This study aims to develop a hypercontent-based e-module integrated with socio-scientific issues related to additives and addictive substances. It also seeks to determine the validity, practicality, and effectiveness of the e-module in strengthening students’ scientific literacy at SMP Negeri 11 Bayung Lencir. This research used the ADDIE development model. Tessmer’s formative evaluation wa…
Literasi anak usia dini merupakan fondasi penting bagi kesiapan akademik dan perkembangan kognitif. Penelitian ini bertujuan mengembangkan dan menguji validitas, kepraktisan, serta efektivitas media e-komik interaktif berbasis permainan tradisional Palembang tungkupan untuk meningkatkan literasi di TK. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi…
ABSTRAK Penelitian ini bertujuan untuk mengetahui nilai validitas, praktikalitas dan efektift4itas produk LKPD digital materi bagian-bagian tumbuhan. Adapun subjek dan objek penelitian yaitu 33 peserta didik kelas 4 di SD Negeri 1 Desa Terusan, Kabupaten Musi Banyuasin. Latar belakang penelitian ini karena pembelajaran IPAS masih bersifat konvensional, LKPD yang digunakan di sekolah kurang mena…
This research is entitled "Development of Canva-Assisted Learning Media oriented to a Scientific Approach on Generative Plant Propagation Material in Elementary Schools". This research was conducted in grade VI of Kepayang Public Elementary School, and used the ADDIE development model. The purpose of this study is to prove the validity, practicality, and effectiveness of scientific-based animat…
This study aims to produce learning media in the form of PMRI-based mathematics learning videos on the addition of fractions in the context of Salai Fish. This study was conducted in grade V of SD Negeri 1 Dawas, with the Rowntree development model and Tessmer Evaluation. The research subjects were 26 students. The type of research used was quasi-experimental research with the Wilcoxon Signed-R…
ABSTRAK Penelitian Pengembangan Video pembelajaran Bermain Peran Berbasis Karakter Profil Pelajar Pancasila pada Mata Pelajaran Pendidikan Pancasila untuk Siswa SMP telah dilakukan. Tujuan dari penelitian ini yaitu untuk memperoleh multimedia pembelajaran interaktif yang valid, praktis, dan efektif terhadap hasil belajar peserta didik di SMPN 1 Lalan. Pengembangan ini menggunakan model pengemba…
The demands of 21st-century learning emphasize the strengthening of higher-order thinking skills (HOTS), particularly in abstract chemistry topics such as reaction rates, while interactive learning media capable of optimally training students’ HOTS remain limited. This study aimed to develop interactive multimedia on reaction rate material to enhance the Higher-Order Thinking Skills (HOTS) of…
ABSTRAK Kesulitan siswa sekolah dasar dalam memahami konsep pecahan melalui buku teks konvensional menjadi latar belakang penting pengembangan media pembelajaran yang lebih interaktif dan kontekstual. Hasil analisis kebutuhan menunjukkan bahwa 85% siswa merasa bahwa media interaktif dapat membantu meningkatkan pemahaman mereka terhadap materi pecahan. Berdasarkan kondisi tersebut, penelitian in…
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…
Penelitian ini bertujuan untuk menghasilkan media game edukasi berbantuan canva pada materi sistem pernapasan manusia untuk Sekolah Dasar yang valid, praktis, dan efektif. Penelitian ini dilatarbelakangi oleh permasalahan pembelajaran di sekolah dasar, yaitu kurangnya penggunaan media pembelajaran di SDN Sri Damai dan SDN 1 Tegal Mulyo sehingga berpengaruh terhadap pemahaman peserta didik terha…
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…
Research on the development of Google Site-based E-learning media for Indonesian narrative text material in elementary schools has been conducted with the aim of producing valid, practical, and effective learning media to improve student learning outcomes. The development model used is the Alessi and Trollip model, which consists of three stages, namely planning, design, and development. The re…
The need for digital learning media, easily accessible, and able to simplify complex tax concepts so that they are easier to understand for students in vocational high schools. This study aims to produce a Canva-based income tax e-module for tax learning in vocational high schools that is valid, practical, and effective. The study was conducted in Class XI of SMK Xaverius Palembang, with 40 stu…
This study aims to produce a learning medium in the form of an animated video (AI) based on the Pancasila Student Profile for Pancasila education subject in junior high school that is valid, practical, and effective. This research was conducted in class VII of SMP Negeri 6 Sungai Keruh, with 60 students as research subjects. The type of research used is Development Research (DR) by adopting the…
This study aimed to develop a mathematics learning video based on Indonesian Realistic Mathematics Education (IRME) for sixth-grade elementary school students by integrating the local cultural context of Jumputan Gambo fabric. This development research employed the Rowntree model, which consists of planning, development, and evaluation stages, and was complemented by Tessmer’s formative evalu…
