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  • Analysis, Design, Development, Implementation, And Evaluation
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Articles published on ADDIE Model

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  • New
  • Research Article
  • 10.26803/ijlter.25.2.37
Automatic Speech Recognition Enhanced Self-Instructional Learning Material to Improve English Pronunciation for Indonesian Primary School Students
  • Feb 28, 2026
  • International Journal of Learning, Teaching and Educational Research
  • Muh Shofiyuddin + 4 more

English pronunciation of young learners is often limited due to insufficient exposure to the target language, and this affects their self-confidence and communication skills. This study aimed to analyze teacher needs in teaching pronunciation and to develop interactive, systematic, and child-specific self-instructional material based on Automatic Speech Recognition (ASR) to improve pronunciation mastery. The research applied Research and Development with the ADDIE model consisting of analysis, design, development, implementation, and evaluation. However, this study was limited to the analysis, design, and prototype development stages without field testing. Validation was conducted by two English language education experts through a 1–4 scale questionnaire and open-ended comments, assessing aspects of material content, language suitability, visual design, ASR function, illustrations and audio recordings, and repeated practice. The validation results showed that the material was of good to excellent quality, with ASR integration enabling repeated independent practice, real-time feedback, and increased motivation and learning independence. These findings confirm that the material effectively supports pronunciation systematically, although the study was limited to a prototype and a small number of validators. The contribution of this research lies in providing valid, practical, and adaptive ASR-based interactive learning media, offering a solution to the limitations of teachers and media in supporting pronunciation practice in elementary schools. The research can help both teachers and students in the learning process and self-learning with the ASR feature.

  • New
  • Research Article
  • 10.15294/teknobuga.v14i2.41689
Convertible Party Clothing Design "Lumora" and Fashion Product Quality Analysis
  • Feb 27, 2026
  • TEKNOBUGA: Jurnal Teknologi Busana dan Boga
  • Diah Ayu Listiawati + 1 more

The issue of sustainable fashion has encouraged the development of fashion products that are not only oriented toward aesthetics, but also toward efficiency of use and product sustainability. One relevant design approach in this context is transformative or convertible fashion. This study aims to describe the design process and analyze the quality of “Lumora” convertible partywear, a garment that offers more than one visual appearance within a single product while maintaining the essential characteristics of party attire. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. Product quality was assessed through validation tests conducted by expert panelists and trained panelists, based on several indicators, including design, aesthetics, sewing and finishing techniques, overall appearance performance, and product uniqueness. The results indicate that the “Lumora” convertible party dress falls into the very feasible category. The novelty of this research lies in the development of convertible partywear as a sustainable fashion solution through improved efficiency of use, supported by a systematic analysis of product quality. The findings suggest that convertible fashion designs have strong potential to support sustainable fashion practices by reducing the need for ownership of multiple party garments.

  • New
  • Research Article
  • 10.24042/ajpm.v17i1.30287
Integrating augmented reality storytelling into early childhood mathematics: design, validation, and effectiveness of a marker based interactive e-book
  • Feb 27, 2026
  • Al-Jabar : Jurnal Pendidikan Matematika
  • Sri Cahaya Sihombing + 3 more

Purpose: This study aimed to develop and evaluate an Augmented Reality (AR) marker based interactive picture story e-book designed to enhance early childhood mathematical abilities. Method: A Research and Development (R&D) approach was employed using the ADDIE model, encompassing the stages of analysis, design, development, implementation, and evaluation. The study involved 28 children aged 5 6 years. The development process began with a needs analysis to identify gaps in existing instructional practices. The e-book incorporated key mathematical domains, including number concepts, patterns, geometry, measurement, and simple data representation, supported by AR visualization and interactive activities. Content validity was assessed by media, material, and early childhood mathematics experts. Practicality was examined through small and large group trials, while effectiveness was measured using a one-group pretest posttest design analyzed with the Wilcoxon Signed Ranks Test and N-gain score calculation. Findings: The needs analysis revealed a high demand for interactive digital mathematics media (89.8%). Expert validation indicated high validity levels, and practicality testing demonstrated strong usability. Statistical analysis showed a significant improvement in children’s mathematical abilities (p < .05), with a high N-gain score (0.70). Significance: The findings suggest that AR integrated storytelling provides an effective and engaging approach to strengthening early mathematical competencies within technology-enhanced learning environments.

