This study aims to improve the creativity of children aged 4–5 years through loose parts activities using natural materials at TK Trisula Perwari Kayuagung. This research is a Classroom Action Research (CAR) employing the Kemmis and McTaggart model, which consists of four stages: planning, implementation, observation, and reflection. The subjects of this study were children in Group B4. There…
This research is based on a crucial phenomenon in Kartika II-1 Kindergarten, where many children aged 4-5 years experience difficulties in their fine motor skills, especially in holding writing tools functionally. Initial observations show that around 47% of children are still in the "Undeveloped" category, characterized by a stiff grip and weak hand control. This condition, if left untreated, …
This study aims to enhance the vocabulary of first-grade elementary school students by developing an educational game based on Wordwall. A Research and Development (R&D) method was employed, guided by the ADDIE model. The research subjects consisted of 23 first-grade students from Class 1B at SDN 106 Palembang, including 13 boys and 10 girls. Data collection techniques included observation, int…
This study aims to analyze the implementation of the Free Nutritious Meals Program (MBG) in Group B of Lutfiah Islamic Kindergarten in Ogan Ilir using a descriptive qualitative approach through observation, interviews, and documentation. The results indicate that the program has been implemented effectively through the planning, implementation, and evaluation stages, supported by coordination a…
This study aims to determine the effect of the experimental method on science process skills in children aged 5-6 years at Adinda Kindergarten. The research method used in this study is a quantitative pre-experimental approach with a one-group pretest-posttest design. Data collection techniques used action tests, observation, and documentation. The sampling technique chosen was purposive sampli…
This study aims to develop deep learning-based Smart Storytelling media to improve Indonesian language literacy and instill Sustainable Development Goals (SDGs) values among fifth-grade elementary school students. Employing a Research and Development (R&D) approach, the study used the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The resu…
The development of augmented reality-based flipbook teaching media, assisted by Assemblr Edu for Pancasila material in Grade IV at SDN 11 Indralaya, aims to determine both the development procedures and the validity and practicality of the resulting media. This study used the Research and Development (R&D) method with a modified ADDIE model comprising four stages, namely Analyze, Design, Develo…
This study aims to develop a learning media assisted by Genially and Augmented Reality (AR) integrated with a STEM approach on the topic of changes in the states of matter for fourth-grade elementary school students. This research employs a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The sub…
This study aimed to develop an interactive learning medium on changes in the states of matter for fourth-grade elementary school students using Google Sites. The research employed a Research and Development (R&D) approach using the ADDIE model, comprising the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of material experts, media exper…
This study aimed to develop Droppy’s Journey, an interactive learning medium built in Canva, to teach water cycle material to fifth-grade elementary school students. The study employed a Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. Participants involved media experts, material experts, ed…
This study aims to improve the cooperation skills of children aged 5–6 years through a project-based activity of the "Sedekah Rame" tradition at TK Az-Zahra, Lahat Regency. The method used is Classroom Action Research (CAR) based on the Kemmis & McTaggart model, which consists of four stages: planning, action, observation, and reflection. The study was conducted in two cycles using a collabor…
Social interaction is an important aspect of reciprocal relationships among individuals that influence each other in behavior and thinking, which occurs through social contact, communication, attitudes, and behavior in daily life. This study aims to determine the effect of the Micro Role Playing method on the social interaction of children aged 5–6 years. The research method used was pre-expe…
This research was motivated by the low ability of eye and hand coordination of group B children in RA Asyifa 3 Banuayu, where it was found that 11 out of 15 children still had difficulty in controlling hand movements when drawing, especially in following patterns and thickening lines, and were easily bored and lacked concentration. The main objective of this study was to determine the effect of…
Manipulative movement is an important aspect in children's motor development, because it plays a role in shaping children's abilities in cutting, stringing, grasping, and forming various objects. This study aims to determine the effect of activities utilizing natural materials on manipulative movement abilities in children aged 4-5 years at PAUD SPNF SKB Palembang. The research method used in t…
