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Pengembangan dan Efektivitas Puzzlangsi: Media Pembelajaran Puzzle Berbasis ADDIE untuk Meningkatkan Hasil Belajar Siswa dalam Mata Pelajaran Sejarah Indonesia. Nevada Atika Wildana; Satrio Wibowo; Muhammad Faris Abdil Aziz
Jurnal Artefak Vol 13, No 1 (2026): Historical Literacy and Local Wisdom
Publisher : Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/ja.v13i1.23737

Abstract

This study aims to develop and evaluate the feasibility of the Puzzlangsi learning medium in an effort to improve student learning outcomes in the subject of Indonesian History, specifically regarding the events leading up to the Proclamation of Independence. The method used is Research and Development (R&D) based on the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 36 eleventh-grade students at MA Darul Ulum Waru. Data collection was conducted through an expert validation questionnaire as well as pretest and posttest assessments. Data analysis included validity and reliability tests, as well as N-Gain calculations. The research results show that the media’s feasibility, as assessed by media experts, reached 86% and was categorized as “very good,” while the content validation scored 82.2% and received the same rating. All items in the instrument were deemed valid, with an r-calculated value greater than 0.329, and the instrument demonstrated a reliability coefficient of 0.755, which is considered high. Furthermore, the improvement in student learning outcomes showed an N-Gain score of 0.81, which falls into the high category. Therefore, the Puzzlangsi learning media is deemed suitable for use and effective in improving student learning outcomes on the topic of Events Leading Up to the Proclamation.
ANALYSIS OF THE PROJECT TO STRENGTHEN THE PANCASILA STUDENT PROFILE (P5) IN THE IMPLEMENTATION OF THE INDEPENDENT CURRICULUM IN HISTORICAL LEARNING AT SMK BUDI UTOMO PRAMBON: Analisis Projek Penguatan Profil Pelajar Pancasila (P5) Pada Pelaksanaan Kurikulum Merdeka Dalam Pembelajaran Sejarah Di SMK Budi Utomo Prambon Maulidah Rahmawati; M. Faris Abdil Aziz; Satrio Wibowo
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 10 No 1 (2026): SANTHET: (JURNAL SEJARAH, PENDIDIKAN DAN HUMANIORA)
Publisher : Proram studi pendidikan Sejarah Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/santhet.v10i1.5948

Abstract

This research aims to analyze the implementation of the Pancasila Student Profile Strengthening (P5) project in history learning at vocational schools (SMK) with a focus on the theme of local wisdom in traditional marriage. Using a descriptive qualitative approach, data was collected through observations, interviews, and documentation involving teachers and students at one vocational school. The results showed that integrating the theme of traditional marriage into the P5 project improved students' understanding of Pancasila values, such as community cooperation, diversity, and love for local culture. This project also successfully created active, collaborative, and contextual learning. Although there were some challenges such as limited resources and student motivation, these could be addressed through innovative teaching strategies and local community involvement. This research recommends strengthening collaboration between schools and communities as an effort to preserve culture and enhance student engagement.The Independent Curriculum includes the Pancasila Student Profile as a national learning objective, with its implementation requiring students to carry out projects to strengthen the Pancasila Student Profile, commonly abbreviated as P5.
PENGEMBANGAN MEDIA PEMBELAJARAN DOJAS (LUDO SEJARAH BERBASIS SCRACTH) UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS XI Rahmawati Dwi Lestari; M. Faris Abdil Aziz; Satrio Wibowo
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i3.13831