  • New
  • Research Article
  • 10.51673/jips.v7i1.2801
Development of Digital Comic Media to Prevent Bullying in Early Childhood
  • Feb 27, 2026
  • Jurnal Inovasi Pendidikan dan Sains
  • Faridah Rahmah + 4 more

This study aims to produce a Batam Malay culture-based digital comic media that is feasible, practical, and effective in preventing bullying in early childhood. This research adopted a Research and Development (R&D) framework using the ADDIE model, comprising the stages of analysis, design, development, implementation, and evaluation. The digital comic was developed using the Ibis Paint X application and tested with 60 children aged 5–6 years at TK Victoria Batam. The data collection techniques included expert feasibility questionnaires, teacher and parent practicality questionnaires, and pretest and posttest observations of children’s empathetic behavior. The research results showed that the digital comic media had a feasibility level of 91.42%, categorizing it as very feasible. The practicality assessment by teachers and parents reached 94.61% and 91.76%, respectively, with a very practical category. In addition, the effectiveness test results showed an N-Gain of 82, indicating a high category. Thus, the Batam Malay culture-based digital comic media was stated to be feasible, practical, and effective as a character education tool in preventing bullying in early childhood

  • New
  • Research Article
  • 10.17079/jkgn.2025.00136
Development and qualitative validation of a virtual reality simulation program for managing behavioral and psychological symptoms of dementia and delirium superimposed on dementia: A pilot study
  • Feb 27, 2026
  • Journal of Korean Gerontological Nursing
  • Young Jin Kim + 1 more

Purpose: Behavioral and psychological symptoms of dementia (BPSD) and delirium superimposed on dementia (DSD) can lead to severe complications if they are not accurately identified and managed. Effective dementia care therefore requires clear differentiation, systematic assessment, and appropriate nursing interventions. This study aimed to develop VRDementia: BPSD/DSD, a virtual reality simulation program, and to qualitatively examine its validity and usability as a development-based pilot study. Methods: Using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the program was systematically developed. During the analysis phase, qualitative interviews and literature reviews identified educational needs among nurses in long-term care hospitals. Key challenges included distinguishing agitation/aggression (BPSD) from hyperactive DSD, and depression (BPSD) from hypoactive DSD. Based on these findings, four case-based scenarios were created. Content validity and usability were qualitatively evaluated through semi-structured interviews with five experienced nurses (≥5 years of clinical experience). Results: The program consists of four sessions addressing agitation/aggression and depression (BPSD), and hyperactivity and hypoactivity (DSD). Nurses practice symptom assessment, therapeutic communication, physician reporting, and nursing interventions. The simulation is accessible via head-mounted display (HMD), mobile devices, and PC (including laptops). Qualitative feedback indicated that participants perceived the program as useful and applicable for dementia care education, including its potential use in interdisciplinary training contexts. Conclusion: VRDementia: BPSD/DSD is a valid, practical educational tool that improves nurses’ competence in distinguishing and managing BPSD and DSD. This program may contribute to higher quality dementia care in clinical settings.

  • New
  • Research Article
  • 10.24815/sejarah.v11i1.519
Analysis of the Effectiveness of Interactive E-Modules for OBE-Based History Learning Evaluation with a Team-Based Project Approach
  • Feb 26, 2026
  • JIM: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah
  • Arfan Diansyah + 3 more

This study aims to analyze the effectiveness of the interactive e-module History Learning Evaluation based on Outcome-Based Education (OBE) with a Team-Based Project approach, and assess the feasibility of the developed product. This research is a development research using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research process begins with a preliminary study and needs analysis, design of the e-module prototype, validation by material experts and media experts, product trials on students, and testing the effectiveness of the e-module through learning outcome tests. Data collection techniques include questionnaires and tests, while data analysis is carried out descriptively quantitatively. The results show that the developed interactive e-module obtained a feasibility level of 77% based on the assessment of material experts and 72% based on the assessment of media experts, both of which are included in the feasible category. The effectiveness test results showed an increase in student learning outcomes, with an average score of 63.13 in the initial test increasing to 79.46 in the final test. Based on effectiveness criteria, the interactive e-module of History Learning Evaluation based on OBE with a Team-Based Project approach was declared effective in improving student learning outcomes. Thus, this interactive e-module is suitable and effective for use as supporting teaching materials for the History Learning Evaluation course.

