Penelitian dan Pengembangan (R&D) ini bertujuan untuk menghasilkan modul pembelajaran Autodesk Inventor materi Assembly dan Presentation berbasis Generative AI yang memenuhi kriteria kelayakan (validitas) dan kepraktisan. Latar belakang penelitian ini adalah kurangnya ketersediaan bahan ajar yang terstruktur dan spesifik yang membahas aspek assembly dan presentation 3D di Program Studi Pendidik…
PENGEMBANGAN MEDIA PEMBELAJARAN PENDIDIKAN AGAMA ISLAM MENGGUNAKAN KOMIK DIGITAL BERBASIS ARTIFICIAL INTELLIGENCE (AI) MATERI GHIBAH DAN TABAYYUN DI KELAS VII SMP NEGERI 7 SEKAYU Oleh Sri Umi Lestari 06032622428013@student.unsri.ac.id Pembimbing Dr. Syarifuddin, M.Pd syarifuddin@fkip.unsri.ac.id Dr. Nurhasan, M.Ag nurhasan@unsri.ac.id Magister Teknologi Pendidikan ABSTRAK Penelitian ini bertuju…
Science learning in elementary schools is still dominated by conventional methods, resulting in low levels of students’ scientific literacy, particularly in ecosystem topics; therefore, interactive learning media are needed. This study aimed to develop an interactive learning video on ecosystem material and to examine its validity, practicality, and effectiveness for fifth-grade elementary sc…
Penelitian pengembangan video pembelajaran pada materi peristiwa rotasi dan revolusi bumi untuk meningkatkan hasil belajar peserta didik peserta didik kelas VI Sekolah Dasar telah dilakukan. Tujuan dari penelitian ini yaitu untuk menghasilkan video pembelajaran interaktif yang valid, praktis, dan efektif untuk meningkatkan kemampuan meningkatkan hasil belajar peserta didik peserta didik di SD N…
The increasing volume of paper waste necessitates the development of more effective and efficient sorting systems to support recycling processes and reduce environmental impacts. Manual paper waste sorting is considered less optimal due to its time-consuming nature and susceptibility to human error. Therefore, this study aims to analyze the performance of the K-Nearest Neighbors (KNN) method in…
Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Numbered Head Together (NHT) berbantuan media Blooket terhadap hasil belajar peserta didik pada mata pelajaran Pendidikan Pancasila di SMAN 1 Indralaya Selatan. Penelitian ini menggunakan pendekatan kuantitatif dengan metode pre-eksperimen dan desain one-group pretest–posttest. Populasi dalam penelitian ini adalah seluruh p…
Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Powtoon pada materi Arca Megalitik koleksi Museum Negeri Sumatera Selatan untuk pembelajaran sejarah di SMA Aziziah Palembang, serta menguji validitas dan efektivitasnya. Metode yang digunakan ialah Research and Development (R&D) dengan model pengembangan Alessi dan Trollip yang meliputi tahap perencanaan, desain, dan pengembang…
This research aims to produce a digital flipbook teaching material based on stories of the prophets to improve students' literacy in learning to write short stories at SMP Negeri 3 Pangkal Pinang. This research is a Research and Development (R&D) study using a modified development model of Borg & Gall and Allesi and Trollip. The sources of this study are Indonesian language teachers and ninth-g…
Research shows that Indonesian students' mathematical connection skills are still relatively low. This is due to learning approaches that do not sufficiently support the development of these skills. One effort to improve students' mathematical connection skills is to implement a problem-based learning (PBL) model. The PBL model provides students with the opportunity to develop understanding thr…
This study aims to determine the influence of the use of Renderforest animation media on the learning outcomes of students at SMA Negeri 1 Indralaya. This study uses a quantitative approach with a quasi-experimental design of the Nonequivalent Control Group Design. The population of this study is all students in class X which totals 360 people. The sampling technique used is purposive sampling …
This study aims to examine the effect of using the Meta AI Chatbot on students’ critical thinking skills in Pancasila Education learning at SMA Negeri 1 Indralaya Utara. This research employed a quantitative approach using an experimental research method. The population of this study consisted of all tenth-grade students totaling 156 participants. The research sample was selected using a purp…
This research is motivated by the importance of predicting skills as a fundamental aspect of mathematical inference, enabling students to project beyond observed data. The study aims to describe the numerical predicting ability of eighthgrade students at MTs Aisyiyah 1 Palembang on object configuration patterns using the Discovery Learning model assisted by GeoGebra Web. A descriptive qualitati…
Penelitian ini berjudul "Pengembangan Video Pembelajaran Berbasis Pro Maker Capcut Materi Arca-Arca Hindu Di Situs Candi Bumi Ayu Untuk Pembelajaran Sejarah Di SMA Negeri 2 Indralaya Utara". Penelitian ini dilaksanakan di kelas X.1 SMA Negeri 2 Indralaya Utara. Penelitian ini bertujuan untuk mengembangkan video pembelajaran berbasis Pro Maker Capcut pada materi Arca-arca Hindu di Situs Candi Bu…
Penelitian ini mengkaji policy learning dan collaborative governance yang memiliki peran dalam memperkuat kemitraan pelayanan publik di Mal Pelayanan Publik Kota Palembang guna meningkatkan efektivitas dan kualitas layanan. Penelitian yang menggunakan pendekatan kualitatif eksplanatori ini dilakukan dengan pendekatan studi penelitian dengan pengumpulan data melalui wawancara mendalam, observasi…
This research aims to produce an e-storybook media based on local wisdom and ecoliteracy for reading comprehension learning for students at Ulak Embacang State Elementary School that is valid, practical, and effective. The research uses the Development Research method with the ADDIE model, which includes five stages: Analyze, Design, Develop, Implement, and Evaluate. Data collection techniques …
