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E-Modul Pembelajaran Pada Kewenangan Lembaga-Lembaga Negara dalam Pembelajaran PPKn Ginting, Henny Krisnawati; Susanti, L.R. Retno; Chotimah, Umi
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 3 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i32022p232

Abstract

This research aimed to develop e-module learning use flipbook maker on the authority of state institutions in learning Civics in the technical implementation unit of senior high school that is valid, practical and effective. This development method used the Rowntree development model which consisted of three stages, namely (1) planning; (2) writing preparation; (3) writing and editing. The evaluation used Tessmer’s evaluation stage, namely self evaluation, expert review, one to one, small group, and field test. The subjects of this research were X IPS 3 students of SMA Xaverius 1 Palembang. The validation results of e-module learning use flipbook maker by material, language and design experts obtained an average of 85,4 percent, so it was categorized as very valid. The practicality test results of e-module use flipbook maker in all groups obtained an average of 90,47 percent on one-to-one stage, and 85,71 percent on small group stage with a very practical category. The e-module learning effectiveness test results on student learning outcomes through an N-gain value was 0,7; it was the high category. Based on the research results, it can be concluded that the development of e-module learning use flipbook maker on the authority of state institutions in learning Civics in the technical implementation unit of senior high school has proven to be valid, practical and effective to be used in learning.AbstrakPenelitian ini bertujuan untuk mengembangkan e-modul pembelajaran menggunakan flipbook maker pada kewenangan lembaga-lembaga negara dalam pembelajaran PPKn di UPT SMA yang valid, praktis dan efektif. Metode pengembangan ini menggunakan model pengembangan Rowntree yang terdiri dari tiga tahapan, yaitu (1) perencanaan; (2) persiapan penulisan; (3) penulisan dan penyuntingan dan untuk evaluasi menggunakan tahap evaluasi yang dikembangkan oleh Tessmer yaitu (self evaluation, expert review, one to one, small group, dan field test). Subjek penelitian adalah peserta didik kelas X IPS 3 SMA Xaverius 1 Palembang. Hasil validasi e-modul pembelajaran menggunakan flipbook maker oleh ahli materi, bahasa dan desain memperoleh rata-rata 85,40 persen sehingga dikategorikan sangat valid. Hasil uji kepraktisan e-modul menggunakan flipbook maker pada semua kelompok diperoleh rata-rata 90,47 persen pada tahap one to one dan 85,71 persen pada tahap small group dengan kategori sangat praktis. Hasil uji efektivitas e-modul pembelajaran terhadap hasil belajar peserta didik dengan nilai N-gain sebesar 0,7 dengan kategori tinggi. Berdasarkan hasil penelitian ini maka dapat disimpulkan bahwa pengembangan e-modul pembelajaran menggunakan flipbook maker pada kewenangan lembaga-lembaga negara dalam pembelajaran PPKn di UPT SMA terbukti valid, praktis dan efektif digunakan dalam pembelajaran.
Perspektif Masyarakat Palembang Terhadap Situs Bukit Seguntang Sebagai Pusat Agama Buddha Andhifani, Wahyu Rizky; Kurniawati; Darme, Made; Susanti, L.R. Retno; Hudaidah, Hudaidah; Wahyudi, Wanny Rahadjo
PURBAWIDYA: Jurnal Penelitian dan Pengembangan Arkeologi Vol. 13 No. 2 (2024): Vol. 13 (2) November 2024
Publisher : Badan Riset dan Inovasi Nasional (BRIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55981/purbawidya.2024.3807

Abstract

This research aims to describe and analyze the perspectives of the people of Palembang on the Bukit Seguntang Site as the center of Buddhism. The method used qualitative description with the use of statistics to compile and display data as material for verification and interpretation. The results of this research showed that the people of Palembang did not know Seguntang Hill as a sacred place for Buddhist adherents, and its existence is only known as a sacred public cemetery. In addition, the people of Palembang have very little knowledge about the impact of development on historic sites even though it is stated in the Cultural Heritage Regulations of the Law of the Republic of Indonesia Number 11 in 2010. Even though it has been stated in government regulations, the construction of galleries, cafes, and parks is still being built without taking into account the identity of the historical values ​​of Seguntang Hill.  
The Legacy of Sriwijaya in South Sumatra as a Learning Resource for History Teachers in Muaraenim Regency Susanti, L.R. Retno; Hudaidah, Hudaidah; Pahlevi, Muhammad Reza; Yati, Risa Marta
HISTORIA: Jurnal Program Studi Pendidikan Sejarah Vol 13, No 1 (2025): HISTORIA: Jurnal Program Studi Pendidikan Sejarah
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/hj.v13i1.11091

