menciptakan pembelajaran…

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xii, 82 hlm.; ilus.; tab, 29 cm
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Call Number
T1811322025
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PENGARUH MEDIA PEMBELAJARAN KOMIK INTERAKTIF UNTUK MENINGKATKAN PEMAHAMAN KON…
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Ulandari, Try Ayu

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran komik bertema nilai-nilai Pancasila terhadap motivasi belajar peserta didik di SMA Srijaya Negara Palembang. Penelitian menggunakan pendekatan kuantitatif dengan desain nonequivalent control group. Populasi penelitian adalah seluruh peserta didik kelas XI yang berjumlah 237 orang. Berdasarkan studi pendahuluan, kel…

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xiii, 135 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1845532025
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PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN INFOGRAFIS TERHADAP HASIL BELAJAR PESE…
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Miratina, Miratina

This study aims to determine the effect of using infographic learning media on student learning outcomes in Pancasila Education Subjects at SMP Negeri 50 Palembang. This study uses a quantitative approach with the form of nonequivalent control group design. The population in this study were all VIII classes totaling 270 students, the research sample used non probability sampling technique of pu…

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xiii, 33 hlm.: Ilus., tab.; 29 cm
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-
Call Number
T1706912025
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PENGEMBANGAN MEDIA PEMBELAJARAN MENULIS PUISI MENGGUNAKAN GOOGLE SITES DI KEL…
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Novianti, Aulia

This study aims to (1) describe the results of the needs analysis, (2) describe the results of the design and product, and (3) describe the results of the learning media validation. This study uses the modified research stages of the Alessi & Trollip development model. The research data were collected by conducting interviews and distributing questionnaires to educators and eighth-grade student…

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xvii, 133 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1835072025
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EFEKTIVITAS PERMAINAN ULAR TANGGA SEBAGAI MEDIA PEMBELAJARAN SEJARAH DI SMK P…
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Novadilla, Elsa Firanty

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…

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xxi, 278 hlm.; ilus.; tab.; 29 cm.
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T1845622025
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PENGEMBANGAN E-LKPD MENULIS TEKS DESKRIPSI SEDERHANA BERBASIS LIVEWORKSHEETS …
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Junita, Meri

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 …

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xv, 134 hlm.; ilus.; tab.; 29 cm.
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-
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T1841112025
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PENGEMBANGAN E-MODUL BERBANTUAN APLIKASI BOOK CREATOR PADA MATERI TEKS DESKRI…
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Oktaviana, Evi

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…

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xv, 119 hlm.; ilus.; tab.; 29 cm.
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T1841852025
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PENGEMBANGAN MEDIA VIDEO PENERAPAN PERILAKU RAMAH LINGKUNGAN PADA PEMUDA DI D…
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Ramadhani, Septa

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 …

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xii, 62 hlm.; ilus.; tab, 29 cm
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T1790222025
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PENGEMBANGAN E-LKPD BERBANTUAN SMART APPS CREATOR PADA MATERI PANAS DAN PERPI…
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Suhud, Hary Kharisma

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…

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xx, 269 hlm.; ilus.; tab.; 29 cm.
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T1838472025
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PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS KARAKTER PEDULI LINGKU…
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Rohimah, Rohimah

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…

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xviii, 295 hlm.; ilus.; tab.; 29 cm.
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T1840802025
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PENGEMBANGAN MEDIA PEMBELAJARAN PENDIDIKAN KARAKTER BERBASIS G-SITES BERBANTU…
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Yanti, Tri Sari

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…

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xviii, 295 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1839002025
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PENGARUH PERMAINAN UNO STACKO TERHADAP KEMAMPUAN BERPIKIR LOGIS ANAK USIA 5-6…
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Aulia, Dwi Hanny Putri

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…

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xxi, 358 hlm.; ilus.; tab.; 29 cm.
Series Title
06141182126012
Call Number
T1809282025
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PENGARUH PENGGUNAAN MEDIA WORDWALL TERHADAP MOTIVASI BELAJAR PESERTA DIDIK PA…
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Khoirunnisa, Istya

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…

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xiii, 48 hlm. : ilus. ; tab. ; 29 cm
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T1728962025
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ENSIKLOPEDIA WEB GOOGLE SITES PADA M…
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Meraksa, Ahmad Septian

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xiii, 76 hlm.; tab.; 29 cm.
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T1732902025

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ISBN/ISSN
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xiii, 76 hlm.; tab.; 29 cm.
Series Title
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Call Number
T1732902025
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PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBANTUAN APLIKASI CANVA HIDUP…
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Cristina, Alya

