Articles
Penerapan Larangan Berpoligami Bagi Anggota Polri Berdasarkan Peraturan Kepolisian Negara Republik Indonesia Nomor 6 Tahun 2018
Sudiyanto;
Eddy Asnawi;
Bahrun Azmi
UIR Law Review Vol. 6 No. 2 (2022): UIR Law Review
Publisher : UIR Press
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DOI: 10.25299/uirlrev.2022.vol6(2).12011
The disciplinary regulations for Polri members are a series of norms to foster, uphold discipline and maintain order in the life of Polri members. It is necessary to instill in every member of the Police the awareness that discipline is honor. Discipline of members of the Police is an honor as a member of the Police that shows credibility and commitment as a member of the Police. While the legal consequences if a police officer who carries out a polygamous marriage without permission is caught either by his wife or another party and reported to his superiors, the police officer will be subject to sanctions in accordance with the rules that apply to each member of the police as outlined in the police code of ethics. The purpose of this study is to analyze the Implementation of the Prohibition of Polygamy for Members of the Indonesian National Police Based on the Regulation of the Chief of Police Number 6 of 2018, and to analyze the Obstacles and Efforts in Implementing the Prohibition of Polygamy f Keywords: Application, Polygamy, Police
Identification of Opportunities for Utilizing E-Modules with a Problem Based Learning Approach to Facilitate Learning in Vocational High Schools
Habibi, Muchtar;
Sunardi;
Sudiyanto
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v10i2.52722
The demands of the times to integrate ICT into the learning process can be realized through the development of digital learning media. This study aims to analyses students' needs for types of digital learning media in the hope that they will suit their needs and be able to solve problems that occur in the field. This study uses a mixed methods approach with an explanatory model. Quantitative data collection techniques by giving questionnaires to 64 Vocational High School students. Qualitative data were obtained from interviews and observations of learning activities with the research subject, namely the Subject Teacher. Quantitative data were analyzed through descriptive analysis with percentages, and qualitative data were analyzed using the Bogdan and Biklen models. The results of the overall needs analysis show that teachers still use conventional and non-ICT-based learning media. Teachers, through the results of interviews, stated that if they needed innovative learning media in e-module format for classroom learning, this was supported by the responses of students who helped the presence of PBL-based e-modules for classroom learning. Based on the results of identifying needs, an innovative digital learning media is needed in the e-module format that can be used for both classical and independent learning in the hope of supporting the improvement of students' critical thinking skills.
Learning Innovation through the Development of Interactive Multimedia Based on Local Wisdom for Sociology Learning in the Digital Era
Noeryanti, Ari Tri;
Rejekiningsih, Triana;
Sudiyanto
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v11i1.60441
The need for innovative digital learning media makes learning activities less attractive to students. Even though technological developments have paved the way for various innovations in aspects of learning, such as interactive multimedia, this study aims to develop appropriate interactive multimedia for sociology learning. This research is included in research and development (RnD) with a 4D model. The data collection method uses a non-test: a needs analysis questionnaire and a media feasibility questionnaire. The data collection instrument used a questionnaire. Data analysis techniques use descriptive and percentage techniques. The study results show that students have a good view and agree with the presence of interactive multimedia. It is in line with the finding that during the learning process, teachers have used ICT. The results of the average evaluation of multimedia products by material experts obtained a score of 83% which was included in the very feasible category, by media experts obtained an average of 86% which was included in the very feasible category. Interactive media is included in the appropriate category for sociology learning media. It is hoped that the results of this research can become an innovation in ICT-based learning processes.
