This study aims to produce a PBL-based digital assessment instrument assisted by Educaplay that focuses on its design and implementation to examine the improvement of students’ learning outcomes. In this study, the research subjects were eleventh-grade students of SMA Negeri 1 Indralaya. The development method used in this research was the Research and Development (R&D) method with the ADDIE …
Mathematical comprehension is a crucial skill for students in physics, particularly in kinematics, as it is essential for understanding other physics concepts and the many applications of mathematics. This study aims to describe the percentage of students' mathematical comprehension skills in solving one-dimensional kinematics problems. This study used a descriptive quantitative research method…
This study aims to determine the level of sports motivation of grade XI students at SMA Negeri 1 Tanjung Batu and to identify the most dominant factor between internal and external factors. This research is a descriptive quantitative study using a survey method. The population in this study were all grade XI students of SMA Negeri 1 Tanjung Batu, totaling 216 students, with a research sample of…
This study aims to describe the role of the Tim Penggerak Pembina Generus (PPG) in building the characters of discipline and responsibility among LDII youth in Tanjung Raman Village. This research employs a qualitative approach with a case study method. Data collection was conducted through documentation, interviews, and observation techniques. The informants in this study consisted of the chai…
This study aims to develop a valid and reliable Science Process Skills (SPS) test instrument for slow-learning junior high school students on the topics of elements, compounds, and mixtures. The method used was research and development (R&D) employing the 4D model. The study subjects consisted of 40 eighth-grade students with learning difficulties. Data collection was conducted through objectiv…
This study aims to determine the influence of the use of Gimkit gamification-based media on students' learning motivation in education learning Pancasila at SMA Negeri 2 Palembang. This study uses a quantitative approach with the Pre Experimental method in the form of intra-group comparison. The population in this study amounted to 360 students, with a sample of 70 students consisting of the co…
This research aims to describe the implementation of multicultural-based Pancasila Education learning in improving tolerance among students at SMA Negeri 1 Simpang. The method used is descriptive qualitative. The research informants consisted of 7 people, including 5 primary informants, 1 supporting informant, and 1 member check. Data collection techniques included observation, interviews, and …
Mathematical comprehension is a crucial skill for students in physics, particularly in kinematics, as it is essential for understanding other physics concepts and the many applications of mathematics. This study aims to describe the percentage of students' mathematical comprehension skills in solving one-dimensional kinematics problems. This study used a descriptive quantitative research method…
This study aims to develop a Student Worksheet (LKPD) for writing short stories based on Palembang local culture for eighth-grade students of SMP Negeri 46 Palembang. This research employed the Research and Development (R&D) method by adapting the development models of Jolly and Bolitho as well as Dick, Carey, and Carey, which include the stages of needs identification, needs exploration, mater…
This research is entitled "Development of AI Video Podcast-Based Learning Media in the History of the Bumiayu Temple Site in PALI Regency in the History Subject of SMA Negeri 1 Indralaya Utara". The problem formulation in this research is How to develop a valid AI video podcast-based history learning media on the history of the Bumiayu Temple Site in SMA Negeri 1 Indralaya Utara. Therefore, thi…
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…
This study aims to: (1) describe the needs analysis of lecturers and students toward reading comprehension media for South Sumatra folklore assisted by FlipHTML5, (2) produce a design of reading comprehension media for South Sumatra folklore based on FlipHTML5 according to the needs analysis results, (3) explain the results of expert validation of the developed media, and (4) determine the resu…
This study aims to produce a product in the form of a valid, practical character assessment instrument, and can measure honest character, discipline character, hard work character, independent character of students. This research and development was conducted at SMA Negeri 1 Indralaya by involving students of class XI.10 as research subjects. This research design uses the ADDIE model. Data coll…
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…
Community roles refer to the involvement of individuals or groups in activities aimed at achieving common goals. Environmental cleanliness is a condition of a healthy, green, and comfortable environment that is free from waste, dirt, and unpleasant odors. This study aims to analyze the role of the community in improving environmental cleanliness around the Palem Raya Landfill, Ogan Ilir Regency…
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…
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…
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…
This study aims to explore students’ experiences in their journey from being less active speakers to becoming more active speakers in Speaking class, as well as to identify the factors that support this transition. This research employed a narrative inquiry design conducted in the English Education Study Program at Sriwijaya University. The participants were twelve sixth-semester students sel…
English language learning is no longer limited to the classroom. As digital platforms become increasingly embedded in students' daily lives, informal spaces such as Discord have emerged as platforms where English engagement can happen naturally. This study investigates university students' experiences of using Discord for informal English learning and how they experience English language develo…
This research intends to examine students’ perception of using the game Elden Ring as a medium for English vocabulary acquisition outside the classroom. The present quantitative survey-based study was conducted on 64 active students of the English Education Study Program at Sriwijaya University in the academic year 2025/2026, all of whom had prior experience playing Elden Ring. The data colle…
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…
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…
Learning the 50 meter sprint in Physical Education, Sports, and Health (PJOK) at the elementary school level is still predominantly monotonous, which has resulted in low student learning outcomes. This study aims to examine the effectiveness of deep learning based traditional games, the differences between this approach and conventional learning, and the magnitude of improvement in the learning…
This study examines the development of the Special Capital Region of Jakarta during the period 2012–2022 as a decade of intensive urban transformation. The study focuses on the dynamics of physical and non-physical development, factors influencing policy direction, and their impact on spatial planning, social structure, and community life. The research uses a historical method with heuristic,…
This study aims to analyze and describe the factors causing early marriage in Beruge Darat Village, Penukal Abab Lematang Ilir Regency. This research uses a qualitative approach with a descriptive research type. The sample consists of 11 respondents, including 7 individuals who experienced early marriage and 4 parents of those individuals. Data collection methods include interviews, observation…
This study is entitled "Development of AI-Based TIME CAPSULE Learning Media for the Proclamation of Indonesian Independence at SMA Negeri 1 Indralaya Utara." The research problem is how to develop interactive learning media for the Proclamation of Indonesian Independence that is valid and practical. The purpose of this study is to develop a valid and practical AI-based TIME CAPSULE audiovisual …
This study examines the tourism potential and formulates strategic development directions for Tirta Randik Swimming Pool as a local sport tourism destination in Sekayu City, Musi Banyuasin Regency. Despite its historical significance as a venue for the 2004 National Sports Week (PON), the destination remains underutilized due to limited attraction diversification, outdated facilities, weak digi…
The involvement of farmer groups in empowering rice farming communities is closely related to their role in increasing farmer capacity and independence. This study aims to analyze the involvement of farmer groups in Rasuan Village, East Ogan Komering Ulu Regency. The study used a qualitative descriptive approach with 13 informants selected using purposive sampling. Data were collected through o…