This study aims to determine the effect of using Crossword Maker learning media with the theme of Pancasila values on students' learning motivation at SMP Negeri 2 Jejawi, this study uses a quantit…
This study aims to determine the improvement of digital literacy skills in Pancasila education learning using Information and Communication Technology (ICT) based media SMP Negeri 7 Pemouthan, this…
Penelitian ini bertujuan untuk mengetahui bagaimana strategi sekolah dalam meningkatkan karakter religius peserta didik di SMA Negeri 6 Palembang. Penelitian ini menggunakan pendekatan kualitatif d…
This researcher aims to find out students' perceptions of Multicultural Education courses in shaping the global diverse character of the PPKn study Program, Sriwijaya University. This study uses a …
This study aims to determine the effect of project activities to strengthen the pancasila student profile on the formation of students' social skills at SMA Negeri 1 Tanjung Batu. This research use…
This research aims to produce linktree-assisted digital learning media whose focus on design and implementation is aimed at realizing 4C skills in students. In this study, the subject of the resear…
This research was conducted with the aim of producing a product in the form of digital teaching materials, analyzing validity, and practicality. The type of research conducted is development resear…
This research aims to produce a learning media product in the form of a Monopoly game on the ecosystem material for fifth-grade elementary school students, which relates to the analysis of needs, v…
This study aims to produce a product in the form of Google Sites learning media that is oriented to the Problem Based Learning model for grade V Elementary Schools, which is related to needs analys…
This research produces flipbook-based teaching material products for learning science and science, Me and My Needs. The type of research used in this research is research and development. Flipbook-…
Penelitian pengembangan media ajar scrapbook gamifikasi untuk meningkatkan ekoliterasi siswa kelas V SDN 72 Palembang menggunakan model ADDIE bertujuan untuk mengembangkan media ajar scrapbook ekol…
This research aims to describe the role of volunteers in nonformal education within the learning group of the South Sumatra Children's Volunteer Community. The research method used is qualitative d…
PENELITIAN INI BERTUJUAN UNTUK MENGANALISIS KETERAMPILAN BERBICARA SISWA KELAS I DALAM PEMBELAJARAN BAHASA INDONESIA DENGAN MODEL ROLE PLAYING. METODE PENELITIAN YANG DIGUNAKAN ADALAH KUANTITATIF D…
This research aims to design AR-based magic card learning media on the topic of ethnic diversity and local culture, as well as to evaluate the feasibility and practicality of the media. This resear…
PENELITIAN INI BERTUJUAN UNTUK MENGHASILKAN PRODUK MEDIA PEMBELAJARAN KOMIK DIGITAL BERBANTUAN WEBSITE STORYBOARDTHAT PADA PROSES BELAJAR MENGAJAR MATERI ISU KEBERSIHAN LINGKUNGAN DI KELAS IV SDN 0…
PENELITIAN BERTUJUAN UNTUK MENGHASILKAN PRODUK MEDIA PEMBELAJARAN AR PADA PEMBELAJARAN IPAS KELAS V PADA MATERI “MENGAPA BENTUK PERMUKAAN BUMI BERUBAH-UBAH” YANG BERISI PROSEDUR PENGEMBANGAN, V…
ENGEMBANGAN BAHAN AJAR BERBASIS ARTIFICIAL INTELLIGENCE BERBANTUAN APLIKASI SOLAR SYSTEM SCOPE MATERI SISTEM TATA SURYA KELAS VI SDN 05 INDRALAYA MENGGUNAKAN MODEL ADDIE BERTUJUAN UNTUK MENGEMBANGK…
This study aims to describe the mathematical problem solving ability of ninth grade students through the application of Project-based Learning. This research is a descriptive study with the researc…
The study was conducted with the aim of turning on how effective the use of e-books based on the Flip PDF Professional application is in supporting learning takraw sports at SMA Muhammadiyah 3 Pale…
This research aims to determine the mathematical reasoning abilities of students through problem-based learning on the topic of systems of linear inequalities in two variables, assisted by AI tool …
This study developed a modified soccer learning model of perbolkas game for class XI students of MA Nurul Hilal Senuro which aims to determine the validity and practicality of the developed learnin…
Kemampuan pemecahan masalah merupakan salah satu kemampuan yang harus dikuasai oleh peserta didik dalam pembelajaran matematika. Di Indonesia kemampuan pemecahan masalah matematis peserta didik mas…
Penelitian ini bertujuan untuk menganalisis dan membuktikan pengaruh Problem Based Learning berbasis Outdoor Learning terhadap motivasi dan hasil belajar peserta didik SMA pada materi perubahan lin…
This study aims to: (1) describe the needs for developing a Project-Based Learning model incorporating local wisdom and ecoliteracy in poetry writing instruction; (2) describe the design of the Pro…
This research aims to: 1) describe the need for developing a project based learning model containing local wisdom and ecoliteracy in learning to write short stories; 2) describe the design of a pro…
Penelitian ini bertujuan untuk menentukan pengaruh model pembelajaran Blended Learning berbasis Google Classroom dalam menulis hikayat siswa kelas X SMA Negeri 1 Madang Suku 1. Penelitian ini mengg…
This study aims to determine the effect of the GQGA learning model on IPAS learning outcomes of fourth grade students of SDN 243 Palembang. This research used quasi-experimental design method with …