  • New
  • Research Article
  • 10.38048/jipcb.v13i1.6564
DEVELOPMENT OF A WEB-BASED TRIGONOMETRY E-MODULE WITH A MINDFUL LEARNING APPROACH
  • Feb 25, 2026
  • Jurnal Ilmiah Pendidikan Citra Bakti
  • Muhammad Haniif Khoirulloh Rosyid + 2 more

This research aims to develop a web-based trigonometry learning medium using a mindful learning approach for Grade X students at SMK Hang Tuah Kediri. The study analyzes the feasibility, practicality, and effectiveness of the medium in supporting student learning outcomes. The method employed is Research and Development (R&D), adapting the ADDIE model. The research stages include needs analysis, design, product development, expert validation, and field testing with 17 Grade X students. Validation results showed a very high level of validity with a Gregory coefficient of 1.00. The medium was declared feasible without substantial revision as the material structure aligns with the Learning Path Objectives at SMK Hang Tuah Kediri. The depth of the material was considered highly relevant to basic competency indicators, achieving a perfect score in both content and construction aspects. In terms of practicality, student and teacher responses reached an average of 91.82%, categorized as highly practical. Meanwhile, the effectiveness of the medium, based on learning evaluation results, showed an average N-Gain value of 49.41%. This value falls within the 40–59% range, categorized as moderately effective. Pedagogically, this achievement indicates that the medium is capable of facilitating the transition of students' understanding of trigonometric concepts from basic to complex levels, although teacher guidance remains necessary for optimal results.

  • New
  • Research Article
  • 10.36989/didaktik.v12i01.11922
PENGEMBANGAN EVALUASI PEMBELAJARAN MENGGUNAKAN EDUCAPLAY PADA TOPIK POLA HIDUP GOTONG ROYONG
  • Feb 25, 2026
  • Didaktik : Jurnal Ilmiah PGSD STKIP Subang
  • Chintia Yuniar Rahayu + 2 more

This research is a type of Research and Development (R&D) employing the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), aimed at developing a learning evaluation tool using Educaplay on the topic of Cooperative Living Patterns. The study was conducted at SD Pertiwi, Bogor City, with 32 fourth-grade students during the even semester of the 2024/2025 academic year. The validity test was carried out by media experts, a language expert, and two subject matter experts. In addition to expert assessments, questionnaires were distributed to students and teachers to further develop and refine the learning evaluation tool using Educaplay. The validation results showed that media experts rated it at 92% (Very Feasible), the language expert at 98% (Very Feasible), the subject matter expert (lecturer) at 88% (Very Feasible), and the subject matter expert (teacher) at 80% (Very Feasible). The student response questionnaire yielded a score of 88% (Very Feasible), while the teacher response reached 90% (Very Feasible). Based on these results, it can be concluded that the learning evaluation developed using Educaplay is suitable for use by elementary school students in classroom learning activities.

  • New
  • Research Article
  • 10.36989/didaktik.v12i01.11872
PENGEMBANGAN E-BOOK BERBASIS APLIKASI FLIP PDF CORPORATE EDITION MATERI CERITA FIKSI DAN NON FIKSI SISWA KELAS V SEKOLAH DASAR
  • Feb 22, 2026
  • Didaktik : Jurnal Ilmiah PGSD STKIP Subang
  • Ivan Maulana Saputra + 2 more