Abstract

This research directs history teachers to utilize local history learning resources related to historical material, specifically in the Muaraenim Regency. The methods used are lectures, questions, and answers or discussions, as well as working on pre-test and post-test questions. The results of the socialization show that history teachers who have participated in PKM activities have been given direction in utilizing past relics with local historical nuances. History teachers can relate historical material to the context of the material being taught by involving local history in their area. Like the use of history in Muaraenim Regency, the existence of the Bumiayu Temple Site can be used as a source of historical learning, because it has historical values. Efforts to learn local history are used to instill a sense of love for the surrounding area.
Komparatif Sistem Pendidikan Indonesia dan Singapura Meijustika, Rindah; Susanti, L.R. Retno; Gulo, Fakhili; Safitri, Erna Retna
Journal of Education Research Vol. 5 No. 4 (2024)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v5i4.1900

Abstract

Penelitian ini bertujuan untuk membandingkan sistem pendidikan Indonesia dan Singapura, dengan fokus pada kurikulum, reformasi pendidikan, dan permasalahan utama. Menggunakan metode studi pustaka, data dikumpulkan dari jurnal, buku, dan media daring. Hasil penelitian menunjukkan bahwa Singapura memiliki sistem pendidikan yang lebih terstruktur, berstandar tinggi, dan berorientasi pada inovasi teknologi, sementara Indonesia sedang berupaya meningkatkan fleksibilitas dan relevansi melalui Kurikulum Merdeka. Studi ini memberikan rekomendasi untuk pengembangan pendidikan di Indonesia melalui adopsi praktik terbaik dari Singapura.
Development of Learning Media Based on Kinemaster Pro Application in History Subjects Guritno, Galih; Susanti, L.R. Retno
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 13, No 1 (2025): January
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v13i1.10810

Abstract

This study aims to develop learning media based on kinemaster pro applications that are effective and efficient. This research is a type of research that uses the Alessi Trollip development model. The purpose of this research is to develop learning media based on kinemaster pro applications that are valid and have an effective impact on history learning. The validity of the developed product is based on the results of validation conducted by several experts, namely media experts, material experts and learning design experts. The results of the validation of media experts are 3.93 with a valid category, material experts are 4.30 with a very valid category, and learning design with a value of 4.10 with a valid category. The effectiveness of the use of kinemaster pro application-based learning media can be seen in the learning outcomes of students who experienced an increase in learning outcomes by 43.61%. Furthermore, the N-gain is 0.78 which is included in the high category.
Fine System Of Ringgit In Simbur Cahaya Manuscript: Analysis Using Artificial Intelligence Hudaidah; Susanti, L.R. Retno; Vianty, Machdalena; Darme, Made
PURBAWIDYA Vol. 14 No. 1 (2025): Vol 14 (1) Juni 2025
Publisher : Badan Riset dan Inovasi Nasional (BRIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55981/purbawidya.2025.8954

