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Collection Based Storyline Developer in Pekanbaru's Sang Nila Utama Museum Supitri Romdania, Sri; Isjoni; Suroyo
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 8 No 1 (2024): 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.v8i1.3067

Abstract

This research aims to develop a media display in the form of a video storyline about historical collections at the Sang Nila Utama Pekanbaru Museum. Storyline is a storyline that is usually made in the form of written work, animation or it can also be in the form of a movie/video that tells a clear and directed story. This type of research is Research and Development. The results showed that the development of istoric-based Storyline in the Museum was 88% or with a very good category while for the material was 95% or very good category. the results of this study indicate that this Storyline can be applied to the Sang Nila Utama Museum.
Development of Podcast Media Based on the Spotify Application in History Learning on the Influence of Islamic Religion and Culture in Indonesia at Profession Bina Vocational School Suroyo; Adellia, Putri; Isjoni Ishaq
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 8 No 1 (2024): 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.v8i1.3917

Abstract

Education is an effort to become an active individual in developing the potential that exists within him. In developing personal potential, every individual needs to be guided and facilitated in carrying out learning activities. Learning media is one component of the teaching and learning process that has an important role in supporting the success of the teaching and learning process in the classroom. Considering the importance of technology in the 21st century, researchers are interested in developing learning media as a tool in the learning process, namely podcast media based on the Spotify application. This research aims to develop podcast media based on the Spotify application on the influence of Islamic religion and culture in Indonesia. This type of research is development research with a 4D development model, namely define, design, develop, and disseminate. The results of expert validation for podcast media based on the Spotify application from material experts were 94%,%, % from media experts 90%, % from small group assessments 92.1% and 90.1% from large group trials with the overall category "very worthy". This shows that podcast media based on the Spotify application can be used as a learning medium
DEVELOPMENT OF WEB-BASED QR BARCODE MEDIA OF ANCIENT HUMAN MATERIAL PRESCRIPT PERIOD IN CLASS X STUDENTS OF SMA NEGERI 1 PEKANBARU: PENGEMBANGAN MEDIA BARCODE QR BERBASIS WEB MATERI MANUSIA PURBA MASA PRAAKSARA PADA SISWA KELAS X SMA NEGERI 1 PEKANBARU Renaldi; Suroyo; Nurdiansyah
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 9 No 5 (2025): 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.v9i5.5529

Abstract

Development of Web-based QR barcode media based on ancient human material from the preliterate period using the ADDIE model. The first stage is an analysis based on the findings, history learning at SMA Negeri 1 Pekanbaru still uses methods that are not yet effective so that the teaching and learning process only becomes one way, where the teacher still dominates and is the center of learning activities. The second stage is design. At this stage the author designs a product, namely Web-based QR barcode media. Creating a successful website requires careful planning and a structured process. The Third Stage is development. At this stage the author develops a product, namely Web-based QR barcode media. Create a website design according to the initial plan, then create and upload website content, including text, images, video and audio. Make sure the content is well structured and easy to access. The fourth stage is implementation or application. After carrying out the development, validation and revision stages from experts and getting a proper assessment and very suitable for field testing, then this QR barcode learning media is used. The fifth stage is evaluation. At this stage, an analysis of the quality of WEB-based QR barcode learning media is carried out after carrying out validation tests from material experts, media experts, and student responses. Based on the calculation results, it can be concluded that the development of Web-based QR barcode learning media is "Feasible" based on the material expert assessment stage of 73.8%, media experts 86% in the "Very Feasible" category and assessment of small group student responses to the media with a percentage of 90.8% , with the "Very Appropriate" category, and the assessment of large group student responses to the media with a percentage of 93.3% in the "Very Appropriate" category.
Development Of Interactive Learning Media Based On Genially Website For Prehistoric Humans Material To Improve History Understanding of 10th Grade High School Student.: Pengembangan Media Pembelajaran Interaktif Berbasis Website Genially Materi Manusia Purba untuk Melatih Pemahaman Sejarah Siswa SMA Kelas X Desy Amelia Fitri; Suroyo; Asyrul Fikri
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 9 No 5 (2025): 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.v9i5.6324