This study aims to produce interactive media based on the Quizizz application that is valid, practical, and effective for fifth-grade science subjects at SD Negeri 7 Lahat. The study uses the Hannafin and Peck development model consisting of three stages: needs analysis, design and development, and implementation and evaluation. Based on the results of the needs analysis, it shows that the limi…
This study aims to produce a Project-Based Learning model integrated with kearifan lokal in teaching folk tale writing for students at SD Negeri Air Balui that is valid, practical, and effective. The research employed the Development Research method using the ADDIE model, which consists of five stages: Analyze, Design, Develop, Implement, and Evaluate. Data analysis techniques included observat…
This study aims to develop Canva-assisted audio visual media for climate and climate change. This media is characterized by a combination of attractive visuals, thematic illustrations, simple animations, and audio narration that clarifies concepts, making the material more concrete, interactive, and easy to understand. The study used the ADDIE development model, which includes five stages. In t…
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…
Penelitian pengembangan video pembelajaran pada materi peristiwa rotasi dan revolusi bumi untuk meningkatkan hasil belajar peserta didik peserta didik kelas VI Sekolah Dasar telah dilakukan. Tujuan dari penelitian ini yaitu untuk menghasilkan video pembelajaran interaktif yang valid, praktis, dan efektif untuk meningkatkan kemampuan meningkatkan hasil belajar peserta didik peserta didik di SD N…
This study aims to develop a valid, practical, and effective learning video on matrix multiplication material for high school students. This study uses the Akker development model with formative evaluation referring to Tessmer. The Akker development stage consists of three stages, namely: (1) Analysis stage; (2) Design stage; (3) Evaluation stage. In the third stage, it is adjusted to the Tessm…
This research aims to produce an e-storybook media based on local wisdom and ecoliteracy for reading comprehension learning for students at Ulak Embacang State Elementary School that is valid, practical, and effective. The research uses the Development Research method with the ADDIE model, which includes five stages: Analyze, Design, Develop, Implement, and Evaluate. Data collection techniques …
This study aims to develop a local wisdom-based e-module for Natural and Social Sciences (IPAS) at Peninggalan Public Elementary School and to test its validity, practicality, and effectiveness in improving students' knowledge. This study refers to Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The research subjects c…
This study aims to develop and examine the effectiveness and potential effects of a mathematics instructional video based on the Indonesian Realistic Mathematics Education (PMRI) approach using the batik gambo context on fraction addition material at the elementary school level. The media development employed the Development Studies approach using the Rowntree model. Data were collected through…
Penelitian ini bertujuan mengembangkan media buku saku wisata bersejarah (BUSTARAH) sebagai sarana pembelajaran literasi baca tulis bagi anak usia dini (AUD) melalui pendekatan eksplorasi wisata edukatif di Palembang. Pengenalan literasi secara kontekstual, menyenangkan, dan sesuai dunia nyata anak menjadi latar belakang utama. Penelitian menggunakan model pengembangan ADDIE, mulai dari analisi…
Penelitian ini berjudul “Pengembangan Media Pembelajaran Berbasis Game Edukasi Interaktif Materi Sistem Pencernaan Manusia untuk Siswa Sekolah Dasar”. Penelitian ini dilaksanakan di kelas V SD Negeri di Desa Pagar Kaya, dan Model Rowntree dipilih sebagai model pengembangan dan Evaluasi Tessmer. Tujuan dari penelitian ini adalah membuktikan validitas, praktikalitas dan efektivitas game eduka…
Penelitian ini bertujuan untuk menghasilkan E-LKPD Hypercontent berbasis AI pada Pembelajaran IPAS di Kelas V Sekolah dasar yang valid, praktis dan efektif. Penelitian dilaksanakan di Kelas V SDN 10 Sekayu, dengan subjek penelitian sebanyak 50 orang peserta didik. Jenis penelitian yang digunakan adalah Research Development (RD) dengan model pengembangan Rowntree dan Evaluasi Tessmer. Tahapan mo…
Penelitian ini bertujuan mengembangkan media infografis interaktif berbasis Discovery Learning pada materi energi terbarukan untuk siswa sekolah dasar. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation) yang melibatkan validasi dari ahli materi, media, dan bahasa. Hasil validasi menunjukkan bahwa produk media pembelajaran memiliki…
This study aims to develop interactive learning multimedia using the Canva application on the subject of Changes in Natural Appearance for elementary school students. The development model used is the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection was carried out through observation, interviews, and questionnaires with teachers and students. The validat…
This study aims to develop an instructional medium in the form of an Artificial Intelligence (AI)-assisted animated video on the topic of cubes and rectangular prisms for second-grade elementary school students. The research employed a Design Research approach of the Development Studies type, using the ADDIE development model. Data were collected through expert validation, teacher and student q…