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Found 429 from your keywords: subject="Media Pembelajaran"
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS STEM MATERI ENERGI TERBAR…
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Ramadhona, Tyse

Penelitian ini bertujuan menghasilkan media pembelajaran interaktif berbasis STEM pada materi energi terbarukan (PLTS) untuk melatih keterampilan berpikir kritis siswa SMA. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa media yang dikembangkan san…

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iv, 108 hlm.; ilus.; tab.; 29 cm.
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T1941312026
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS STEM MATERI ENERGI TERBAR…
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Kencana, Laura Insan

This study aims to develop an interactive STEM-based learning media on renewable energy, specifically Wind Power Plants (PLTB), to foster collaboration skills among high school students. The development model employed is ADDIE (Analysis, Design, Development, Implementation, Evaluation). Needs analysis revealed that most students possess digital devices, have adequate internet access, and show h…

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xvii, 288 hlm.; ilus.; 29 cm
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T1935442026
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS STEM PADA MATERI ENERGI T…
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Maharani, Senandung Senja Citra

The low level of creative thinking skills among students and the limitations of learning media in visualizing abstract concepts in renewable energy-PLTMH material encourage the need to develop STEM-based interactive learning media. This study aims to produce STEM-based interactive learning media on renewable energy-PLTMH material to train high school students' creative thinking skills in a vali…

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xvi, 131 hlm.; ilus.; tab.; 29 cm.
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T1939542026
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PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY PADA KONSEP EFEK FOTOLISTRI…
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Annisa, Annisa

This study aims to develop a learning media in the form of an Augmented Reality (AR)-based instructional video on the concepts of the Photoelectric Effect and Electron Diffraction for Physics Education students that is valid and practical. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of the Analyze, Design, Development, Implementation, and …

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xvi, 158 hlm.; ilus.; tab.; 29 cm.
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T1938492026
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PENGEMBANGAN VIDEO ANIMASI KONSEP JARING-JARING MAKANAN BERBASIS CANVA PADA P…
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Yuliana, Yuliana

Materi jaring-jaring makanan pada pelajaran IPAS Kelas V SD sulit dipahami siswa karena media pembelajaran masih konvensional (buku teks dan gambar statis), dan belum diketahui validitas, praktisitas, dan efektifitasnya yang digunakan. Sementara siswa memiliki gaya belajar visual dan membutuhkan media interaktif. Penelitian ini bertujuan untuk menghasilkan produk berupa video animasi konsep jar…

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xviii, 113 hlm.; ilus.; tab.; 29 cm
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T1937612025
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PENGEMBANGAN MEDIA PEMBELAJARAN PENDIDIKAN AGAMA ISLAM MENGGUNAKANKOMIK DIGIT…
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Sriumi Lestari, Umi

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…

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xiv, 240 hlm.; ilus.; 29 cm
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T1922372025
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PENGEMBANGAN VIDEO PEMBELAJARAN INTERAKTIF MATERI EKOSISTEM UNTUK MENINGKATKA…
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Daria, Jasum Novi

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…

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x, 312 hlm.; ilus.; 29 cm
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T1910082025
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PENGEMBANGAN BAHAN AJAR DIGITAL FLIPBOOK BERBASIS CERITA PARA NABI UNTUK MENI…
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Ginanti, Ade Putri

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…

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xix, 117 hlm.; ilus.; 29 cm
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T1921092026
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PENGARUH PENGGUNAAN MEDIA ANIMASI RENDERFOREST TERHADAP HASIL BELAJAR PADA MA…
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Amziyah, Dini

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 …

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xv, 42 hlm.; ilus.; 29 cm
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T1913222025
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PENGEMBANGAN E-MODUL BERBASIS GAME EDUKATIF CROSSWORD PUZZLE PADA MATERI PRAS…
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Hartanti, Sri

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…

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xix, 113 hlm.; ilus.; 29 cm
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T1916082025
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PENGEMBANGAN MEDIA PEMBELAJARAN INFOGRAFIS BERBASIS VISME UNTUK MENGUKUR PEMA…
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Ardhana, Diko

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…

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xix, 203 hlm.; ilus.; tab.; 29 cm.
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T1906902025
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PENGARUH PENERAPAN MEDIA PEMBELAJARAN TEACHY APP DALAM MENINGKATKAN KEMAMPUAN…
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Permana, Haikal Arya

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…

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xvi, 150 hlm.; ilus.; tab.; 29 cm.
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T1909802025
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KEMAMPUAN LITERASI MATEMATIKA SISWA KELAS IX MATERI SPLDV MELALUI PROBLEM BAS…
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Rahmah, Dinda Audina

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…

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xvii, 100 hlm.; ilus.; tab.; 29 cm.
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T1909982026
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PENGEMBANGAN MEDIA PEMBELAJARAN INFOGRAFIS BERBASIS PICTOCHART MATERI SEJARAH…
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Ramadhan, Rafli Ahmad

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…

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xv, 122 hlm.; ilus.; tab.; 29 cm.
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T1901642025
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PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO INTERAKTIF BERBASIS CANVA PADA MATERI S…
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Rofiah, Siti

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…

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viii, 25 hlm.:ilus.; 29 cm
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T1728762025
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PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS PLATFORM GAME DIGITAL (RO…
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Mufazzal, Dimas Putra

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…

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xxii, VI-1 hlm.; ilus.; 29 cm
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T1911902025
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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENULIS TEKS DESKRIPSI MENGGUNAKAN…
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Humairah, Zakiah

