This research aims to develop interactive video learning media based on reading ability material for the first grade of elementary school and also aims to determine the validity, responses of teachers and students, as well as the effectiveness of interactive video learning media. The type of research used is development research with the ADDIE model which consists of five stages, namely Analysi…
Penelitian ini bertujuan untuk mengetahui pengaruh dari media Geo Board terhadap kemampuan mencocokkan bentuk bangun datar pada anak kelompok B TK Negeri Pembina 1 Palembang. Jenis penelitian yang digunakan adalah pre-eksperimen dengan desain one shot case study. Teknik pengambilan populasi dan sampel menggunakan purposive sampling berjumlah 25 anak, yang terdiri dari 14 anak laki-laki dan 11 a…
This study investigates the expectations, experiences, and challenges faced by English as a Foreign Language (EFL) pre-service teachers during the Introduction to School Field (PLP) program at a Secondary School in Palembang, using David Kolb’s Experiential Learning Theory (2014) as a theoretical framework. Using a qualitative research approach with a case study design, the research focuses o…
Penelitian ini berfokus untuk mendeskripsikan identifikasi pembiasaan perilaku prososial kelompok B di RA Salman Alfarizi Islamic School Prabumulih. Penelitian ini menggunakan metode penelitian deskriptif kualitatif. Teknik pengumpulan data yang digunakan meliputi observasi dan dokumentasi. Teknik identifikasi data yang digunakan merangkum data yang terkumpul dilapangan, menyajikannya dalam ben…
Studi ini bertujuan agar mengetahui dampak permainan tradisional gobak sodor terhadap kenaikan kemampuan gerakan dasar anak-anak berusia 5 hingga 6 tahun di TK Islam Az-Zahra Palembang. teknik yang digunakan adalah penelitian kuantitatif dengan desain pretest-posttest satu kelompok. Jumlah subjek dalam kajjian ini adalah 14 anak dari kelompok A. Data dikumpulkan melalui pengamatan dengan alat u…
Tujuan dilakukannya penelitian ini untuk meningkatkan keterampilan motorik halus anak melalui kegiatan membatik jumputan pada usia 5-6 tahun di TK Kartika II-3 Palembang. Metode penelitian yang digunakan dalam penelitian ini menggunakan penelitian tindakan kelas (PTK) dilaksanakan dalam 2 siklus pada siklus I terdiri dari 4 kali pertemuan dan pada siklus II terdiri dari 3 kali pertemuan. Studi …
Studi ini memiliki tujuan untuk meningkatkan kemampuan matematis untuk anak-anak berusia 5 sampai 6 tahun dengan memanfaatkan media angka pohon di TK Kartika II-3 Palembang. Metode yang diterapkan yaitu kajian tindakan kelas yang dilakukan dalam 2 tahap. Tahap pertama terdapaat dari empat sesi, sementara tahap kedua dilaksanakan dalam tiga pertemuan. Teknik pengumpulan data mencakup pengamatan,…
This research aims to determine the high or low level of learning motivation among students at SD Negeri 107 Jambi. This research uses descriptive quantitative methods. The data collection instrument used in this research is a questionnaire in the form of a Guttman scale which consists of two aspects, namely intrinsic motivation and ectrinsic motivation. The reliability coefficient result of th…
Penelitian ini bertujuan untuk mendeskripsikan Pengaruh Penggunaan Model Mind Mapping terhadap hasil belajar mata pelajaran IPAS kelas IV SD Negeri 05 Pemulutan. Penelitian ini merupakan jenis penelitian eksperimen dengan bentuk Pre- Experimental Designs, Yaitu, One Group Pretest-Posstes Populasi penelitian ini berjumlah 20 orang sekaligus sebagai sampel penelitian. Model pembelajaran pada pene…
This research aims to develop flipbook teaching materials regarding the application of Pancasila values and determine manufacturing procedures and product validity, to improve the quality of learning in class III. The research method used is the Research and Development (R&D) method. The development model used is ADDIE (Analysis, Dessing, Development, Implementation, Evaluation). The teaching m…
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…
This study investigates how volunteer teaching contributes to the development of teaching skills among English Education students at Sriwijaya University. Although experiential learning has long been emphasized in teacher education, little empirical research has examined how non-mandatory volunteer teaching fosters pedagogical growth in the Indonesian EFL context. This study addresses three res…
Penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis Canva yang terintegrasi dengan Augmented Reality (AR) untuk materi gotong royong kelas IV SDN 14 Indralaya Utara. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Validasi yang dilakukan oleh ahli media, ahli materi, dan praktis…
