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…
PENELITIAN BERTUJUAN UNTUK MENGHASILKAN PRODUK MEDIA PEMBELAJARAN AR PADA PEMBELAJARAN IPAS KELAS V PADA MATERI “MENGAPA BENTUK PERMUKAAN BUMI BERUBAH-UBAH” YANG BERISI PROSEDUR PENGEMBANGAN, VALIDITAS DAN KEPRAKTISAN DARI MEDIA YANG DIKEMBANGKAN. JENIS PENELITIAN YANG DIGUNAKAN ADALAH PENELITIAN PENGEMBANGAN (RESEARCH AND DEVELOPMENT) DENGAN MENGGUNAKAN MODEL PENGEMBANGAN ADDIE YANG MEMILI…
ENGEMBANGAN BAHAN AJAR BERBASIS ARTIFICIAL INTELLIGENCE BERBANTUAN APLIKASI SOLAR SYSTEM SCOPE MATERI SISTEM TATA SURYA KELAS VI SDN 05 INDRALAYA MENGGUNAKAN MODEL ADDIE BERTUJUAN UNTUK MENGEMBANGKAN BAHAN AJAR MATERI SISTEM TATA SURYA DENGAN MEMPEROLEH TINGKAT KEVALIDAN DAN TINGKAT KEPRAKTISAN BAHAN AJAR YANG DIKEMBANGKAN. DATA DIKUMPULKAN MELALUI WAWANCARA, OBSERVASI, DOKUMENTASI, DAN ANGKET.…
This study aims to describe the mathematical problem solving ability of ninth grade students through the application of Project-based Learning. This research is a descriptive study with the research subjects being class IX A students at Menara Fitrah Indralaya IT Junior High School. Data were collected through written tests consisting of three problem solving problems which were then analyzed u…
The study was conducted with the aim of turning on how effective the use of e-books based on the Flip PDF Professional application is in supporting learning takraw sports at SMA Muhammadiyah 3 Palembang. The main focus and use of this is to find out to what extent this e-book media can improve the quality of PJOK, especially related to sepak takraw material. The approach used in this study is C…
This research aims to determine the mathematical reasoning abilities of students through problem-based learning on the topic of systems of linear inequalities in two variables, assisted by AI tool Symbolab. The subjects of the study consisted of 36 students with heterogeneous abilities (high, medium, and low) in class X at SMA Negeri 1 Palembang. This type of research is descriptive, analyzed b…
This study developed a modified soccer learning model of perbolkas game for class XI students of MA Nurul Hilal Senuro which aims to determine the validity and practicality of the developed learning model. This study uses the Sugiyono development procedure which includes 9 stages, namely potential and problems, collecting data or information, product design, design validation, design revision, …
Kemampuan pemecahan masalah merupakan salah satu kemampuan yang harus dikuasai oleh peserta didik dalam pembelajaran matematika. Di Indonesia kemampuan pemecahan masalah matematis peserta didik masih terbilang rendah. Salah satu hal yang menyebabkan permasalahan tersebut adalah peserta didik yang kesulitan dalam membuat pemodelan matematika. Penelitian ini bertujuan untuk mendeskripsikan kemamp…
Penelitian ini bertujuan untuk menganalisis dan membuktikan pengaruh Problem Based Learning berbasis Outdoor Learning terhadap motivasi dan hasil belajar peserta didik SMA pada materi perubahan lingkungan. Metodologi penelitian menggunakan metode kuantitatif. Jenis rancangan penelitian adalah eksperimen semu (quasi experiment) dengan desain one group pretest dan postest dengan mengunakan uji An…
This study aims to: (1) describe the needs for developing a Project-Based Learning model incorporating local wisdom and ecoliteracy in poetry writing instruction; (2) describe the design of the Project-Based Learning model incorporating local wisdom and ecoliteracy in poetry writing instruction; (3) describe the feasibility of the Project-Based Learning model incorporating local wisdom and ecol…
This research aims to: 1) describe the need for developing a project based learning model containing local wisdom and ecoliteracy in learning to write short stories; 2) describe the design of a project based learning model containing local wisdom and ecoliteracy in learning to write short stories; and 3) describe the feasibility of a project based learning model containing local wisdom and ecol…
Penelitian ini bertujuan untuk menentukan pengaruh model pembelajaran Blended Learning berbasis Google Classroom dalam menulis hikayat siswa kelas X SMA Negeri 1 Madang Suku 1. Penelitian ini menggunakan metode eksperimen semu dengan desain penelitian true eksperimental design bagian Pretest-Posttest Control Group Design. Sampel penelitian ini terdiri dari 1 kelas yaitu kelas X 3 berjumlah 38 s…
This study aims to determine the effect of the GQGA learning model on IPAS learning outcomes of fourth grade students of SDN 243 Palembang. This research used quasi-experimental design method with nonequivalent control group design type. The population in this study were all fourth grade students of SDN 243 Palembang. The samples in the study were 33 control class students and 33 experimental c…
Penelitian ini berjudul "Pengaruh Model Pembelajaran Quantum Reading Terhadap Kemampuan Siswa Memahami Teks Eksposisi Kelas VIII SMPN 15 Palembang". Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran quantum reading pada siswa kelas VIII SMPN 15 Palembang. Permasalahan pada penelitian ini adalah apakah ada pengaruh model pembelajaran Quantum Reading terhadap kemampuan siswa d…