In Indonesian language learning in elementary schools, there is a tendency to use limited teaching materials, especially those focused on textbooks. This can cause students to feel less interested and potentially reduce their enthusiasm in following the learning materials. The purpose of this study was to determine the validity, practicality, and effectiveness of the development of Flip PDF Corporate Edition-based E-Books for fictional and non-fiction story materials for fifth-grade elementary school students. This development research uses the Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data analysis in this study uses qualitative and quantitative methods. Based on the results of the assessment of media experts, the percentage was 91.66%, material experts 93.18%, language experts 100%, from the three experts, an average of 94.95% was obtained with the category "very valid". The results of the teacher's practicality test obtained 93.75% with the category "very practical", while limited trials by students obtained 88.88% with the category "very practical", and extensive trials obtained 90.65% with the category "very practical". Meanwhile, the effectiveness test using the N-Gain score obtained 0.8 with the "moderate" category and in percentage terms obtained 82.1 with the "Very Effective" category. So it can be concluded that the use of the Flip PDF Corporate Edition-based E-Book is valid, practical, and effective for use as Indonesian language teaching materials in Elementary Schools.

  • New
  • Research Article
  • 10.31539/vwsh0y08
Pengembangan Modul Pembelajaran Biologi Berbasis Sains Islam untuk Meningkatkan Imtaq Siswa Kelas XI SMA Negeri 7 Kota Bengkulu
  • Feb 21, 2026
  • BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains
  • Simbuldin + 2 more

This research aims to develop a valid and practical Islamic science-based biology learning module to enhance faith and piety (iman and taqwa) of grade XI students at SMA Negeri 7 Bengkulu City. The research method used Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Research subjects included 4 expert validators for validity testing and 35 students for practicality testing. Data analysis techniques used descriptive percentage analysis. The results showed that the Islamic science-based biology learning module was declared very valid with an average percentage of 84% and very practical with a percentage of 88%. Student responses to the improvement of faith and piety reached 89% in the very good category. The conclusion of this research is that the Islamic science-based biology learning module is feasible and practical to use in reproductive system learning to enhance students' faith and piety. Keywords: Biology, Faith, Islamic Science, Learning Module, Piety

  • New
  • Research Article
  • 10.21009/biosferjpb.60598
Smart snack module using peer learning to improve biological science literacy
  • Feb 21, 2026
  • Biosfer
  • Yahmi Setyaningrum + 2 more

Non-communicable diseases (NCDs) and adolescent malnutrition remain significant public health challenges, particularly among school-aged populations. Unhealthy snacking behaviors, combined with limited science literacy, reduce adolescents’ ability to make informed dietary decisions, underscoring the urgent need for effective, school-based educational interventions. This study aimed to develop and assess the effectiveness of a Smart Snack Strategy e-module that integrates peer education and problem-based learning (PBL) to enhance science literacy. The research used a Research and Development (R&D) approach with the ADDIE model, comprising needs analysis through health screening and stakeholder consultation, followed by design, development, expert validation, and product trials. The e-module covers three main topics: the smart snack concept, basic food microbiology, and food label reading. Validation by content, language, media, and learning experts confirmed that the module is highly feasible in terms of quality and usability. Subsequent limited and broader trials with 25 students demonstrated a significant improvement in science literacy, with an average gain of 30.92 points (p < 0.05). The e-module also fostered greater motivation, problem-solving skills, and healthier snack decision-making. These findings indicate that integrating peer education and PBL is effective in promoting active learning and healthy lifestyle behaviors. Therefore, the Smart Snack Strategy e-module represents a viable and innovative medium for enhancing science literacy and supporting adolescent health promotion in school settings.

  • New
  • Research Article
  • 10.21009/biosferjpb.60579
The Local infographics enhance critical thinking and conceptual understanding in biology education
  • Feb 21, 2026
  • Biosfer
  • Abdurrahman Mahmud + 2 more

