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Found 1195 from your keywords: subject="Guru"
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PENGEMBANGAN KOMIK EDUKASI DIGITAL BERORIENTASI (ESD) MATERI NILAI-NILAI PANC…
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Sakinah, Citra

This research developed a digital educational comic oriented toward Education for Sustainable Development (ESD) on the application of Pancasila values in daily life for sixth-grade students at SD Negeri 01 Mangun Jaya. The objectives were to determine the development procedure and to assess the validity and practicality of the developed learning media. This study employed the Research and Devel…

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T1964022026
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PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK DIGITAL BERBANTUAN IBISPAINT UNTUK MENG…
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Meardahena, Pingkan Laila

This study aims to develop a digital comic-based learning media product using ibisPaint to strengthen the ecological literacy (ecoliteracy) among fifth-grade students at SD Negeri 05 Indralaya. This study used the ADDIE Development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques included observation, interviews, and…

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xvii, 142 hlm.; ilus.; 29 cm
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T1964092026
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PENGEMBANGAN POP-UP BOOK DIGITAL PADA MATERI TEKS PROSEDUR UNTUK MENUMBUHKAN …
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Seftianika, Yurike

This study aimed to develop a Digital Pop-Up Book on procedural text material to enhance higher-order thinking skills (HOTS) among fifth-grade elementary school students. The research employed a Research and Development (R&D) approach following the ADDIE development model, which includes Analysis, Design, Development, Implementation, and Evaluation stages. Data collection techniques included in…

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xiii, 100 hlm.; ilus.; 29 cm
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T1964402026
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PENGEMBANGAN KOMIK DIGITAL BERTEMA LINGKUNGAN DALAM PEMBELAJARAN BAHASA INDON…
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Khanaya, Sarmila

This research aimed to develop an environmental-themed digital comic as a learning medium to foster fourth-grade students’ reading literacy. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of Analyze, Design, Development, Implementation, and Evaluation. Data were collected through validation sheets from material, design, and pract…

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xix, 102 hlm.; ilus.; 29 cm
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T1964072026
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PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBANTUAN CANVA PADA MATERI KE…
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Putri, Serli Adeliya

This study aimed to develop an animated learning video, created with Canva, on the topic of “The Diversity of My Indonesian Culture” for fifth-grade elementary school students and to evaluate its validity and practicality. The study employed a research and development (R&D) approach using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evalua…

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xiii, 143 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1964032026
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PENGEMBANGAN E-BOOK INTERAKTIF BERBASIS HYPERCONTENT PADA MATERI TEKS NONFIKS…
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Adha, Metha Miranda

This study aims to develop an interactive hypercontent-based e-book learning media on nonfiction text materials to foster ecoliteracy among fifth-grade elementary school students, and to evaluate the validity, practicality, and ecoliteracy development of the developed media. The research utilized the Research and Development (R&D) method with reference to the ADDIE model, which comprises five m…

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xvi, 148 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1963522026
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PERBANDINGAN PENGGUNAAN MEDIA KONVENSIONAL DAN MEDIA DIGITAL TERHADAP PEMAHAM…
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Julieta, Annisa

This study aims to compare the use of conventional media and digital media in understanding the concept of the human respiratory system among students at SD Negeri 4 Palembang. The method used was an experiment with a nonequivalent control group design. The results showed that both media can improve students' understanding of concepts. In the conventional media class, the average score increase…

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xvii, 211 hlm.; ilus.; 29 cm
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Call Number
T1963532026
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WORK-LIFE BALANCE DAN WORK ENGAGEMENT TERHADAP KINERJA GURU DENGAN PSYCHOLOGI…
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Akbar, M. Romanda

Penelitian ini bertujuan menganalisis pengaruh Work-life Balance dan Work Engagement terhadap kinerja guru PNS SMP Negeri di Kecamatan Sekayu, serta menguji peran Psychological Capital sebagai variabel moderasi. Penelitian menggunakan pendekatan kuantitatif dengan metode survei, guru PNS SMP Negeri di Kecamatan Sekayu dijadikan sampel melalui teknik sensus. Data dikumpulkan menggunakan kuesione…

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xviii, 235 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1963212026
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PENGEMBANGAN BAHAN AJAR FLIPBOOK MATERI IPAS PERUBAHAN BUMI KELAS 5 SDN 4 GUN…
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Aziza, Nur

This research aims to develop a flipbook-based teaching material for IPAS learning on changes to the Earth caused by human activities for fifth-grade students at SDN 4 Gunung Megang. The flipbook teaching material was developed using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Validation by material experts, media experts, and pra…

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xviii, 126 hlm.; ilus.; 29 cm
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T1963632026
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EFEKTIVITAS MEDIA THINGLINK TERHADAP HASIL BELAJAR PESERTA DIDIK KELAS V SDN …
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Ferdinan, Ival

This study investigates the effectiveness of Thinglink media in enhancing the learning outcomes of fifth-grade students at SDN 05 Indralaya on the topic what does Indonesia look like. The research was motivated by the students’ low learning outcomes and the need to utilize interactive, technology-based learning media in the teaching and learning process. Thinglink media was implemented to pre…

