Purwo Susongko
Universitas Negeri Semarang

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Aplikasi SIPKROS Sebagai Upaya Pencegahan dan Penanganan Kekerasan Seksual Di Salah satu Sekolah Menengah Pertama di Kab. Brebes Lufia Krismiyanti; Purwo Susongko
JPMP (Jurnal Pendidikan MIPA Pancasakti) Vol. 10 No. 2 (2026)
Publisher : Universitas Pancasakti Tegal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24905/jpmp.v10i2.133

Abstract

Based on case records from guidance counselors at SMP Negeri 1 Brebes in 2024, three cases of sexual violence were recorded by ninth-grade students. This data prompted the school to develop the SIPKROS application. This study aims to describe the process of using the SIPKROS (Student Reproductive Health Information and Complaint System) application and its impact on preventing and addressing sexual violence against students. The author collaborated with other teachers in designing SIPKROS. The impact of SIPKROS use was measured using an open-ended questionnaire and analyzed using a Likert scale. The impact of SIPKROS on homeroom teachers was that it made homeroom guidance materials and morning assembly more focused because it was equipped with learning tools. The results of the student questionnaire showed that 63% understood the actions of refusing, reprimanding, terminating relationships, and reporting when sexual violence occurs. One month after SIPKROS was implemented, there were no reports of sexual violence at SMPN 1 Brebes. This study concludes that SIPKROS can be used as a solution for preventing and addressing sexual violence against students.
Developing a STEAM-Based Water Cycle Diorama Integrating 3D Printing, Virtual Reality, and Local Wisdom: An Educational Design Research Rosmalah Yanti; Purwo Susongko; Dyah Rini Indriyanti
Proceedings of International Conference on Science, Education, and Technology Vol. 12 (2026)
Publisher : Universitas Negeri Semarang

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Abstract

The water cycle is a core topic in elementary IPAS learning, but students often find it difficult because several processes are abstract, dynamic, and not directly observable. This study develops a conceptual design for SIAR Media, a STEAM-based water cycle diorama integrating 3D printing, Virtual Reality (VR), and the local wisdom of the Tongkonan Traditional House. Using Educational Design Research, the study focuses on two initial phases: analysis and exploration, and design and construction. Participants included three elementary school teachers and nine fifth-grade students, while conceptual validation involved subject matter and media experts. Data were collected through semi-structured interviews, literature review, and expert validation, then analyzed thematically and descriptively. Findings show that students recognize basic water cycle stages but still struggle to explain condensation, infiltration, and causal relationships among water cycle components. Teachers also reported that existing media remain limited in connecting concrete objects with invisible scientific processes. The resulting design combines a 3D-printed physical diorama, VR visualization, STEAM-oriented activities, local cultural context, and learning scaffolds. Expert feedback confirms its pedagogical relevance and recommends stronger visualization of process relationships and explicit engineering and mathematics activities.