Abstract

ABSTRACT Low learning motivation remains a major challenge in history education, highlighting the need for instructional media that can provide more engaging, interactive, and learner-centered learning experiences aligned with the characteristics of students in the digital era. In response to this issue, this study developed DOJAS, an educational game-based history learning media integrated with digital technology, and examined its contribution to improving students' learning motivation. The study employed the Research and Development (R&D) method, while the media development process was guided by the Didactical Design Research (DDR) framework, which included needs analysis, didactical design, development, implementation, and evaluation. The participants were 30 eleventh-grade students from the Visual Communication Design program at SMK Yapalis Krian. Data were collected through expert validation, classroom observations, and learning motivation questionnaires, and were analyzed using feasibility percentages and N-gain. The findings revealed that DOJAS achieved a very high level of feasibility, with validation scores of 87% from the media expert and 90% from the subject matter expert. Its implementation was also followed by an improvement in students' learning motivation, as indicated by an N-gain score of 0.80 (high category) and supported by an observation score of 87.5%. These findings suggest that DOJAS contributes to enhancing learning motivation by integrating gameplay, collaboration, and technology-based content exploration into a unified learning experience, making it a promising alternative for more participatory history learning. ABSTRAK Motivasi belajar yang rendah masih menjadi salah satu tantangan dalam pembelajaran sejarah sehingga diperlukan media yang mampu menciptakan pengalaman belajar yang lebih aktif, menarik, dan sesuai dengan karakteristik peserta didik di era digital. Berangkat dari kondisi tersebut, penelitian ini mengembangkan media DOJAS sebagai media pembelajaran sejarah berbasis permainan edukatif yang dipadukan dengan teknologi digital sekaligus menganalisis kontribusinya terhadap peningkatan motivasi belajar siswa. Penelitian dilaksanakan menggunakan metode Research and Development (R&D), sedangkan proses pengembangan media mengacu pada kerangka Didactical Design Research (DDR) yang meliputi analisis kebutuhan, perancangan desain didaktis, pengembangan, implementasi, dan evaluasi. Penelitian melibatkan 30 siswa kelas XI DKV 1 SMK Yapalis Krian. Data diperoleh melalui validasi ahli, observasi, dan angket motivasi belajar, kemudian dianalisis menggunakan persentase kelayakan dan N-gain. Hasil penelitian menunjukkan bahwa DOJAS memperoleh tingkat kelayakan sangat tinggi dengan skor validasi ahli media sebesar 87% dan ahli materi sebesar 90%. Penerapan media juga diikuti peningkatan motivasi belajar dengan nilai N-gain sebesar 0,80 (kategori tinggi) serta didukung oleh hasil observasi sebesar 87,5%. Temuan tersebut menunjukkan bahwa DOJAS berkontribusi terhadap peningkatan motivasi belajar melalui integrasi aktivitas bermain, kolaborasi, dan eksplorasi materi berbasis teknologi digital sehingga berpotensi menjadi alternatif pembelajaran sejarah yang lebih partisipatif.
Pengembangan Media Flash Card Interaktif Berbasis Augmented Reality Terhadap Hasil Belajar IPAS Kelas IVSD Hawa Ainur Rochmah; Ery Rahmawati; Satrio Wibowo
JPPSD: Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 6, No 1 (2026): Juli
Publisher : Universtas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jppsd.v6i1.88724

Abstract

Permasalahan yang ditemukan adalah media pembelajaran kurang mendukung, sehingga hasil belajar siswa belum mencapai KKTP yang telah ditetapkan. Tujuan penelitian ini adalah untuk mengembangan media Flash Card interaktif berbasis Augmented Reality untuk siswa kelas IV Sekolah Dasar pada mata pelajaran IPAS. Metode Research and Development (R&D) dengan model ADDIE (Analisis, Perancangan, Pengembangan, Implementasi, and Evaluasi) digunakan pada  siswa kelas IV SDN Cemengbakalan 1 yang berjumlah 20 siswa. Instrumen penelitian ini berupa lembar validasi media dan materi, lembar tes, dan lembar angket respon siswa. Hasil validasi media mendapatkan 94,73% dan validasi materi mendapatkan 95% diklasifikasikan “Sangat Valid/Layak”. Hasil belajar memperoleh skor 0,71 diklasfikasikan “Tinggi” yang membuktikan ada peningkatan hasil belajar siswa. Dan respon siswa setelah menggunakan media Flash Card interaktif berbasis Augmented Reality memperoleh skor 89% dikelompokkan “Sangat Baik”. Sehingga dapat disimpulkan bahwa media Flash Card interaktif berbasis Augmented Reality yang dikembangkan sangat efektif  dan layak digunakan sebagai bahan ajar dalam pembelajaran.
Pengaruh Media Pembelajaran Trolley Belanja Terhadap Hasil Belajar Materi Soal Cerita Matematika di Kelas III Sekolah Dasar Wuni Arya Gusti; M. Khusni Mubaro Mubarok; Satrio Wibowo
JPPSD: Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 6, No 1 (2026): Juli
Publisher : Universtas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jppsd.v6i1.87754