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xviii, 96 hlm.; ilus.; 29 cm
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Call Number
T1959562026
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PENGEMBANGAN MEDIA E-BOOK INTERAKTIF PADA MATERI MENCERITAKAN KEMBALI ISI CER…
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Aprilia, Siska Kristin

This study aims to develop interactive e-book learning media on Indonesian language subjects on retelling the contents of South Sumatra folklore in fourth-grade students at SD Negeri 11 Indralaya, and to determine the level of validity, practicality, and effectiveness. This development research employs the ADDIE model, which consists of Analyze, Design, Development, Implementation, and Evaluati…

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x, 79 hlm.; ilus.; 29 cm
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Call Number
T1962192026
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PENGEMBANGAN MEDIA PERMAINAN ULAR TANGGA INTERAKTIF BERMUATAN LOKAL PALEMBANG…
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Zonita, Zahra

This study aims to develop an interactive Snakes and Ladders game with Palembang local content in Pancasila Education for fourth-grade elementary school students and to determine the level of validity, practicality, and effectiveness. This study employs (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data were collected throug…

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xvii, 139 hlm.; ilus.; 29 cm
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T1962292026
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cover
ANALISIS PERAN GURU PENGGERAK SEBAGAI PEMIMPIN PEMBELAJARAN UNTUK MENINGKATKA…
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Syarani, Aulia Dwi

This study aims to determine the role of the Guru Penggerak as an instructional leader in improving student engagement in Pancasila Education at SMA Negeri 1 Sekayu. This research employed a qualitative approach with a descriptive qualitative method and was conducted as field research. The research subjects were selected using purposive sampling techniques. Data were collected through interview…

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xvii, 149 hlm.; ilus.; 29 cm
Series Title
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T1960182026
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Critical Internationalization of Higher Education From Internationalization D…
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Agnew, MelanieBeelen, Jos

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ISBN/ISSN
978-1-138-65429-7
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xxiv, 255 hlm.; 23 cm
Series Title
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378.1 Agn c

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ISBN/ISSN
978-1-138-65429-7
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xxiv, 255 hlm.; 23 cm
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Call Number
378.1 Agn c
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The Dialogic Classroom in Higher Education Revolutionary Listening for Curios…
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DeTemple,JillHayes, Harriett E.West, Jennifer Ellis

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978-1-032-91340-7
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ix, 193 hlm.;23 cm
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378.17 Det t

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ISBN/ISSN
978-1-032-91340-7
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ix, 193 hlm.;23 cm
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Call Number
378.17 Det t
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The Lecturer's Toolkit A Practical Guide to Assessment, Learning and Teaching
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Race, PhilBrown, Sally

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ISBN/ISSN
978-1-032-73834-5
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xiii, 295 hlm.; 24,5 cm
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378.17 Rac t

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ISBN/ISSN
978-1-032-73834-5
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xiii, 295 hlm.; 24,5 cm
Series Title
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Call Number
378.17 Rac t
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cover
PENGEMBANGAN BAHAN AJAR E-FLIPBOOK BERBASIS PENDEKATAN KONTEKSTUAL DENGAN BAN…
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Atriyani, Delta

Mathematics instruction on addition material for second-grade elementary school students requires engaging teaching material to improve students’ conceptual understanding. This study aims to develop a context-based E-Flipbook assisted by the Canva application and to evaluate its validity and practicality. The research employed a Research and Development (R&D) approach, utilizing a modified AD…

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ISBN/ISSN
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xvii, 161 hlm.; ilus.; 29 cm
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Call Number
T1962052026
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PENGEMBANGAN BAHAN AJAR BUKU DIGITAL MENGGUNAKAN APLIKASI HEYZINE PADA MATERI…
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Nabila, Salsa

The development of a Heyzine flipbook-based digital teaching material on angles for fifth-grade students at SD Negeri 1 Talang Pangeran aimed to identify the development procedure, validity, and practicality of the teaching material. This research employed the Research and Development (R&D) method, using a modified ADDIE model with four stages: Analyze, Design, Development, and Implementation. …

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xvii, 179 hlm.; ilus.; 29 cm
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T1961022026
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WATERLOOP: MEDIA PEMBELAJARAN INTERAKTIF BERBANTUAN PLATFORM GENIALLY UNTUK S…
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Sari, Indah Puspita

This scholarly undertaking aspires to devise Waterloop: an interactive didactic medium scaffolded by the Genially platform for learners at the fifth stratum of primary education, centered upon the hydrological cycle, while simultaneously examining its soundness, applicability, and effectiveness. It is framed as a developmental investigation adopting the ADDIE framework, comprising the sequentia…

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xvii, 117 hlm.; ilus.; 29 cm
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Call Number
T1961622026
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PENGEMBANGAN INSTRUMEN ASESMEN PEMBELAJARAN BERORIENTASI LITERASI SAINS BERBA…
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Synthia, Synthia

This research aims to develop and test the feasibility of a science literacy- oriented learning assessment instrument using memory flashcards for third-grade elementary school students on the topic of the Life Cycle of Living Beings. The research method used is Research and Development (R&D) adopting the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The de…

