This development research aims to (1) describe the results of the analysis of teachers' and students' needs for podcast learning media using the Spotify application on folklore text material, (2) describe the results of designing podcast learning media using the Spotify application on folklore text material, (3) describe the results of expert validation of the podcast learning media design usin…
Penelitian ini bertujuan untuk mengembangkan media puzzle angka bagi anak usia 4–5 tahun yang valid dan praktis. Jenis penelitian yang digunakan adalah penelitian pengembangan dengan model Rowntree yang terdiri atas tiga tahap, yaitu perencanaan, pengembangan, dan evaluasi. Tahap evaluasi dimodifikasi menggunakan model evaluasi formatif Tessmer yang meliputi tahap self evaluation, expert revi…
Penelitian ini berjudul “Pengembangan Media Pembelajaran E-comic Berbasis Flipbook Pada Materi Sejarah Bagus Kuning Untuk Pembelajaran Sejarah Kelas X Sma Negeri 8 Palembang”. Penelitian ini dilaksanakan di kelas X SMA Negeri 8 Palembang, dan menggunakan jenis penelitian pengembangan dengan menggunakan model Alessi & Trollip. Penelitian ini bertujuan untuk mengembangkan media pembelajaran b…
Penelitian ini bertujuan untuk 1) Mendeskripsikan hasil analisis kebutuhan guru dan siswa terhadap pengembangan media pembelajaran berbasis canva pada materi menulis teks eksplanasi. 2) Menghasilkan rancangan pengembangan media pembelajaran berbasis canva pada materi menulis teks eksplanasi. 3) Mendeskripsikan hasil validasi ahli terhadap pengembangan media pembelajaran berbasis canva pada mate…
This research regarding the development of Photo Story media based on the Instagram application aims to (1) obtain the results of an analysis of the needs for Photostory media based on the Instagram application on the material of writing procedural texts according to teachers and students of class XI SMA Negeri 1 Liwa, (2) designing Photostory media based on the Instagram application on the mat…
Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi kualitas media pembelajaran berupa PowerPoint interaktif berbasis Canva untuk kemampuan literasi membaca anak usia 5–6 tahun di TK B Yaspa. Permasalahan utama yang dihadapi adalah belum tersedianya media literasi yang interaktif, menarik, dan sesuai dengan karakteristik perkembangan anak usia dini. Penelitian ini menawarkan solusi …
Penelitian ini bertujuan untuk mengetahui tahapan proses pengembangan E-LKPD untuk materi hidrokarbon, serta menganalisis pengaruh langsung kepraktisan E-LKPD terhadap minat belajar dan hasil belajar siswa, pengaruh langsung minat belajar terhadap hasil belajar, serta pengaruh tidak langsung kepraktisan E-LKPD terhadap hasil belajar melalui minat belajar siswa pada materi hidrokarbon di SMA Neg…
Penelitian ini bertujuan untuk menghasilkan media interaktif pembelajaran PjBl (Project Based Learning) dengan aplikasi powtoon guna mendukung pemahaman siswa pada mata Pelajaran Prakarya di SMP. Media ini dikembangkan dengan menggunakan model pengembangan ADDIE, yang melibatkan tahap analisis, desain, development, implementasi dan evaluasi. Subjek dalam penelitiana ini yaitu siswa kelas VII SM…
Local wisdom-based teaching materials containing flipbook descriptive text material for junior high school students have been developed. The purpose of this research was to produce valid, practical and effective teaching materials. This developmental research followed the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The validation results carried out by media expe…
This study aims to explore high school physics teachers’ perceptions of using educational games in physics instruction. The research employed a quantitative descriptive method using a structured survey consisting of 14 closed-ended items. The participants included 58 physics teachers from high schools in Musi Rawas and Ogan Ilir Regencies. Data were analyzed using the Rasch model via Winsteps…
This study aims to determine the effectiveness of using a Problem-Based Learning (PBL)-based e-module on the critical thinking skills of eighth-grade students on the topic of simple machines at SMP Negeri 58 Palembang. The research employed a descriptive quantitative method with a quasi-experimental design (pre-experimental), using a one-group pretest–posttest design. The research subjects co…
ABSTRAK Penelitian ini berjudul " Pengembangan Media Pembelajaran Sejarah Berbasis Program Canva Dengan Materi Peninggalan Prasejarah Di Museum Negeri Sumatera Selatan Pada Pelajaran Sejarah Kelas X Sekolah Menengah Atas Srijaya Negara Palembang” membuat data dengan peninggalan prasejarah yang ada di museum negeri sumatera selatan yang terletak di kota palembang. Penelitian ini telah diterapk…
The aim of this study is to prove the effect of MYOB media on the learning motivation of students in accounting subjects at SMK Negeri 1 Lubuklinggau. This research is a quantitative study using an ex-post facto method, with research instruments in the form of MYOB media questionnaires and learning motivation questionnaires. The testing techniques used are simple linear regression, correlation …
This research aims to determine the effect of powtoon learning media on students' learning motivation at SMA Negeri 2 Palembang. This research uses quantitative research methods with a descriptive associative approach. Data was collected through questionnaires, interviews and observations. The population in this study was 219 students and the sampling technique used Non Probability sampling wit…
This research aims to determine the effect of using online crossword puzzle learning media on student learning outcomes in chemistry subjects, especially nanotechnology topics, in class X SMA IT Raudhatul Ulum Sakatiga. The research method used was a quasi-experiment with a nonquivalent control group design. The results of the research showed that student learning outcomes increased from the pr…
This research aims to develop a product, namely interactive learning media based on Articulate Storyline 3 in writing short stories for grade IX students of SMP Negeri 34 Palembang. This research uses the research and development method (Research and Development) with the combined development model of Borg & Gall with Alessi & Trollip which was modified into five stages, namely searching and co…
Development of Problem Solving-Based Flipbook Electronic Learning Media to Improve Civics Learning Outcomes of Students at SMP Negeri 1 Sekayu By Muhammad Naufal Al Fathi Student Identification Number: 06051282025032 Advisor: Drs. Alfiandra M. Si Study Program: Pancasila and Civic Education ABSTRACT This research aims to develop an electronic flipbook-based learning media that is integrated wit…
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…
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…
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…
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…
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…
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 …
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…
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 …
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…
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…
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…
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…
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…