Abstract

Rendahnya hasil belajar siswa pada materi soal cerita matematika menunjukkan perlunya penggunaan media pembelajaran yang lebih konstekstual. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen semu (Quasi Experimental) dan desain Nonequivalent Control Group Design. Subjek penelitian terdiri atas 52 siswa kelas III sekolah dasar yang terbagi menjadi kelas eksperimen sebanyak 25 siswa dan kelas kontrol sebanyak 27 siswa. Pengumpulan data dilakukan melalui tes pretest dan posttest untuk mengukur hasil belajar dan observasi untuk keaktifan siswa. Data dianalisis menggunakan uji N-Gain, uji normalitas dan uji Mann-Whitney karena data tidak berdistribusi normal. Hasil penelitian menunjukkan bahwa rata-rata peningkatan hasil belajar pada kelas eksperimen sebesar 25,70, sedangkan pada kelas kontrol sebesar 24,77 dengan selisih sebesar 0,93. Meskipun rata-rata peningkatan hasil belajar pada kelas eksperimen lebih tinggi dibandingkan kelas kontrol, hasil uji Mann-Whitney menunjukkan bahwa perbedaan tersebut tidak signifikan. Dengan demikian, penggunaan media pembelajaran belum menunjukkan pengaruh signifikan dalam meningkatkan hasil belajar siswa. Hasil penelitian ini menunjukkan bahwa peningkatan hasil belajar tidak hanya dipengaruhi oleh penggunaan media pembelajaran, tetapi juga oleh faktor lain, seperti karakteristik siswa, strategi pembelajaran, motivasi belajar, dan kondisi lingkungan belajar. Oleh karena itu, penggunaan media pembelajaran perlu didukung oleh penerapan strategi pembelajaran yang sesuai agar dapat meningkatkan hasil belajar secara optimal.
DEVELOPMENT OF SNAKES AND LADDERS LEARNING MEDIA AND ITS IMPACT ON DEEP LEARNING ON STUDENT LEARNING OUTCOMES IN THE SUBJECT OF ISLAMIC CULTURE ACCULTURATION, GRADE X AT SMK PGRI 3 SIDOARJO: Pengembangan Media Pembelajaran Ular Tangga Berbasis Deep Learning Terhadap Hasil Belajar Siswa Mata Pelajaran Akulturasi Budaya Islam Kelas X SMK PGRI 3 Sidoarjo rodiah puspita; Satrio Wibowo; M faris Abdil
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 10 No 4 (2026): Santhet (Jurnal Sejarah Pendidikan Dan Humaniora)
Publisher : Proram studi pendidikan Sejarah Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/santhet.v10i4.9362

Abstract

This study aims to develop interactive learning media based on deep learning – driven snakes and ladders game and to analyze its effectiveness in improving students’learning outcomes in isamic cultural acculturation subjects. The research was conducted during the 2026/2027 academic year. The development process followed the ADDIE model integrating historical questions into the game board. Data collection was carried out through observation, tests, and interviews. The results showed that the deep learning based snakes and ladders media increased students’ motivation, participation, and comprehension of historical concepts. Students demonstrated better critical thinking, collaboration, and retention of historical events compared to conventional methods. This exploration contributes to the enrichment of deep learning based. learning media theory and provides pratical implication for teacher in designing engaging history lessons.
PENGEMBANGAN MEDIA POSPERDA (POSTER PERUMUSAN DASAR NEGARA) BERBASIS ADOBE EXPRESS UNTUK MENINGKATKAN MINAT BELAJAR SISWA DALAM PEMBELAJARAN SEJARAH Putri Uswatun Hasanah; M. Faris Abdul Aziz; Satrio Wibowo
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i3.13660