Pengaruh Model Kooperatif Make a Match Dan Everyone Is a Teacher Here Terhadap Kemampuan Analisis Pada Pembelajaran Jurnal Penyesuaian
Siti Fatimah;
Sudiyanto
Journal of International Multidisciplinary Research Vol. 2 No. 6 (2024): Juni 2024
Publisher : PT. Banjarese Pacific Indonesia
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DOI: 10.62504/jimr649
Penelitian ini bertujuan untuk menguji pengaruh penerapan model pembelajaran kooperatif Make a Match dan Everyone is a Teacher Here terhadap peningkatan kemampuan analisis pada pembelajaran jurnal penyesuaian di kelas X SMK Negeri 6 Surakarta. Jenis penelitian ini merupakan penelitian eksperimen semu dengan desain penelitian nonequivalent control group design. Populasi dari penelitian ini adalah peserta didik kelas X Akuntansi dan Keuangan Lembaga (AKL) SMK Negeri 6 Surakarta yang berjumlah 108 peserta didik dengan sampel penelitian kelas X AKL 3 sebagai kelas eksperimen dan X AKL 1 sebagai kelas kontrol yang masing-masing berjumlah 36 peserta didik. Pemilihan sampel ditentukan menggunakan teknik cluster random sampling. Pengumpulan data dilakukan dengan menggunakan tes berbentuk essay. Analisis data penelitian ini menggunakan independent sample t-test. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran kooperatif Make a Match dan Everyone is a Teacher Here memiliki pengaruh yang signifikan terhadap peningkatan kemampuan analisis peserta didik pada pembelajaran jurnal penyesuaian di kelas X SMK Negeri 6 Surakarta yang dibuktikan dengan thitung = 3,138 dan nilai Sig.(2-tailed) = 0,002. Adanya peningkatan kemampuan analisis peserta didik setelah diberi perlakuan dengan menggunakan model pembelajaran kooperatif Make a Match dan Everyone is a Teacher Here juga di buktikan dengan meningkatnya nilai rata-rata kemampuan analisis kelas eksperimen dari 55,4167 pada pre-test menjadi 84,4722 pada post-test. Perolehan nilai rata-rata post-test kelas eskperimen tersebut juga lebih tinggi apabila dibandingkan dengan perolehan nilai rata-rata post-test kelas kontrol yang sebesar 77,8889
Teaching Materials Containing Papuan Cultural Wisdom to Develop Children's Story Writing Skills in Class V Elementary Schools
Kasse, Fransiskus;
Sudiyanto;
Yulisetiani, Septi
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v8i2.75870
Developing teaching materials containing Papuan cultural wisdom is an important step in improving writing skills and overcoming the challenge of low literacy levels of students in Papua. This research aims to develop teaching materials containing Papuan cultural wisdom to improve students' writing skills. This R&D research focuses on developing teaching materials using the 4D model, namely Define, Design, Development and Dissemination. The subjects in this research were fifth grade elementary school students with a sample of 70 students in the control class and experimental class. Data collection was carried out by observation, interviews, questionnaires and documentation. Data analysis was carried out using interactive analysis techniques, validation and product testing. Apart from that, the data was also analyzed using qualitative descriptive analysis and quantitative analysis. The results of the study showed an increase in the average pretest score in the control class to 67.3, while the experimental class reached 69.5. After the treatment was carried out and ended with the post-test, there was an increase in the average score in the control class to 75.73, and the experimental class 90.28. The higher average increase in post-test scores in the experimental class indicates the potential for increasing students' understanding by using Papuan cultural wisdom teaching materials. Innovation in teaching materials with Papuan cultural wisdom theoretically has implications for complementing and strengthening previous theories regarding teaching materials and story writing skills. Practically, the results of this research can contribute to Papuan cultural wisdom and effectively improve elementary school students' short story writing skills.
Smart Apps Creator Media to Increase Self-Awareness Career Advanced Study for Twelve-Grade Students of State High School
Setyaningsih, Endah;
Asrowi;
Sudiyanto
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v8i2.76533
Self-awareness is considered as the ability to recognize oneself. Lack of self-awareness causes a lack of personal information such as strengths and weaknesses, making it difficult to make career decisions. This research aims to develop ESDILA as a Smart Apps Creator (SAC) media to increase career self-awareness for further studies for class XII students at Karangpandan State High School. This type of research is research and development (R&D), using the 3-phase Alessi and Trollip Instructional System Design model procedure. 202 class XII students taken by random sampling participated in the research. The data in this research are alpha test, beta test, and product effectiveness. The data analysis used during development was Aiken's V coefficient for alpha test analysis, descriptive percentages for beta test analysis, as well as independent t-test, paired t-test, and Cohen's d for product effectiveness analysis. The research results show: 1) Expert evaluation in the alpha test shows that ESDILA is accepted; 2) The usability test in the beta test shows that ESDILA meets the usability criteria in the good category; 3) Compared to conventional counseling, ESDILA has been proven to be effective in increasing career self-awareness for further study for class XII students at Karangpandan State High School. So it is concluded that ESDILA is accepted, meets good usability criteria, and can increase students' career self-awareness so that students are able to recognize themselves and are ready to make career decisions for further study.
Moving Image Learning Integrated Problem-Based Interactive Media to Improve Students' Critical Thinking
Muhammad, Fahreza Aulia;
Sudiyanto;
Ardianto, Deny Tri
Jurnal Pendidikan dan Pengajaran Vol 57 No 3 (2024): October
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v57i3.79405
The enormous potential of using digital teaching materials in interactive media format is a promising solution for improving 21st century skills for vocational high school students. Therefore, this research aims to create problem-based interactive learning media to improve the critical thinking skills of vocational high school students. Using research and development methods with the Alessi & Trollip model, the subjects of this research included one media expert, one material expert, three teachers and 28 students. Data collection was carried out through observation, interviews and questionnaires, analyzed qualitatively and quantitatively using instruments consisting of observation sheets, lists of questions and questionnaires. In general, the results of this research succeeded in creating interactive learning media which is included in the appropriate category based on validation results by media experts, material experts and practitioners. And the results of the practicality assessment by students also obtained decent results. Apart from that, the interactive learning media developed was also proven to be effective in improving students' critical thinking skills as seen through the experimental class's average score of 86.73, higher than the control class, indicating that this media is effective in improving critical thinking skills. It is hoped that this research can become a reference for teachers to implement interactive media-based in order to improve students' critical thinking skills, especially in learning Light Moving Images in vocational schools.