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…

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xvi, 175 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1771362025
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PENGEMBANGAN MEDIA SMART BOX DALAM PEMBELAJARAN BAHASA INDONESIA MATERI UNSUR…
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Putriana, Rizki

Penelitian ini bertujuan untuk menghasilkan produk berupa media pembelajaran smart box untuk mata pelajaran Bahasa Indonesia materi unsur intrinsik cerita fabel pada kelas V SD Negeri 149 Palembang. Jenis penelitian yang digunakan adalah penelitian pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Teknik pengumpulan data yang digunakan dalam peneli…

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xvi, 138 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1770432025
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PENGEMBANGAN VIDEO ANIMASI BERBASIS ARTIFICIAL INTELLIGENCE PADA MATERI EVOLU…
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Sinta, Mona

The purpose of this study is to develop an artificial intelligence-based animated video as a learning medium for the topic of evolution, aimed at Paket C students at SPNF SKB Kota Palembang, focusing on its validity and practicality. This is a development study using the ADDIE model, which consists of five stages (Analysis, Design, Development, Implementation, and Evaluation). However, this res…

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xiv, 122 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1767262025
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PENGEMBANGAN MEDIA PROMOSI BERBASIS DIGITAL BRANDING DALAM UPAYA MENINGKATKAN…
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Angelina, Tatia

This development research aims to produce a promotional media based on digital branding by utilizing social media. This research is a type of research and development (Research and Development) with the development model used is Borg and Gall, there are ten steps of research and development, but adjust to the location of the research so that researchers only do six stages, namely, Analysis and …

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xiv, 132 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1759072025
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PENGEMBANGAN E-LKPD MENGGUNAKAN APLIKASI PADLET BERBASIS PROJECT BASED LEARNI…
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Nurcholisa, Siti

penelitian ini berjudul "Pengembangan E-LKPD Menggunakan Aplikasi Padlet Berbasis Project Based Learning Materi Hasil Kebudayaan Pada Zaman Logam Di SMAN 2 Palembang". Tujuan pada penelitian ini untuk dapat mengembangkan elektronik LKPD berbasis project Based Learning yang valid serta dapat meningkatkan kualitas cara berpikir peserta didik. penelitian ini merupakan jenis penelitian pengembangan…

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xii, 210 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1768502025
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ZOHO SHOW MATERI PRASASTI…
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Wulandari, Sekar Ayu

Penelitian ini berjudul “Pengembangan Media Pembelajaran Interaktif Berbasis Zoho Show Materi Prasasti Talang Tuo dalam Pembelajaran Sejarah di SMAN 13 Palembang”. Penelitian ini diterapkan kepada peserta didik kelas X.10 SMA Negeri 13 Palembang. Adapun rumusan masalah dalam penelitian ini adalah bagaimana mengembangkan media pembelajaran interaktif berbasis zoho show materi Prasasti Talang…

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xviii, 187 hlm.; ilus.; tab.; 29 cm.
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-
Call Number
T1765032025
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KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA KELAS VII PADA MATERI HIMPUNAN DE…
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Faturrahman, Muhammad Habib

The Importance of Mathematical Problem Solving Skills so that students can understand mathematical concepts deeply and flexibly, so that they can apply their knowledge in various problem-solving situations. One of the learning media that can be applied to train students in solving mathematical problems is animation media which is closely related to interesting Visuals and auditory so that it ca…

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ISBN/ISSN
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xii, 50 hlm.: Tab.; 29 cm
Series Title
-
Call Number
T1699072025
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PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI MENGGUNAKAN APLIKASI CANVA PADA …
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Puteri, Meita Anjani

This study aims to produce a product in the form of educational game learning media using the Canva application for writing short story texts material for Grade XI students at SMA Negeri 15 Palembang. This research employs the Research and Development (R&D) method by applying the Borg and Gall development model, which includes five main stages according to the researcher's needs: research and i…

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xiii, V-1 hlm. : ilus. ; tab. ; 29 cm
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-
Call Number
T1698172025
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PENGEMBANGAN MEDIA PEMBELAJARAN MATERI PERMAINAN INVASI DI SMA/SMK/MA
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Ratama, Erico Aziz

Penelitian ini dilatar belakangi dari permasalahan yang ada pada bidang pendidkan di zaman sekarang. Guru dituntut untuk dapat memanfaatkan kemajuan teknologi dalam pembelajaran di kelas. Studi ini bertujuan untuk mengembangkan media pembelalajaran yang berbasis aplikasi Macromedia Flash 8 dengan materi Permainan Invasi yang ada di mata pelajaran PJOK SMA/SMK/MA. Peneliti menggunakan metode pen…