Ratio is one of the essential topics in junior high school mathematics as it plays an important role in developing students’ reasoning abilities, particularly in understanding proportional relationships between quantities. However, ratio learning in schools is often presented in a procedural and abstract manner, causing students to experience difficulties in connecting ratio concepts with rea…
This research is entitled "Development of an E-Module Based on an Educational Game of Crossword Puzzle on the Material of Sriwijaya Inscription Heritage in Class X of SMA Negeri 1 Indralaya Utara". The formulation of the problem underlying this research is; how is the development procedure, validity, and response of teachers and students to the e-module based on an educational game of crossword…
Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran problem posing dalam meningkatkan kemampuan berpikir kritis siswa pada mata pelajaran pendidikan Pancasila SMA Negeri 16 Palembang. Penelitian ini menggunakan pendekatan kuantitatif dengan bentuk pre-experimental design jenis one group pre-test – post-test design. Populasi dalam penelitian ini seluruh kelas XI dengan jumlah…
Penelitian ini bertujuan untuk mendeskripsikan kemampuan pemecahan masalah matematis siswa melalui pembelajaran berdiferensiasi untuk siswa kinestetik materi peluang. Subjek penelitian ini adalah siswa kelas IX.E SMP Negeri 1 Indralaya. Jenis penelitian yang digunakan adalah penelitian deskriptif yang terdiri dari empat tahapan yaitu angket, observasi, tes, dan wawancara. Berdasarkan penelitian…
Penelitian ini berjudul "Pengembangan Media Pembelajaran Infografis Berbasis Visme Untuk Mengukur Pemahaman Sejarah Lokal Pada Materi Peranan A.K Ghani Masa Revolusi Fisik di SMA Islam Az-Zahrah Palembang". Penelitian ini dilaksanakan di kelas XI3 SMA Islam Az-Zahrah Palembang dengan metode penelitian Research & Development dan model pengembangan ADDIE (analisis, desain, pengembangan, implement…
Perkembangan teknologi menuntut pendidik untuk memanfaatkan media digital yang mampu mendukung keterampilan abad ke-21, khususnya kemampuan berpikir kritis. Penelitian yang dilaksanakan di SMK Negeri 4 Palembang ini bertujuan untuk mengetahui efektivitas Teachy App dalam meningkatkan kemampuan berpikir kritis siswa. Metode yang digunakan adalah desain One Group Pretest–Posttest dengan pendeka…
This study was conducted to determine the effect of the application of game-based learning methods on the realization of meaningful learning in the Pancasila Education subject at SMAN 1 Martapura. This study used a quantitative approach through a quasi-experimental method of a non-equivalent group design with class XC as the experimental class and class XE as the control class. The population i…
This study was conducted to determine the effect of the application of the STAD type cooperative learning model on student learning activity in the Pancasila Education subject at SMAN 2 Indralaya Utara. This study used a quantitative approach through a quasi-experimental method of non-equal group design in class XI.3 as the experimental class and class XI.2 as the control class. The population …
Literasi matematika merupakan konpetensi penting pada abad ke-21, namun hasil PISA 2022 memperlihatkan bahwa capaian kemampuan literasi matematika murid di Indonesia masih tergolong rendah. Penelitian ini merupakan penelitian deskriptif kualitatif-kuantitatif yang mempunyai tujuan untuk mendeskripsikan kemampuan literasi murid kelas IX pada materi SPLDV setelah melakukan pembelajaran berbasis m…
Pembelajaran sejarah di sekolah pada umumnya masih didominasi oleh penggunaan metode konvensional yang cenderung monoton, sehingga belum sepenuhnya mampu meningkatkan perhatian serta minat belajar peserta didik. Pada materi sejarah dan perkembangan Bandara Sultan Mahmud Badaruddin II, peserta didik kerap mengalami kesulitan dalam memahami konsep dan alur historisnya. Oleh karena itu, penelitian…
This research entitled "The Influence of the Application of Examples Non Examples Learning Models on Student Learning Outcomes in History Subjects in Class X State senior high school 16 Palembang" The formulation of the problem is to see whether there is an influence of examples non examples learning models on student learning outcomes in subjects history in class X State senior high school 16 …
Penelitian ini berjudul “Pengembangan Media Pembelajaran Video Interaktif Berbasis Canva Pada Materi Sejarah Lokal Gua Harimau Di Kelas X SMK Negeri Batumarta”, penelitian ini telah dilakukan dan diterapkan di kelas X DKV SMK Negeri Batumarta. Rumusan masalah dalam penelitian ini adalah bagaimana cara mengembangkan media pembelajaran video berbasis canva pada materi sejarah lokal yang valid…
This study aims to analyze students' numeracy skills in solving personal context problems about number patterns through the application of the Problem-Based Learning (PBL) model. The background of this study is based on the importance of numeracy in everyday life and the fact that students' numeracy achievements in Indonesia are still relatively low based on PISA results. This study uses a desc…
This study aims to develop and examine the effectiveness and potential effects of a mathematics instructional video based on the Indonesian Realistic Mathematics Education (PMRI) approach using the batik gambo context on fraction addition material at the elementary school level. The media development employed the Development Studies approach using the Rowntree model. Data were collected through…
This research is driven by the global perception of mathematics as a challenging subject that frequently induces anxiety among students, particularly at the secondary level. Digital Game-Based Learning (DGBL) has emerged as a proven strategy to significantly enhance student motivation and engagement. Digital platforms such as Roblox offer technological flexibility, allowing educators and studen…