This study is motivated by the limitations of conventional methods for evaluating science learning. These methods primarily rely on written tests and do not fully utilize digital technology. As a result, students often lack enthusiasm and engagement during the evaluation process. To address this, this study aims to develop a Quizizz-assisted assessment instrument for the science topic “My Hea…
The development of the Ecosystem Diorama learning media serves as an effective tool to transform abstract material into more concrete concepts, making it easier for elementary school students to understand. Therefore, the use of the Ecosystem Diorama learning media is essential for teachers to enhance students' interest and comprehension during the learning process. This study aims to develop E…
This study aims to improve the storytelling ability of Group B children at Empat Putri Banyuasin Kindergarten through the use of hand puppets as learning media. The background of this study is the low storytelling ability of children, including limited vocabulary, difficulty in constructing simple sentences, and lack of self-confidence in speaking activities. This study used Classroom Action Re…
The problem of this study is the low language ability of children in arranging letters into words and forming simple sentences. This study aims to improve the language skills of children aged 5–6 years through the use of Magic Box media at TK Kartika II-1 Palembang. The method used is Classroom Action Research (CAR) based on the Kemmis and McTaggart model, conducted in two cycles. The subject…
Penelitian ini bertujuan untuk mengetahui peroses meniru perilaku negatif serta dampaknya pada anak usia 6 tahun didesa Tanjung Laut. Penelitian menggunakan metode kualitatif dengan pendekatan studi kasus, subjek penelitian adalah satu anak yang berinisial AF. Data dikumpulkan melalui observasi, wawancara, dan dukomentasi, kemudian dianalisis melalui reduksi data, penyajian data, dan penarikan …
This research aims to develop a Canva-assisted digital comic as a learning medium on changes in the states of matter for fourth-grade students at SDN 047 Palembang. The study also examines the development procedures and assesses the validity and practicality of the developed media. The research used the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, a…
This study aimed to develop an interactive learning medium using Genially to improve students' mathematical communication skills. The research employed a Research and Development (R&D) approach using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The study involved 24 fifth-grade students from Class 5C at SDN 11 Indralaya. Data were …
This research developed interactive learning media based on Articulate Storyline 3 on argumentative paragraph material to develop critical thinking skills among fourth-grade students at SD Negeri 047 Palembang. The research employed a development approach by utilizing the ADDIE model. The research subjects were fourth-grade students at SD Negeri 047 Palembang. Data were collected through severa…
This study aims to develop a contextual-based interactive PowerPoint learning media for Social Studies that is valid, practical, and effective in improving fourth- grade students’ understanding of economic activities at SDN 106 Palembang. The study employed a Research and Development (R&D) approach using the ADDIE model, which consists of analyze, design, development, implementation, and eval…
This study aims to develop interactive learning media based on Google Sites, integrated with Augmented Reality (AR) features, to improve fifth-grade students’ understanding of solid figure concepts. This research used the Research and Development (R&D) method, utilizing the ADDIE development model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. Data we…
This study aims to determine the effect of using e-flashcard media on the English vocabulary skills of 5-6 year old children at Tunas Rimba Kindergarten, Palembang. This study uses a quantitative approach with a pre-experimental design, namely one group pretest - posttest design. The research sample was determined using a purposive sampling technique, with a total of 16 children who met the cri…
This study aims to determine the increase in independence of children aged 4–5 years through practical life activities at Tunas Bangsa Early Childhood Education (PAUD). The type of research used is Classroom Action Research (CAR) with the Kemmis and McTaggart model, which includes planning, implementation, observation, and reflection. The subjects were children aged 4–5 years at Tunas Bangs…
This study was motivated by the 2022 PISA data regarding the low level of mathematical literacy among Indonesian students; one of the factors contributing to this phenomenon is that learning remains one-sided. This study aims to actively engage students in the learning process (student-centered) to improve their ability to apply mathematical concepts in real-world contexts. This study employed …
Mathematics learning in elementary school, especially on the topic of plane figures, is still not optimal because students tend to memorize without understanding the concepts. This is caused by the lack of interactive learning media. This study aims to develop interactive pop-up media and to determine its feasibility and effectiveness in improving students’ mathematical understanding in grade…