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xiv, 63 hlm.; ill.; tab.; 29 cm.
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-
Call Number
T1696092025
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PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY (AR) BERBASIS TPACK PADA MA…
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Natasha, Kinanti Adara

Era digital menghadapkan dunia pendidikan pada tantangan sekaligus peluang, terutama dalam menciptakan media pembelajaran yang kreatif dan interaktif. Teknologi Augmented reality (AR) berbasis kerangka TPACK menjadi alternatif potensial untuk meningkatkan kualitas pembelajaran melalui integrasi teknologi, pedagogi, dan konten secara terpadu. Penelitian ini bertujuan untuk menghasilkan media pem…

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x, 53 hlm.; ill.; tab.; 29 cm.
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-
Call Number
T1700582025
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS DIGITAL SCRAPBOOK PADA PEMBELAJARAN …
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Manera, Yogi

The development of digital scrapbook-based learning media in learning to write fantasy story texts aims to 1) describe the needs of teachers and students for digital scrapbook-based learning media, 2) produce a design for digital scrapbook-based learning media in writing fantasy story texts, 3) describe the results of expert validation of digital scrapbook-based learning media in writing fantas…

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xvi, 42 hlm.; ill.; tab.; 29 cm.
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-
Call Number
T1698612025
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PENGEMBANGAN MEDIA PEMBELAJARAN MAGIC BOX PADA MATERI SIKLLUS AIR DI SDN 15 OKU
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Muharram, Ibrahim

Pengembangan media Media pembelajaran magic box merupakan suatu perantara yang efektif digunakan untuk menyampaikan materi yang bersifat abstrak menjadi lebih konkret sehingga dapat dengan mudah dipahami oleh peserta didik usia sekolah dasar. Oleh karena itu pemanfaatan media pembelajaran magic box penting bagi guru untuk meningkatkan minat dan pemahaman peserta didik dalam proses pembelajaran.…

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viii, 69 hlm.; tab.; 29 cm.
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-
Call Number
T1700672025
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PENGEMBANGAN MODUL ELEKTRONIK MATERI MENULIS TEKS DESKRIPSI BERBASIS KEARIFAN…
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Nurhaliza, Nurhaliza

Penelitian ini bertujuan untuk mengembangkan modul elektronik materi menulis teks deskripsi berbasis kearifan lokal menggunakan aplikasi Articulate Storyline 3. Penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) dengan model pengembangan yaitu Alessi & Trollip. Pengembangan modul elektronik materi menulis teks deskripsi berbasis kearifan lokal menggunakan a…

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xiv, 64 hlm.; tab.; 29 cm.
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-
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T1698542025
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PENGEMBANGAN E-MODUL BERBASIS APLIKASI ARTICULATE STORYLINE 3 PADA MATERI MEN…
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Fadillah, Raden Ayu Alya

This study aims to analyze the need for the product, produce a product in the form of an e-module, and conduct an expert validation test of the teaching material product in the form of an e-module for folklore writing material at SMA Negeri 15 Palembang. This study uses the Alessi and Trollip research and development model. This digital module was developed by referring to the needs analysis qu…

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vi, 79 hlm.; ill.; tab.; 29 cm.
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-
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T1698832025
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PENGARUH BIOCHAR KULIT SINGKONG (Manihot esculenta Crantz) SEBAGAI ADSORBEN P…
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Jamilah, Ayu

Research has been conducted on the effect of cassava peel biochar (Manihot esculenta Crantz) as an adsorbent in phosphate wastewater. The research was conducted using an artificial phosphate solution dissolved from KH2PO4. This study aims to determine the comparison of phosphate concentration before and after the use of cassava peel biochar as an adsorbent on phosphate concentration and to dete…

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xi, 80 hlm.; ill.; tab.; 29 cm.
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-
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T1700002025
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PENGEMBANGAN MODUL ELEKTRONIK MATERI MENULIS TEKS OBSERVASI BERBASIS KEARIFAN…
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Lestari, Intan

Penelitian ini bertujuan menghasilkan produk bahan ajar berupa modul elektronik materi menulis teks observasi berbasis kearifan lokal menggunakan aplikasi Book Creator bagi peserta didik kelas X SMA Negeri 9 Palembang. Penelitian ini menggunakan metode penelitian dan pengembangan (RnD) dengan model pengembangan Alessi dan Trollip. Modul elektronik dikembangkan dengan mengacu pada wawancara, kue…

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Collation
viii, 92 hlm.; ill.; tab.; 29 cm.
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-
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T1698502025
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