Exploration of the Use of Quizizz Gamification Application: Teacher Perspective
Kristiani, Theresia;
Sudiyanto;
Usodo, Budi
International Journal of Elementary Education Vol 6 No 2 (2022): May 2022
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/ijee.v6i2.43481
The development of ICT technology has an impact on the development of the game industry, which makes teachers more creative in designing their learning processes. However, teachers have not fully implemented the learning process using gamification-based media. This study aims to explore the teacher's perspective on the use of the Quizizz gamification application. This type of research is qualitative. The research subjects used consisted of 16 classroom teachers from 5 elementary schools. The data collection tool only uses structured interviews with classroom teachers. The data analysis technique uses a descriptive qualitative analysis using Miles and Huberman. The results show that using gamification, especially Quizizz, is beneficial and supports educators in learning. However, many educators admit that they have obstacles: they are unfamiliar with the gamification system, have difficulty in making gamification, have no training and socialization, and educators do not yet know the function of the advantages and disadvantages of gamification itself. These challenges and obstacles certainly require the support of the relevant stakeholders. The implication of this research is to improve the potential weaknesses of educators in order to become exemplary educators in the 21st century.
Advancing Fashion Design Education: Evaluating the Eligibility of Video Tutorial Media for Basic Pattern Content in Vocational High School
Wati, Widya Rahma;
Sariyatun;
Sudiyanto
Journal of Education Reseach and Evaluation Vol 8 No 3 (2024): August
Publisher : LPPM Undiksha
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DOI: 10.23887/jere.v8i3.76069
Technological innovation should be optimally applied to all subjects, without exception art and design education in SMK. The presence of technology and learning media there should also not only improve learning methods but also make people easier to get information. This research aims to create a technological innovation in the form of Video Tutorials for learning Drawing Patterns for vocational high school students. This research is a type of research and development (R&D) by adopting 7 steps from 10 steps proposed by Borg & Gall. The subjects involved in this research consisted of 2 media experts, 2 material experts, and 3 teachers. The data collection techniques were non-test, namely interviews, observations and questionnaires. The research instruments used were a list of questions, an observation sheet and a video media feasibility questionnaire. The collected data were analyzed by finding the average, then described in paragraph form to provide an overview of the field findings and media feasibility. The results showed that the average acquisition of media experts I, II, II respectively received the Good category. As for the results of the practitioner's assessment, the average score obtained by teachers I and II consecutively fell into the Good category. Thus, video tutorial media for learning to draw patterns is declared feasible to use as learning media. The research findings successfully show that video tutorials empower students to learn independently and improve their pattern making skills, as well as enable teachers to deliver visually appealing learning, thus encouraging better information absorption among students.
Virtual Tour Media to Support Digital Literacy Culture in Learning The History of The Spice Route
Ahmad Alim Wijaya;
Sariyatun;
Sudiyanto
Jurnal Pendidikan Indonesia Vol 14 No 1 (2025): March
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat
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DOI: 10.23887/jpiundiksha.v14i1.87667
The current problem is the lack of reading materials and learning media related to the context of the spice route, both locally and nationally. Educators tend to convey spice route material briefly by inserting the material with a broader scope so students' understanding is lacking. This study aims to develop a virtual tour media for the spice route in filling the availability of interactive media to form a digital culture in history learning. This type of development research uses the ADDIE approach model involving various media and material experts. The data collection technique uses a quantitative approach with percentage analysis. The sample used in this study was class X students at SMAN. The data collection method uses a questionnaire. The data collection instrument uses a questionnaire sheet. The data analysis technique uses qualitative and quantitative descriptive analysis. The analysis results show that media experts give an average score of 3.7 (very good). Meanwhile, media experts gave an average score of 3.4 (very good). Then, for the acquisition of user trial scores, 2.9 (good) was used for limited group tests, 3.3 (very good) was used for medium group tests, and 3.7 (very good) was used for broad group tests. The study results show that after a series of testing processes were carried out on the virtual media of the spice route, the media is feasible and can be used in class X as an alternative tool for presenting interactive and timeless history learning.