Abstract

Simbur Cahaya manuscript is a customary law originating from the government of Palembang Lamo, precisely in the 17th century, and was applied in the interior regions of Palembang. During the Dutch colonial period, the Dutch Assistant Resident Van den Bossche successfully completed the codification of the Simbur Cahaya law in 1854. This law was subsequently revised multiple times, including in the years 1862, 1873, 1875, 1876, 1890, 1894, 1897, 1913, 1922, 1927, and 1939. An analysis using artificial intelligence (AI) has revealed a unique feature of this manuscript: all legal violations in society were sanctioned with fines in the form of ringgit. This paper aims to explore how ringgit was used as a fine to punish members of society who violated the rules. The focus of this study is to trace how ringgit was applied as a sanction for legal offenders. The research employs historical research methods, including heuristics, source criticism, interpretation, and historiography, with the primary source being the Simbur Cahaya manuscript codified by the Dutch in 1922 and 1927. The novelty of this study lies in the use of artificial intelligence to interpret the Simbur Cahaya manuscript as the primary source of research. Based on the analysis, it was found that all social punishments recorded in the Simbur Cahaya manuscript for individuals who violated the rules were always accompanied by fines in the form of ringgit, ranging from a minimum of half a ringgit to a maximum of six ringgit.
ANALISIS KEBUTUHAN PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF BERBANTUAN CANVA PADA MATERI JARING-JARING MAKANAN DI SEKOLAH DASAR Tasmayanti, Lilis; Susanti, L.R. Retno; Safitri, Erna Retna
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i2.5223

Abstract

This study aims to analyze the need for developing interactive multimedia learning aids using Canva for food chain material in elementary schools. The background of this study is based on the importance of using digital learning media that is interesting, interactive, and in line with the characteristics of 21st-century students to improve the effectiveness of the science learning process. The research method used was qualitative descriptive with data collection techniques through observation, interviews, and questionnaires to teachers and fifth-grade students at SD Negeri 2 Sumber Rezeki. The analysis results showed that the majority of teachers still use conventional media and face challenges in developing interactive digital media independently. Meanwhile, students showed high interest in visual and animated media that can help them understand abstract concepts such as energy flow in ecosystems. Canva is considered to have high potential as an interactive multimedia design platform due to its ease of use, design flexibility, and integration of visual features. Therefore, the development of interactive multimedia learning based on Canva is highly necessary to support contextual and enjoyable learning of food web material. Recommendations are directed toward the development of media based on actual user needs, considering pedagogical, technological, and relevant content aspects. ABSTRAKPenelitian ini bertujuan untuk menganalisis kebutuhan pengembangan multimedia pembelajaran interaktif berbantuan Canva pada materi jaring-jaring makanan di Sekolah Dasar. Latar belakang penelitian ini didasarkan pada pentingnya penggunaan media pembelajaran digital yang menarik, interaktif, dan sesuai dengan karakteristik peserta didik abad ke-21 guna meningkatkan efektivitas proses pembelajaran sains. Metode penelitian yang digunakan adalah deskriptif kualitatif dengan teknik pengumpulan data melalui observasi, wawancara, dan angket kepada guru dan siswa kelas V di SD Negeri 2 Sumber Rezeki. Hasil analisis menunjukkan bahwa 80%  guru masih menggunakan media konvensional dan mengalami kendala dalam mengembangkan media digital interaktif secara mandiri. Sementara itu, 63,3 % siswa menunjukkan minat tinggi terhadap media visual dan animatif yang dapat membantu mereka memahami konsep abstrak seperti alur energi dalam ekosistem. Canva dinilai memiliki potensi tinggi sebagai platform desain multimedia interaktif karena kemudahan penggunaan, fleksibilitas desain, dan integrasi fitur visual. Oleh karena itu, pengembangan multimedia pembelajaran interaktif berbasis Canva sangat diperlukan untuk menunjang pembelajaran materi jaring-jaring makanan secara kontekstual dan menyenangkan. Rekomendasi diarahkan pada pengembangan media berbasis kebutuhan aktual pengguna dengan mempertimbangkan aspek pedagogis, teknologis, dan konten yang relevan.
Analisis kebutuhan pengembangan multimedia pembelajaran interaktif berbantuan aplikasi Canva pada materi perubahan kenampakan alam kelas V Sekolah Dasar warda, warda; Susanti, Rahmi; Susanti, L.R. Retno
Borobudur Educational Review Vol 5 No 1 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bedr.13410