Abstract

Cognitive processes in comprehension include interpreting, exemplifying, classifying, summarizing, concluding, comparing, and explaining. These form comprehensive cognitive abilities. This part of comprehension develops from the basic ability to transform information to the higher-level ability to analyze cause-and-effect relationships. Mastery of this entire section enables students to process information deeply and develop meaningful understanding. History learning plays an important role in raising collective awareness, creating a sense of belonging, and social solidarity. History lessons teach about the origins, development, and roles of past societies, which have the wisdom to shape students' intelligence, attitudes, and personalities. History learning still uses conventional methods such as lectures, group discussions, and simple media. More interesting and interactive learning variations are needed to train students' understanding of history through Genially website-based interactive learning media. The main objectives of developing this media are to improve students' understanding and interest in history, to provide an alternative to conventional teaching methods, and to train the digital and visual literacy skills of students at SMAN 16 Pekanbaru. The results of expert validation for the Genially website-based interactive learning media obtained a percentage of 98% from subject matter experts, 94% from media experts, and 92.3% from test students' assessments.
PENGEMBANGAN E-BOOK INTERAKTIF SEJARAH SENAPELAN SEBAGAI SUMBER BELAJAR SEJARAH LOKAL YANG MENARIK Darmayani, Sri; Suroyo
Puteri Hijau : Jurnal Pendidikan Sejarah Vol. 10 No. 1 (2025): PUTERI HIJAU: JURNAL PENDIDIKAN SEJARAH
Publisher : Department of History Education, Faculty of Social Science, Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/ph.v10i1.64677

Abstract

This research aims to develop an interactive e-book that presents the history of Senapelan as an interesting and educative learning resource. The history of Senapelan, which is rich in culture and tradition, has great potential to become relevant teaching material in local history learning. This interactive e-book is designed by integrating multimedia elements, such as text, images, videos, and quizzes, to increase student involvement in the learning process. The methodology used includes requirements analysis, content planning, design, and user testing. The trial results showed that the interactive e-book was effective in increasing students' understanding of the history of Senapelan and sparking their interest in learning local history. Students report a more enjoyable and interactive learning experience, which contributes to increased motivation and engagement. This research concludes that interactive e-books not only function as an interesting learning resource, but also as a tool that supports teaching for teachers. Thus, it is hoped that the development of this interactive e-book can become a model for implementing more innovative and relevant history learning in the digital era.
PENGEMBANGAN MODUL AJAR BERORIENTASI BLENDED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA KELAS III SEKOLAH DASAR Zunaidi, Ach.; Masyhud, M. Sulthon; Suroyo
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 8 No 3 (2024): Additional Issue
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v8i3.24244

Abstract

This research was motivated by students' difficulties in understanding abstract mathematical concepts and teachers' lack of varied learning strategies, so a Blended Learning-oriented Teaching Module was needed so that it could be accessed by students online and face-to-face to provide a different learning experience. The aim of the research is to describe the validity, practicality and effectiveness of the Blended Learning-oriented Teaching Module in improving the mathematics learning outcomes of third grade elementary school students. The type of research used is R&D with the Borg & Gall model which consists of ten stages, namely (1) Introduction, (2) Product planning, (3) Initial product development, (4) Product validation, (5) Product revision, (6) ) Usage trials, (7) Product revisions, (8) Practicality and effectiveness trials, (9) Final and mass products, and (10) Product dissemination and implementation. Based on the research results, it can be concluded that the validity of the Blended Learning-oriented Teaching Module meets the appropriate criteria with a score of 82.85. After meeting the validity criteria, the Blended Learning-oriented Teaching Module was tested in the field with the results that the practicality of the Blended Learning-oriented Teaching Module was declared very practical with a score of 86.59 and the effectiveness of the Blended Learning-oriented Teaching Module obtained the highest percentage of 88% or 21 students obtained a score range of 81 -100. By referring to these results, the researcher provides suggestions that the use of Blended Learning-based Teaching Modules can be expanded in scale considering their high level of practicality and effectiveness. However, users must also pay attention to the completeness of facilities and infrastructure so that the implementation of Blended Learning-oriented Teaching Modules can run optimally.