Abstract

ABSTRACT History learning on the topics of BPUPKI and the Formulation of the State Foundation requires a mode of presentation that can help students follow dense information without relying entirely on verbal explanations. The learning context, which is still dominated by lectures and limited use of instructional media, provided the basis for developing POSPERDA (Poster Perumusan Dasar Negara) using Adobe Express. This study aimed to develop POSPERDA, describe the feasibility of the media based on assessments by media and material experts, and describe students’ learning interest after using the media. The development employed the Design and Development Research (DDR) method through six stages: problem identification, determination of the development focus, product design and development, testing, evaluation, and communication of the research findings. The product was designed as a digital poster that organizes historical content through text, images, illustrations, icons, and a concise and structured layout. Media feasibility was assessed by media and material experts, while students’ learning interest was measured using a Likert-scale questionnaire administered to 30 Grade XI students at MA Fadllillah. The assessment results reached 83.3% from the media expert and 82.5% from the material expert, both categorized as highly feasible. Student responses reached 86.9%, categorized as very high. These findings position POSPERDA as a feasible digital media alternative that received positive student responses in history learning. ABSTRAK Pembelajaran sejarah pada materi BPUPKI dan Perumusan Dasar Negara memerlukan cara penyajian yang dapat membantu siswa mengikuti informasi yang padat tanpa bergantung sepenuhnya pada penjelasan verbal. Kondisi pembelajaran yang masih didominasi ceramah dan terbatasnya penggunaan media menjadi dasar pengembangan POSPERDA (Poster Perumusan Dasar Negara) berbasis Adobe Express. Penelitian ini bertujuan untuk mengembangkan POSPERDA, mendeskripsikan kelayakan media berdasarkan penilaian ahli media dan ahli materi, serta mendeskripsikan minat belajar siswa setelah menggunakan media tersebut. Pengembangan dilakukan dengan metode Design and Development Research (DDR) melalui enam tahapan, meliputi identifikasi masalah, penetapan fokus pengembangan, perancangan dan pengembangan produk, pengujian, evaluasi, serta komunikasi hasil penelitian. Produk dirancang sebagai poster digital yang mengorganisasikan materi sejarah melalui teks, gambar, ilustrasi, ikon, dan tata letak yang ringkas serta terstruktur. Kelayakan media diperiksa oleh ahli media dan ahli materi, sedangkan minat belajar dihimpun melalui angket skala Likert dari 30 siswa kelas XI MA Fadllillah. Penilaian memperoleh skor 83,3% dari ahli media dan 82,5% dari ahli materi, keduanya berkategori sangat layak. Respons siswa mencapai 86,9% dengan kategori sangat tinggi. Temuan ini menempatkan POSPERDA sebagai alternatif media digital yang layak dengan respons siswa yang positif dalam pembelajaran sejarah.
ANALISIS LAGU TANAH AIRKU SEBAGAI UPAYA MENINGKATKAN KESADARAN SEJARAH DALAM MATA PELAJARAN SEJARAH SMA PERSATUAN TULANGAN Syaharani Aura Rahmadianti; M. Faris Abdil Aziz; Satrio Wibowo
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i3.14573