Abstract

Penelitian ini bertujuan pada analisis kebutuhan dalam pengembangan multimedia pembelajaran interaktif berbantuan Aplikasi Canva pada materi Perubahan Kenampakan Alam kelas V SD Negeri 8 Sekayu. Penelitian ini menggunakan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Metode yang digunakan dalam penelitian ini adalah observasi, wawancara, dan angket untuk mengidentifikasi kebutuhan peserta didik dan guru. Hasil analisis kebutuhan dari 25 guru kelas V dan 30 siswa kelas V di SD Negeri 8 Sekayu menunjukkan bahwa (92%) menganggap penting penggunaan multimedia interaktif dalam pembelajaran dan (84%) menilai multimedia interaktif sangat efektif dalam mengajar. Hasil analisis pada siswa menunjukkan tidak jauh dari hasil analisis pada guru, 93,3% siswa tertarik dengan penggunaan multimedia interaktif dalam pembelajaran, Sebanyak 93,3% siswa tertarik dengan metode pembelajaran yang lebih variatif dan menyenangkan serta 90% siswa berharap adanya fitur kuis atau tes interaktif dalam multimedia pembelajaran IPA dan Sebanyak 86,6% siswa menyukai penggunaan perangkat digital untuk belajar. Berdasarkan penelitian ini dapat disimpulkan pengembangan multimedia pembelajaran berbantuan aplikasi seperti Canva dapat menjadi solusi yang tepat untuk meningkatkan kualitas pembelajaran di kelas V Sekolah Dasar. Penelitian ini diharapkan dapat menjadi dasar bagi pengembangan media pembelajaran yang inovatif dan efektif guna meningkatkan hasil belajar peserta didik di Sekolah Dasar.
Systematic Literature Review of the Effectiveness of Canva-Assisted Interactive Multimedia in Elementary Science Education Warda, Warda; Susanti, Rahmi; Susanti, L.R. Retno
Journal of Innovation and Research in Primary Education Vol. 4 No. 3 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i3.1758

Abstract

This study aims to provide a comprehensive view of the use of Canva as interactive multimedia in primary science education. The research employed a Systematic Literature Review (SLR) approach following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. The sampling technique was purposive sampling, selecting articles that met predefined inclusion and exclusion criteria, yielding 15 relevant studies. Data were collected through library exploration and extracted using a standardized form. Following Braun and Clarke’s procedure, thematic analysis was applied to identify key patterns and themes across the selected articles. The results show that Canva was predominantly used to create animated videos, e-modular content, and flipbooks to visualize science concepts in primary classrooms. The use of Canva positively impacted cognitive, affective, and psychomotor aspects of student learning. Research and Development was the most frequently applied methodology in the reviewed studies, followed by quasi-experimental designs. Canva’s multimedia and interactive features effectively made science lessons more creative, contextually relevant, and engaging for young learners. Nevertheless, several challenges were identified, including limited technological infrastructure, insufficient teacher digital competency, and difficulties in accurately assessing affective and psychomotor outcomes. The study concludes that Canva can be a valuable tool for primary science education if supported by appropriate infrastructure, teacher training, and assessment instruments.
TRANSFORMASI PEMBELAJARAN JARING-JARING MAKANAN: STUDI IMPLEMENTASI MULTIMEDIA INTERAKTIF BERBANTUAN CANVA DI JENJANG SEKOLAH DASAR Tasmayanti, Lilis; Susanti, L.R. Retno; Safitri, Erna Retna
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.12039

Abstract

The background of this research is based on the importance of using digital learning media that is engaging, interactive, and appropriate to the characteristics of 21st-century students to improve the effectiveness of the science learning process. The learning process is a stage of positive behavioral change in students, encompassing cognitive, affective, and psychomotor aspects that are oriented towards progress. This study aims to produce interactive learning multimedia using Canva on food web material in elementary schools that is valid, practical, and effective. The presence of learning media is the key to the success of the learning process in the classroom.The study used the Research and Development (R&D) method with the ADDIE model which includes five stages: Analyze, Design, Develop, Implement, and Evaluate. Data collection techniques included observation, interviews, questionnaires, and tests. The validation results showed that the media was considered very valid by material experts (92%), media (86%), and language (93.33%). Practicality tests through one-to-one and small groups produced an average of 93.72% with a very practical category. The effectiveness of the media is shown by the N-Gain value of 0.90 which is included in the high category. Thus, this learning multimedia is proven to be valid, practical, and effective for use in learning in elementary schools.