This study addresses the persistent challenge of low critical thinking skills and inadequate conceptual understanding among junior high school students in science, particularly concerning ecology and biodiversity topics that require contextual relevance. The core gap identified is the lack of integration of contextually relevant and visually engaging teaching materials to support the development of these competencies. The research aimed to develop, validate, and evaluate the effectiveness of infographic-based learning media that integrates local environmental issues to enhance these two competencies in Grade VII students. Employing a Research and Development (R&D) approach, the study utilized the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) to systematically design and test the learning product. The implementation phase used a One-Group Pre-test–Post-test Design involving 17 students from a public junior high school located in Gorontalo Regency, Gorontalo Province. The developed media achieved an average expert validation score of 93.74% (Very Valid Category), confirming its quality. Effectiveness analysis using the Normalized Gain (N-Gain) score demonstrated significant improvement in student outcomes: the N-Gain for critical thinking was 0.72 (High Category), and for conceptual understanding, it was 0.77 (High Category). Furthermore, the media was highly practical, with student responses showing an overwhelming 98.1% positive feedback. Given the demonstrated high levels of validity, practicality, and effectiveness, the use of infographic-based learning media that connects abstract scientific concepts with local environmental contexts is proven to be a robust resource for fostering students' critical thinking skills and conceptual mastery in biology education.

  • New
  • Research Article
  • 10.47197/retos.v75.117800
Effectiveness of a game-based learning model in improving physical fitness and collaboration skills among junior high school students
  • Feb 20, 2026
  • Retos
  • Ricky Wahyu Sugiarto + 2 more

Introduction: Physical Education (PE) is essential for promoting holistic development in junior high school students, including physical fitness and social-emotional skills such as collaboration. Traditional teacher-centered approaches often limit student engagement, emphasizing the need for innovative pedagogical strategies. Objective: This study aimed to develop and evaluate the effectiveness of a game-based learning model in improving physical fitness and collaborative behaviors among junior high school students. Methodology: A Research and Development design following the ADDIE model was implemented and validated by five experts in PE and educational media. Effectiveness testing employed a quasi-experimental pretest–posttest control group design involving 73 students in the experimental group and 79 in the control group. Physical fitness was assessed with the Indonesian Student Fitness Test (TKSI), while collaboration was measured using a Likert-scale instrument. Results: The experimental group showed significant improvements in physical fitness (Mpost = 19.42, SD = 2.37) and collaboration (Mpost = 41.05, SD = 3.08) compared to the control group (Mpost = 14.16, SD = 0.78; 34.23, SD = 3.38). Independent samples t-tests confirmed statistically significant differences: physical fitness t(150) = 18.650, p < 0.001; collaboration t(150) = 12.983, p < 0.001. Conclusions: Game-based learning effectively enhances physical fitness and strengthens collaborative behaviors, offering an innovative and contextually relevant strategy for PE that promotes engagement, teamwork, and positive social interaction among junior high school students.

  • New
  • Research Article
  • 10.59672/ijed.v6i4.5696
Development of Android-based interactive applications to stimulate children's cognitive development
  • Feb 15, 2026
  • Indonesian Journal of Educational Development (IJED)
  • Andi Agusniatih + 3 more

Early childhood cognitive development requires engaging learning media. However, many PAUD classrooms still rely on monotonous activities that reduce children's motivation and limit cognitive progress. This study aimed to develop an Android-based interactive learning application to stimulate early childhood cognitive development, particularly in recognizing colors, geometric shapes, and sizes. The study used a research and development method based on the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The population comprised children at RA Al Ikhlas Birobuli. Participants for the classroom trial were selected through purposive sampling, focusing on children who took part in the learning activities during the implementation stage. Data were collected using observation sheets to measure learning engagement and cognitive performance, expert validation questionnaires to assess media and material feasibility, and cognitive tests in the form of a pretest and posttest to measure learning outcomes. Expert validation results indicated that the application was highly feasible, with a media feasibility score of 95% and a material feasibility score of 92%. Classroom implementation showed a significant improvement in children’s cognitive abilities, as indicated by higher posttest scores than pretest scores and a p-value of 0.000. The application includes interactive features such as visual animations, sound effects, game-based tasks, and a reward system, which increased engagement and motivation and supported constructivist principles that emphasize active and multisensory learning. In conclusion, the Android-based interactive application is effective, practical, and innovative for supporting early childhood cognitive development. It is recommended that PAUD teachers use this application as complementary learning media. Future studies should involve larger and more diverse samples and evaluate long-term learning retention and usability across different devices.

