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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS SMART APPS CREATOR PADA MATERI PEMBENTUKAN PEMERINTAHAN INDONESIA Wanada Rezeki; L.R. Retno Susanti
Akademika Vol 12 No 02 (2023): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/akademika.v12i02.3186

Abstract

This research aims to develop history learning media based on Smart Apps Creator on material on the formation of the Indonesian government in senior high school. This research is development research using the Hannafin and Peck development model. This model consists of three phases, namely needs assessment, design phases, development and implementation. The subjects in this research were 32 students in class XI Science 5 of SMA Negeri 2 Palembang. The research results obtained include: material expert validation obtained a percentage of 85.2% with very valid criteria, learning design expert validation obtained a percentage of 93% with very valid criteria, and media expert validation obtained a percentage of 81.4% with very valid criteria. From the results of the field trials, the average pretest value was 47.81 and the average posttest value was 83.43. The pretest and posttest scores show an increase in score of 35.62 points with an N-gain value of 0.68, so the results of this research indicate that the Smart Apps Creator-based learning media on the Indonesian government formation material that was developed is suitable for use in the learning process and has a significant effectiveness impact good for student learning outcomes.
Eksistensi Trowulan dalam Peradaban Nusantara : Majapahit pada Masa Pemerintahan Rajasanagara Al Hafiz Rasya Ramadhan; L.R. Retno Susanti; Hudaidah Hudaidah
Mutiara : Jurnal Penelitian dan Karya Ilmiah Vol. 3 No. 3 (2025): Juni : Mutiara : Jurnal Penelitian dan Karya Ilmiah
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/mutiara.v3i3.1767

Abstract

Majapahit was a maritime empire which in its heyday controlled most of the archipelago. Majapahit's global political and commercial influence extended to all corners of the archipelago, so that Majapahit was known as a large empire with amagnificent fleet. The glory of Majapahit was obtained during the reign of Rajasanagara who succeeded in introducing Majapahit outside Java and recognized the sovereignty of his kingdom by regions outside Java or the Archipelago. This research is a descriptive qualitative research using historical methods with heuristic stages, source criticism, interpretation and historiography. This research produces a description of the Majapahit kingdom which reached its peak of glory and power when it was led by Rajasanagara with the center of its kingdom being in Trowulan.This is evidenced by relic sites and findings from the Majapahit era found at theTrowulan site. The progress of the Majapahit civilization can be seen from the buildings erected, the art of statues and the famous law and literature books.
Artefak Religius Yeh Pulu : Mengungkap Peradaban Masyarakat di Indonesia pada Masa Kerajaan Bali Dimas Julian Pratama; L.R. Retno Susanti; Hudaidah Hudaidah
Mutiara : Jurnal Penelitian dan Karya Ilmiah Vol. 3 No. 3 (2025): Juni : Mutiara : Jurnal Penelitian dan Karya Ilmiah
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/mutiara.v3i3.1797

Abstract

The goal of this study is to shed light on ancient Bali's inhabitants' way of life and culture. The problem's main objectives are to 1) describe the Yeh Pulu Bedulu relief sculpture's construction and 2) describe the way of life and civilization of the ancient Bali population. 3) What are Ancient Bali's heritage values? 2) To depict the lives and civilization of the people in ancient Bali; 3) To describe and understand the values of the heritage of life and civilization in ancient Bali; and 4) To describe the structure of Yeh Pulu Bedulu relief objects. Benefits include understanding the degree of civilization and existence in ancient Balinese society and its cultural traits. The descriptive qualitative method involves processing and evaluating field data. This study combines the study of structural analysis, topics, processes, and materials with the theory of iconography, ecology, ethnographic approach, and visual language. Data gathering methods include documentation, literature, and observation. Primary and secondary sources of data. Results: using Yeh Pulu relief relics in Bedulu to shed light on the life and civilization of ancient Bali
ANALISIS KEBUTUHAN PENGEMBANGAN MEDIA GAME EDUKASI BERBANTUAN CANVA PADA MATA PELAJARAN IPAS UNTUK SEKOLAH DASAR Kusmirah; Siti Dewi Maraharani; L.R. Retno Susanti
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 5 No. 1 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v5i1.5137