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 meningkatkan koordinasi mata dan tangan anak usia 4- 5 tahun melalui permainan sensorimotor di PAUD Anak Bangsa Palembang. Permasalahan yang diangkat dalam penelitian ini adalah rendahnya kemampuan koordinasi mata dan tangan anak dalam kegiatan pembelajaran. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Siklu…
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 research aims to develop a media creativity book with the theme "Animals on Land" to stimulate the beginning reading abilities of children aged 5-6 years which was carried out at Kindergarten Kartika II-1 Palembang. This development uses a research and development (RnD) development model with a modification of the tessmer evaluation model. One-To-One Evaluation stage and Small Group Evalua…
The purpose of this study was to determine the effect of role-playing methods on the literacy skills of children aged 5-6 years in Ogan Ilir Pilot State Kindergarten. This study uses a quantitative research approach with a pre-experimental type with a One Shot Case Study design. The purposive sampling technique is class B aged 5-6 years totaling 16 children. Data collection techniques use obser…
This research aims to analyze the implementation of group prayer practices on the religious and moral development of children aged 5-6 years at the Ruang Pintar Al-Washliyah TPA, Palembang City. This research uses qualitative research, data collection is carried out in natural conditions, primary data sources, and data collection techniques include observation, interviews and documentation. Dat…
This study aims to describe the characteristics of children aged 5-6 years with hyperactivity disorder at Cipta Kreatif Bangsa Kindergarten Palembang. This research uses descriptive qualitative methods with direct observation, interviews, and documentation as data collection techniques. The research subject was a boy with the initials RSY who showed symptoms of a hyperactive child or Attention …
This research aims to determine the effect of Differentiated Learning on students' understanding of science Learning in Grade IV of Sekolah Dasar. This research is an experimental type of research using the Quasy Experiment research method using a Non Equivalent Control Group Design. Data was collected through pretest and posttest in the experimental class and control class, and analyzed throug…
This research aims to produce digital comic learning media products assisted by artificial intelligence in the teaching and learning process of cultural heritage materials in grade V of SDN 72 Palembang. This research is a type of Research and Development (R&D) with a 4D model modified into 3D (model of the Define, Design, and Development). The validation results by the three validators showed …
This study aims to develop interactive infographic media that meets the needs of students, teachers, media, and instructional design, as well as to enhance the activity, motivation, and learning outcomes of fifth-grade students on the topic of food chains. The research was conducted at SD Negeri 25 Indralaya using the ADDIE development model, which includes five stages: Analysis, Design, Develo…
This research aims to develop Interactive Learning Media Assisted by Google Sites on Energy Materials and Energy Sources in Daily Life in Class IV SDN 05 Indralaya. The type of research used is Research and Development (R&D) with the ADDIE development model which in this research only uses four stages, namely Analysis, Design, Development and Implementation. The subjects in this research were 1…
This study aims to develop an interactive learning game based on the Bamboozle Platform for the topic of Light, Sound, and Their Properties for fifth-grade students at SD Negeri 5 Indralaya. The development process follows the ADDIE model, consisting of five stages: Analyze, Design, Development, Implementation, and Evaluation. Needs analysis revealed that learning media in schools are still dom…
Phonics Method Development Research Through Magic Boards to Stimulate Reading Ability of 5-6 Year Old Children in Ar Rahmah Kindergarten using the Rowntree model. This type of research includes the stages of planning, development, and evaluation, with Tesmer's formative research techniques (self-evaluation, expert review, one-to-one evaluation and small group evaluation. Data were collected thr…
This study aims to determine the improvement of children's creativity through sand painting activities. The type of research used is Classroom Action Research (CAR). The background of this research is the low level of creativity among children in Group B3 at TK Islam Az-Zahrah Palembang. The children face difficulties in developing ideas, imagination, and creativity. They tend to follow the giv…
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…