  • New
  • Research Article
  • 10.59672/ijed.v6i4.5645
Development of a PLC-based 4-level lift simulator as a learning medium for electric motor installation
  • Feb 15, 2026
  • Indonesian Journal of Educational Development (IJED)
  • Daniel Maringga + 3 more

The development of industrial automation requires learning media that are relevant to the needs of the world of work, particularly for mastering Programmable Logic Controllers (PLCs) in vocational education. This study aims to develop a four-storey lift simulator based on Omron CP1E PLC as a learning medium for the Electric Motor Installation subject in class XII TITL at SMK Negeri 5 Medan. The research method used the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research population consisted of 31 students using a total sampling technique. Data were obtained from questionnaires validated by media and subject-matter experts, as well as from student responses. The results showed that the media received a feasibility score of 89.3% from media experts and 92.5% from subject matter experts, categorised as highly feasible, and a student response score of 88.3%, categorised as very good. These findings indicate that PLC-based lift simulators are effective in improving students' understanding, motivation, and practical skills in industrial automation systems. The study recommends further development by integrating IoT or HMI to more closely resemble real industrial systems.

  • New
  • Research Article
  • 10.51178/jetl.v8i1.3066
The Effectiveness of Google Sites in Supporting Exponent and Logarithm Learning Based on Student Centered Learning
  • Feb 14, 2026
  • Journal Of Education And Teaching Learning (JETL)
  • Yandara Gapila Patihah + 1 more

This study aims to develop and examine the effectiveness of Google Sites–based instructional media for exponent and logarithm topics in supporting student-centered learning (SCL). The research employed a Research and Development (R&D) approach using the ADDIE model. The research subjects included experts (7 teachers) for the validity test and users (2 teachers and 80 senior high school students) for the practicality test. Data were collected through Likert-scale questionnaires and open-ended feedback, then analyzed using descriptive quantitative and qualitative methods. The expert validation results indicate that the media is highly feasible, categorized as Very Good (score: 3.90), particularly in technical aspects and instructional feasibility. User feedback confirms that the media is Good (score: 3.48), with technical elements identified as its primary strength. Qualitative findings reveal areas for further development, including improvements in contextual aesthetics, the addition of search and dark mode features, and enrichment of content through teacher-produced instructional videos. The study concludes that the developed Google Sites media is effective as a supporting tool for SCL, as it promotes learner autonomy through strong technical accessibility and adequate pedagogical design. The implication is that teachers can adopt this media to expand the variety of independent learning activities, provided that future development enhances interactivity and content personalization.

  • New
  • Research Article
  • 10.26877/paudia.v15i1.2850
Implementation of APLT Digital Media Literacy to Support Sex Education for Early Childhood
  • Feb 14, 2026
  • PAUDIA
  • Dina Amalia + 2 more

Sex education in early childhood is a preventive effort to foster children’s understanding of body protection and privacy awareness. This study aimed to develop and examine the feasibility and effectiveness of APLT (Aku Pintar Lindungi Tubuh) digital media as a supporting tool for early childhood sex education. The study employed a Research and Development (R&D) approach using the ADDIE model (analysis, design, development, implementation, and evaluation). The effectiveness of the developed media was tested using a pre-experimental one group pretest posttest design. The results indicate that the APLT media was highly feasible, based on expert validation. Effectiveness analysis using normalized gain (N-gain) showed a moderate level of effectiveness, indicating an improvement in children’s understanding of body protection concepts, including protected body parts, appropriate and inappropriate touch, and body privacy awareness. These findings suggest that APLT media is moderately effective and functions as a supportive learning resource rather than a stand alone intervention. Therefore, APLT digital media has the potential to support early childhood sex education within a limited and guided instructional context, particularly in strengthening children’s initial understanding of body protection and privacy awareness.