Abstract

This study aims to analyze the need for developing educational games supported by the Canva platform for IPAS (Natural and Social Sciences) subjects at the elementary school level. Amidst the dynamic development of educational technology, the integration of creative digital tools with contextual curriculum content has become an urgent need to improve student engagement and learning outcomes. Using a qualitative descriptive approach, this study employs a needs analysis framework through classroom observation, teacher interviews, and student questionnaires to identify gaps between current learning practices and ideal conditions. The results of the study indicate significant deficiencies in terms of student learning motivation, interactive learning experiences, and the availability of visually appealing learning media, particularly in thematic subjects that integrate science and social concepts. Additionally, it was found that teachers showed high interest in using Canva-based educational games due to their ease of access, attractive design, and potential in creating an active and participatory learning environment. These findings underscore the urgency of developing learning media designs that are not only responsive to pedagogical and local cultural aspects but also aligned with the demands of digital literacy and the developmental characteristics of elementary school students. This study provides a conceptual foundation for the development of educational, interactive, and adaptive game-based IPAS media tailored to the learning needs of the 21st century. ABSTRAKPenelitian ini bertujuan untuk menganalisis kebutuhan pengembangan media pembelajaran berbentuk game edukasi yang didukung oleh platform Canva pada mata pelajaran IPAS (Ilmu Pengetahuan Alam dan Sosial) di jenjang Sekolah Dasar. Di tengah dinamika perkembangan teknologi pendidikan, integrasi alat digital kreatif dengan konten kurikulum kontekstual menjadi kebutuhan mendesak guna meningkatkan keterlibatan siswa dan efektivitas hasil belajar. Dengan pendekatan deskriptif kualitatif, penelitian ini menggunakan kerangka analisis kebutuhan melalui observasi kelas, wawancara guru, dan penyebaran angket kepada siswa untuk mengidentifikasi kesenjangan antara praktik pembelajaran saat ini dan kondisi ideal yang diharapkan. Hasil penelitian menunjukkan adanya kekurangan signifikan dalam hal motivasi belajar siswa, pengalaman pembelajaran interaktif, serta ketersediaan media pembelajaran yang menarik secara visual, khususnya pada mata pelajaran tematik yang memadukan konsep sains dan sosial. Selain itu, ditemukan bahwa guru menunjukkan minat tinggi terhadap penggunaan game edukatif berbasis Canva karena kemudahan akses, desain yang menarik, dan potensinya dalam menciptakan lingkungan belajar yang aktif dan partisipatif. Temuan ini menegaskan urgensi pengembangan desain media pembelajaran yang tidak hanya responsif terhadap aspek pedagogis dan budaya lokal, tetapi juga selaras dengan tuntutan literasi digital dan karakteristik perkembangan peserta didik sekolah dasar. Penelitian ini memberikan dasar konseptual bagi pengembangan media IPAS berbasis game yang edukatif, interaktif, dan adaptif terhadap kebutuhan pembelajaran abad ke-21.
Nilai Karakter Perjuangan Ken Arok Dalam Mendirikan Kerajaan Singasari Pada Tahun 1222 Yuliatin; L.R. Retno Susanti; Hudaidah
Jurnal Pendidikan Sejarah Vol. 14 No. 2 (2025): JPS - Jurnal Pendidikan Sejarah, Volume 14, Nomor 2, Tahun 2025
Publisher : Program Magister Pendidikan Sejarah FISH UNJ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPS.142.02