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xviii, 127 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1961412026
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PENGEMBANGAN E-COMIC PADA MATERI PERUBAHAN IKLIM UNTUK MENUMBUHKAN LITERASI L…
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Umardi, Qarsely Tiara

This study aims to develop an e-comic learning media product on climate change material to improve students’ environmental literacy at SDN 11 Indralaya. This research contains the development process and evaluates the e-comic’s validity, practicality, and effectiveness. This research’s development technique utilized ADDIE model which includes the stages of Analyze, Design, Develop, Implem…

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xix, 113 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1961792026
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PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE SCRAMBLE BERBANTUAN CARD TERHADAP…
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Agustina, Abelia

This study aims to determine the effect of the card-assisted Scramble-type cooperative learning model on mathematics learning outcomes among fifth-grade students on the topic of fractions at SDN 25 Indralaya. The research method employed was a quasi-experimental design with a non-equivalent control group. The research sample consisted of 40 students, divided into an experimental and a control g…

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xv, 39 hlm.; ilus.; 29 cm
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T1961422026
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF GOOGLE SITES BERBANTUAN CANVA MATE…
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Faradisha, Ovi

This study aims to describe the development process and evaluate the validity and practicality of interactive learning media based on Google Sites, assisted by Canva, for multiplication material in Grade III at SD Negeri 106 Palembang. This research employed the Research and Development (R&D) method using the ADDIE model, comprising Analyze, Design, Development, Implementation, and Evaluation s…

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xviii, 106 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1961642026
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PENGEMBANGAN FLIPBOOK INTERAKTIF BERBASIS DEEP LEARNING PADA MATERI UNSUR INT…
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Sari, Sofi Arnika

This research aims to develop an interactive flipbook based on a deep learning for the Indonesian language learning, covering the intrinsic elements of short stories for fifth-students at SD Negeri 02 Indralaya Utara. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. Data collecti…

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ISBN/ISSN
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xvi, 108 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1962112026
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PENGEMBANGAN E-LKPD INTERAKTIF BERBASIS STEAM UNTUK MELATIH KEMAMPUAN BERPIKI…
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Kurniasari, Julia

This investigation endeavors to engineer an interactive STEAM-oriented E-LKPD artifact designed to cultivate critical thinking proficiencies among primary-level learners, while satisfying the benchmarks of validity, practicality, and effectiveness. The study adopts a research and development (R&D) orientation, employing the ADDIE schema, which comprises five phases: Analysis, Design, Developmen…

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ISBN/ISSN
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vii, 94 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1961382026
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PENGEMBANGAN E-LKPD INTERAKTIF BERBANTUAN LIVEWORKSHEETS SEBAGAI MEDIA UNTUK …
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Awanda, Elsa

This research developed a product in the form of an interactive electronic student worksheet (E-LKPD) assisted by Liveworksheets as a medium to foster sustainability consciousness among fifth-grade elementary school students. The research method employed in this study is development approach based on the ADDIE model, Tessmer’s formative evaluation is used. Data collection techniques included …

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ISBN/ISSN
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xvi, 100 hlm.; ilus.; 29 cm
Series Title
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Call Number
T1961862026
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PENGEMBANGAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBASIS LITERASI SAIN…
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Yanri, Mgs. Fakhruddin

This study aims to implement Deep Learning among fourth-grade students at SD Negeri 4 Palembang through a science literacy-based Problem-Based Learning (PBL) model. The model integrates materials on the seasons in Indonesia and their effects on daily life, with a focus on development procedures, validity, and practicality of the learning model. The research employs a development study using the…

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xv, 203 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1961402026
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PENGARUH PENGGUNAAN MEDIA VIDEO PEMBELAJARAN DENGAN PENDEKATAN STEAM TERHADAP…
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Nugroho, Yoga Sandy

This research aims to evaluate students' critical thinking skills before and after the learning process and to determine the effect of integrating instructional video media into the STEAM approach for sixth-grade elementary school students. A quantitative approach was employed, specifically a quasi-experimental design featuring a non-equivalent control group. The study involved two groups: an e…

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ISBN/ISSN
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xiii, 111 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1961562026
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PENGEMBANGAN BAHAN AJAR INTERAKTIF FLIPBOOK PADA PEMBELAJARAN IPAS MATERI BAG…
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Fitriyani, Triya

The development of an interactive flipbook teaching material for Grade V science on the topic What Does My Indonesia Look Like aims to determine the stages of development, validity, and practicality of the interactive flipbook. The Research and Development (R&D) research method was employed using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation. Data…

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ISBN/ISSN
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xv, 176 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1960482026
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PENGEMBANGAN E-LKPD INTERAKTIF BERBANTUAN WEBSITE WIZER.ME PADA PEMBELAJARAN …
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Putri, Junika

This study aims to develop an interactive E-LKPD using the Wizer.me website in Pancasila Education for fifth-grade students of SDN 02 Indralaya Utara on the subject of Indonesia Cultural Diversity. This research employs a Research and Development (R&D) approach with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Data collection techni…

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ISBN/ISSN
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xiii, 100 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1961352026
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