  • New
  • Research Article
  • 10.65339/ijsair.v2.i1.43
Development, Acceptability and Effectiveness of Instructional Module in English for Academic and Professional Purposes
  • Feb 12, 2026
  • International Journal of Sustainability and Advanced Integrated Research
  • Emmanuel Tan

This study aimed to develop, validate, and determine the effectiveness of an instructional module in English for Academic and Professional Purposes (EAPP) for Grade 12 learners using the 5E Instructional Model (Engage, Explore, Explain, Elaborate, and Evaluate) integrated with the ADDIE Model (Analysis, Design, Development, Implementation, and Evaluation). The integration of these frameworks ensured a systematic, learner-centered, and standards-based instructional design aligned with the Department of Education’s Most Essential Learning Competencies (MELCs). The study employed a developmental research design with pretest-posttest measures to assess learner performance.Participants included Grade 12 students enrolled in the Printed Modular Learning Modality in a selected public senior high school in Cainta, Rizal during the School Year 2024–2025. Expert validators consisting of DepEd curriculum planners, master teachers, school administrators, subject coordinators, and experienced EAPP teachers evaluated the module in terms of objectives, content, format and language, presentation, and usefulness.Findings revealed that the module was rated “Much Acceptable” (composite mean = 4.05), with usefulness receiving the highest evaluation. Pretest and posttest results showed statistically significant improvements in students’ performance in writing position papers and survey/field reports (p = .000), confirming the module’s effectiveness. Expert feedback highlighted strengths in clarity, MELC alignment, and learner-centered design, while recommending improvements in presentation flow and cultural responsiveness.The study concludes that the developed module significantly enhances students’ academic writing competencies and may serve as a replicable model for instructional material development in senior high school English education..

  • New
  • Research Article
  • 10.61132/jupendir.v3i1.1020
Pengembangan LKPD Bermuatan Permainan Tradisional Serok Kuali pada Materi Perkalian Peserta Didik Kelas III SDN Deket Wetan Lamongan
  • Feb 12, 2026
  • Jurnal Pendidikan Dirgantara
  • Ristik Arini Auliya'Sari + 2 more

This study aims to develop Student Worksheets (LKPD) incorporating the traditional serok kuali game on multiplication material for third-grade students at SDN Deket Wetan Lamongan and to determine their validity, effectiveness, and practicality. The research method employed was Research and Development (R&D) using the ADDIE model, which consists of the analysis, design, development, implementation, and evaluation stages. The research subjects included two expert validators, namely a media expert and a subject-matter expert, as well as 15 third-grade students at SDN Deket Wetan Lamongan. Data were collected using expert validation questionnaires, conceptual understanding tests (pretest and posttest), and student response questionnaires. The results showed that the developed LKPD demonstrated a very high level of validity, with a score of 97.5% from the media expert and 95.55% from the subject-matter expert. The effectiveness test indicated an improvement in students’ learning outcomes, with an N-Gain score of 0.803 (80.3%), which falls into the effective category. In addition, students’ responses to the use of the LKPD reached a percentage of 95.6%, categorized as very good. Based on these findings, it can be concluded that the LKPD incorporating the traditional serok kuali game is feasible, effective, and practical for use as instructional material to enhance third-grade elementary school students’ understanding of multiplication concepts.

  • New
  • Research Article
  • 10.56113/takuana.v4i4.374
Developing an Ethnoscience-Based Physics Learning Model based on Indonesian Local Wisdom to Strengthen Patriotism
  • Feb 11, 2026
  • Takuana: Jurnal Pendidikan, Sains, dan Humaniora
  • Ahmad Fahrudin + 2 more

This study aims to develop an ethnoscience-based physics learning model that is valid, practical, and effective in strengthening students’ character of love for the homeland. The background of this research is the need for contextual physics learning that integrates local wisdom to enhance students’ conceptual understanding while supporting character education. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The subjects of the study were senior high school students and physics teachers. Data were collected using expert validation sheets, teacher and student response questionnaires, and an instrument to assess students’ patriotism character. The results showed that the developed learning model achieved a very valid category with an average validation score of 4.39. The practicality test indicated very practical criteria, with teacher and student response percentages of 86.4% and 85.0%, respectively. Model effectiveness was measured through a pretest–posttest analysis of students' increase in patriotism on a 1–5 Likert scale across all patriotism indicators. The normalized gain (N-Gain) was 0.52, indicating a moderate improvement. These findings indicate that the ethnoscience-based physics learning model is feasible and effective as an innovative approach to physics learning that integrates local culture and strengthens students’ character of love for the homeland.

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