Abstract

Sri Ranggah Rajasa atau biasa disebut Ken Arok merupakan Raja Dari Kerajaan Singasari. Ken Arok berhasil merebut kekuasaan Akuwu di Tumampel, Akuwu tersebut bernama Tunggul Ametung. Upaya yang dilakukan Ken Arok untuk merebut Kekuasaan merupakan perlawanan terhadap Tunggul Ametung yang dimana ialah Sejarah Indonesia pertama dalam perebutan kekuasaan. Pristiwa ini sampai diangkat dalam Karya Sastra dan dapat kita terapkan maupun teladani, kisah ini juga menjadi sebuah fakta pada abad ke 13. Penelitian yang digunakan penulis merupakan metode kajian pustaka atau studi kepustakaan. Hasil dari penelitian ini menunjukan bahwa seorang Ken Arok merupakan seorang yang terlahir dari keluarga sederhana namun ia bisa menaklukan dan mendirikan Kerajaan Singasari. Nilai yang terkandung dalam perjuangan Ken Arok dapat kita pelajari, nilai tersebut mencakup kepemimpinan, keberanian serta pekerja keras
PENEMPATAN BANGUNAN CANDI TINGKIP, LESUNG BATU, DAN BINGIN JUNGUT PADA BENTANG LAHAN FLUVIAL MUSI RAWAS PROVINSI SUMATRA SELATAN Sondang M. Siregar; M. Edi Armanto; L.R. Retno Susanti
Naditira Widya Vol. 11 No. 1 (2017): Naditira Widya Volume 11 Nomor 1 April Tahun 2017
Publisher : National Research and Innovation Agency (BRIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Keberadaan bangunan Candi Tingkip, Lesung Batu, dan Bingin Jungut menunjukkan adanya sisa peradabanHindu-Buddha di Daerah Musi Rawas. Daerah Musi Rawas memiliki bentang lahan fluvial dari hulu Sungai Musi sampaidengan hulu Sungai Rawas. Pada wilayah tersebut manusia berusaha berinteraksi dengan alam tidak hanya untuk bertahanhidup tetapi juga untuk memenuhi kebutuhan ritualnya. Masyarakat pada masa lalu telah beradaptasi dengan lingkungan dengan mempertimbangkan lingkungan fisik dalam mendirikan bangunan candi. Tujuan penelitian ini adalah untuk mengetahui bentuk adaptasi manusia pendukung bangunan candi, yaitu keletakan bangunan Candi Tingkip, Lesung Batu, dan Bingin Jungut pada bentang lahannya dan mengetahui hubungan penempatan bangunan candi dengan tanah dan batuan. Metode yang dipakai adalah metode kualitatif dengan analisis ruang sebaran bangunan candi dengan lingkungan fisiknya. Berdasarkan hasil penelitian diketahui bahwa bentuk adaptasi manusia pendukung Candi Tingkip, Lesung Batu, dan Bingin Jungut adalah menempatkan bangunan candi pada lahan yang berdekatan dengan sumber air, mendirikan bangunan candi di atas tanahlempung dan memilih lokasi candi yang menyediakan material bangunan candi. The existence of Tingkip, Lesung Batu and Bingin Jungut temples show the remain of the Hinduism-Buddhism civilization in Musi Rawas region. The region has fluvial landscape from downstream to upstream Rawas River. Local people in the past had interacted with nature not only to survived but also perfomed religious activity. They had adapted how to build temples by considering the physical environment. This research purposes to know the form adaptation in the past, which arerelated to the landscape of temples location and the placement of temple building with soil and rock. The method used is qualitative with spatial analysis of physical environment of temples. The results show that adaptation form the past people in Tingkip, Lesung Batu and Bingin Jungut had placed the temples building on the land that near the water source on the clay soil, and choosed the locations that provided the materials.
Development of Multimedia Interactive Learning of Hydrosphere Material for High School Alfi, Alfi Syahrinsi; L.R. Retno Susanti; Sardianto Markos Siahaan
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 1 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i1.18579

Abstract

The purpose of this research is the development of learning interactive multimedia at hydrosphere subject matter class X of high School. The development research which aims to produce learning interactive multimedia on subjects geography which is valid, practical and effective against the learning outcomes of students. Research development was using the Alessi and Trollip models. The steps of its developers, namely, planning, design, and development. On the stage of the alpha test do the validation on the validator I, validator II, and validator III. Test phase implemented in the class X IPS B SMA Muhammadiyah 6 Palembang. Data collection techniques using interviews, questionnaires, and tests. This research is valid and deserves to be tested after going through the process of validation of the validator I, validator II, and validator III. Through the beta test results the practicality shows the average value of 92,3 to the category of “very practical”. At the stage of field test learning outcomes of students showed an increase which amounted to 56,6 with the average results of the pretest of 24.6, while the posttest results amounted to 81,2 with N-gain of 0.75 then it belongs to the category of high, this shows that the learning interactive multimedia that is developed has a value of valid, practical, effectiveness and worth to use.