The teaching of descriptive text writing in Grade VIII at SMP Setia Negara Palembang is still predominantly conducted using conventional methods with limited use of digital learning media. This condition results in low student motivation and difficulties in organizing descriptive texts in a structured manner. Therefore, this research aims to design interactive learning media for teaching descri…

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xvii, 90 hlm.; ilus.; 29 cm
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T1905832025
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PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBANTUAN MEDIA AUDIOVISU…
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Sari, Junita

This study aims to analyze the influence of the Problem-Based Learning model assisted by Canva audiovisual media on the learning interest in economics among eleventh-grade students at SMAN 2 Indralaya Utara. The research background indicates that economics learning is often unengaging, with students lacking focus and active involvement, necessitating innovations like Problem-Based Learning that…

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xiv, 151 hlm.; ilus.; tab.; 29 cm.
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T1901142025
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PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS WEBSITE QUIZWHIZZER TERHADAP …
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Jaya, Indah Dwi

This study examines the effect of Quizwhizzer, a web-based interactive learning platform, on students’ learning motivation in the Economics subject at SMA Negeri 12 Palembang. The research employed a quantitative approach with a pre-experimental one-group pre-test post-test design and involved 33 eleventh-grade students (class XI.4) as participants. The increase in learning motivation was evi…

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xvii, 167 hlm.; ilus.; tab.; 29 cm
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T1901082025
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBANTUAN GOOGLE SITES MATERI SIFAT-SIFAT BU…
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Syauqi, Ahmad

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbantuan google sites materi sifat-sifat bunyi mata pelajaran IPA di Kelas IV SD Muthiah Islamic School Kayuagung. Jenis penelitian yang digunakan adalah Research and Development (R & D). Model pengembangan yang digunakan adalah pengembangan ADDIE yang terdiri atas lima tahapan yaitu analysis, design, development, implementation …

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viii, 234 hlm.; ilus.; 29 cm
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Call Number
T1529122024
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PENGEMBANGAN VIDEO PEMBELAJARAN BERBANTUAN ARTIFICIAL INTELLIGENCE MATERI USA…
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Nadiya, Nadiya

Penelitian ini bertujuan mengembangkan video pembelajaran berbantuan Artificial Intelligence (AI) pada materi usaha dan energi untuk siswa Sekolah Menengah Pertama (SMP) yang memenuhi kriteria valid dan praktis. Metode yang digunakan adalah penelitian dan pengembangan dengan model Rowntree yang meliputi tahap perencanaan, pengembangan, dan evaluasi. Tahap evaluasi dilakukan melalui expert revie…

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xiv, 213 hlm.; ilus.; tab.; 29 cm
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Call Number
T1898042025
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PENGEMBANGAN E-LKPD INTERAKTIF DENGAN WIZER.ME MATERI KONSEP KIMIA DALAM KEHI…
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Agustin, Devy Dwy

The development of interactive E-LKPD with Wizer.me material on chemical concepts in everyday life based on green chemistry has been carried out in class X chemistry learning at SMAN 1 Indralaya. This development process uses the APPE model (Analysis, Planning, Development, Evaluation). Data for this development was obtained through interviews, questionnaires, walkthroughs and tests. The evalua…

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xvii, 82 hlm.; ilus.; 29 cm
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Call Number
T1526802024
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PENGARUH PENGGUNAAN MEDIA CROSSWORD PUZZLE (TEKA TEKI SILANG) TERHADAP HASIL …
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Maharani, Arcela

The aims of this research is to prove the effect of the crossword puzzle learning media on student learning outcomes in economics subjects at SMA Negeri 1 Tanjung Raja. This research is a quantitative experimental research using the Nonquivalent Control Group Design method where this design is almost the same as pretest-posstesy control. The population in this research is all class XI at SMA Ne…

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xviii, 151 hlm.; ilus.; 29 cm
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Call Number
T1571592024
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PENGEMBANGAN MEDIA PODCAST SPOTIFY DALAM PEMBELAJARAN MENYIMAK TEKS CERITA RA…
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Fadhilah, Rifdah

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…

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xv, 42 hlm.; ilus.; 29 cm
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Call Number
T1569402024
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PENGEMBANGAN MEDIA PUZZLE ANGKA UNTUK PENGENALAN LAMBANG BILANGAN ANAK USIA 4…
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Oktariani, Selvia

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…

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xv, 142 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1896002025
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PENGEMBANGAN MEDIA PEMBELAJARAN E-COMIC BERBASIS FLIPBOOK PADA MATERI SEJARAH…
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Isnaniah, Lu'lu Ul Jannah

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…

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xiii, 126 hlm.; ilus.; 29 cm
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T1516202024
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA PADA MATERI TEKS EKSPLANASI SI…
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Anindariani, Yutrisasasti

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…

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ix, 86 hlm.; ilus.; 29 cm
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T1577632024
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PENGEMBANGAN MEDIA PHOTO STORY BERBASIS APLIKASI INSTAGRAM PADA MATERI MENULI…
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Efrika, Liana

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…

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xviii, 111 hlm.; ilus.; 29 cm
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Call Number
T1577552024
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PENGEMBANGAN MEDIA POWERPOINT INTERAKTIF BERBASIS CANVA UNTUK KEMAMPUAN LITER…
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Khotimah, Khusnul

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 …

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xv, 120 hlm.; ilus.; tab.; 29 cm.
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-
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T1894382025
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PENGEMBANGAN E-LKPD MENGGUNAKAN APLIKASI ISPRING SUITE UNTUK MATERI HIDROKARB…
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Sari, Ambar

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…

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ISBN/ISSN
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xii, 146 hlm.; ilus.; tab, 29 cm
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-
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T1807162025
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