Abstract

ABSTRACT The use of national songs in history learning can acquire broader meaning when singing is not limited to a routine activity but provides students with opportunities to connect the experience with their understanding of national identity. This study examines students’ interpretation of Tanah Airku and its use as a reflective medium in history learning at SMA Persatuan Tulangan. A qualitative approach with a descriptive design was employed to explore these experiences through observation, interviews, and documentation. The participants consisted of one history teacher and six students from Grades X, XI, and XII, selected purposively based on their involvement in history learning and their experience with national songs at school. Data were analyzed through selection, categorization, presentation, and conclusion drawing, while data credibility was strengthened through source and technique triangulation. The findings indicate that Tanah Airku was interpreted in relation to love for the homeland, appreciation of the nation, unity, and respect for others. Students also connected their experiences with behaviors such as respecting teachers, appreciating peers, participating in ceremonies, complying with school regulations, and taking part in school activities. The song was incorporated at the end of the lesson as a space for reflection that connected historical content with students’ experiences of national identity. These findings suggest that Tanah Airku can serve as a supporting medium for contextualizing the meaning of nationalism rather than merely functioning as a song used in ceremonial activities. ABSTRAK Penggunaan lagu nasional dalam pembelajaran sejarah dapat memperoleh makna yang lebih luas ketika pengalaman menyanyikan lagu tidak berhenti pada kegiatan rutin, tetapi memberi kesempatan kepada siswa untuk menghubungkannya dengan kehidupan kebangsaan. Penelitian ini menelaah pemaknaan siswa terhadap lagu Tanah Airku serta penggunaannya sebagai media reflektif dalam pembelajaran sejarah di SMA Persatuan Tulangan. Pendekatan kualitatif dengan desain deskriptif digunakan untuk memahami pengalaman tersebut melalui observasi, wawancara, dan dokumentasi. Informan terdiri atas seorang guru sejarah dan enam siswa kelas X, XI, dan XII yang dipilih secara purposive berdasarkan keterlibatan mereka dalam pembelajaran sejarah dan pengalaman terhadap lagu nasional di sekolah. Data dianalisis melalui seleksi, pengelompokan, penyajian, dan penarikan kesimpulan, dengan keabsahan diperkuat melalui triangulasi sumber dan teknik. Temuan memperlihatkan bahwa Tanah Airku dimaknai melalui cinta tanah air, penghargaan terhadap bangsa, persatuan, dan penghormatan terhadap sesama. Siswa juga menghubungkan pengalaman tersebut dengan perilaku seperti menghormati guru, menghargai teman, mengikuti upacara, menaati tata tertib, dan berpartisipasi dalam kegiatan sekolah. Lagu ditempatkan pada akhir pembelajaran sebagai ruang refleksi yang mempertemukan materi sejarah dengan pengalaman kebangsaan siswa. Temuan ini menegaskan bahwa Tanah Airku dapat berfungsi sebagai media pendukung untuk memaknai nasionalisme secara kontekstual, bukan sekadar sebagai lagu dalam kegiatan seremonial.
Co-Authors Afprida Masyitoh Agustin Mutia Agustin Mutia Miftakhul Hasanah Ahmad Arka Yuningrat Ambarwati, Dessy Triani Andjariani, Endang Wahju Anggun Purnomo Arbi Aulia Fitriany Budhi Rahayu Sri Wulan Dennis Mega Ayu Saputri Dewi, Galuh Kartika Dwi Novela Roehmatulloh Elfin Nadhiroh Eni Nurhayati Eni Nurhayati Ery Rahmawati Ery Rahmawati Faulina Mayasari Galuh Kartika Dewi Galuh Kartika Dewi Galuh, Galuh Kartika Gulo, Wiwi Kristiani Putri Harindarputri, Tiara Hawa Ainur Rochmah Hidayati, Fida Mega Nur J. Priyanto Widodo J. Priyanto Widodo, J. Priyanto J.Priyanto Widodo Karimah, Alfira Akhlaqul Kharitsatul Khusnah Kotimah, Khusnul Kullin, Delviana Lailatus Suroiha M faris Abdil M. Faris Abdil Aziz M. Faris Abdil Aziz M. Faris Abdil Aziz M. Faris Abdul Aziz M. Khusni Mubaro Mubarok M. Khusni Mubarok, M. Khusni Maqfiro, Mochammad Ludfy Hadis Marinda Alfionita Maulidah Rahmawati Mochammad Ludfy Hadist Maghfiro Muhammad Faris Abdil Aziz Mujib Budiansyah Mukarromah, Wahdatur Rike Uyunul Nafilah, Lailatun Nevada Atika Wildana Nevi Puspita Anggraeni Noni Ragelia Novanda Dwi Hariani Oktavia, Rosyidah U. Pertiwi, Dita Maulidia Putri Dwi Sefia Putri Uswatun Hasanah Qurrota A'yun Qurrota A'yun Rahmawati Dwi Lestari Rahmawati, Ery Rizka Nur Fadila, Rizka Nur Rizqi Ajeng Ariska rodiah puspita Rohmatul Fithriyah Rosyidah Umami Octavia Sadam Andrianto, Dian Siti Hamidah Sufi Ikrima Sa'adah Suprapto, Edwin Putra Dwi Syaharani Aura Rahmadianti Udin, Muchammad Nasir Wahyu Andjariani, Endang Wahyu Sudrajad, Wahyu Widodo, Priyanto Wilujeng, Nuruz Tri Wuni Arya Gusti Yustini, Asanti Dwi Zebua, Armina