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Development of Blended Learning Activities Based on 3CM (Cool-Critical-Creative-Meaningful) to Support Creativity and Good Character Students Wahyudi, Wahyudi; Kusuma, Dani; Prihatnani, Erlina; Nova Hasti Yunianta, Tri; Amin, Nor Fadila
Journal of Nonformal Education Vol 9, No 1 (2023): February: Community Empowerment and Equivalency Education
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jne.v9i1.42095

Abstract

Good character and creativity are two of the ten determining factors of a person's success. These two things are important to form in educational activities, especially in elementary schools. During the Covid-19 pandemic, this became a tough challenge to achieve. The new normal period is beginning, and a good and effective learning preparation is needed. The purpose of this study is to develop blended learning activities with the 3CM model to increase students' creativity and good character. Blended learning is one of the alternative learning modes that can be done. It requires appropriate design and learning activities. Blended learning that gives students the opportunity to develop critical, creative, meaning-ful thinking skills in a fun and challenging way. One of them is a blended learning design based on 3CM (Cool-Critical-Creative-Meaningful). Learning activities with blended learning can be done with full online or a combination of face-to-face and online. This research is RnD re-search with ASSURE design in 6 stages of development activity. The results of the development of blended learning activities based on 3CM learning are carried out in 4 activities, namely 1) it's time to play and challenge (cool), 2) it's time to criticize (critical), 3) it's time to be creative, 4) it's time to reflect and take meaning (meaningful). The results of the assessment of blended learning activities aspects of ease of access to learning score 4.48 (excellent), aspects of content, media and teaching materials score 4.57 (excellent) from the assessment of 45 teachers. Student response to aspects of ease of access to learning score 4.72 (excellent), aspects of content, media and teaching materials score 4.72 (excellent). The results of this study are proven to increase students' creativity and good character.
Diffusion of Digital Learning: Increasing Numeration Literacy and Strengthening Pancasila Learners Sukestiyarno, Sukestiyarno; Kartono, Kartono; Priyanto, Sugeng; Setiawan, Agung; Kusuma, Dani
Jurnal Abdimas Vol 27, No 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/abdimas.v27i2.48529

Abstract

Teachers in Semarang City especially those who join in Group Teacher Work (KKG) complained low ability Study independent participant educate. This thing impact on achievement literacy numeracy is also decreasing. Required earnest effort _ For help the participants educate with introduce approach innovative learning. Project devotion public designed with objective For invite teachers to do so become an internal model utilization technology , in particular through use approach learning digital based . Approach This aim For increase literacy numeracy participant educate and strengthen profile Pancasila students . Learning process started with guide about method designing device learning use Learning Management System (LMS). Digital learning This called “e-sigma” with covers complete material _ including explanation detail , summary , test formative , as well key answer with focus on solving problem. Teachers take advantage module This For give tasks Study independent to participant educate . At face face in class , the teacher plays a role as helpful facilitator _ participant educate collaborate , investigate concept , and finally find conclusion draft in a way independent . Purpose of service public This teacher can : 1) design device learning , incl module learning ; 2) carry out learning simulation with use tool help e-sigma; and 3) utilizing module media For increase literacy numeracy and strengthening profile Pancasila students . Training methods carried out Steps 1 ) identify teacher needs in matter learning ; 2) establish standard achievements in training ; 3) give training simulation with e-sigma; 4) evaluate achievement teacher's abilities in training ; and 5) do reflection over the training process that . Data obtained analyzed with use statistics descriptive . The result of devotion public This show that device resulting learning _ from training with the e-sigma LMS is valid, and its implementation in form simulation is effective and impactful potential increase achievement participant educate.
PENGEMBANGAN MEDIA PERMAINAN LUDO PEMBAGIAN ANGKA (PELUPA) PADA PEMBELAJARAN MATEMATIKA UNTUK MENINGKATKAN LITERASI MATEMATIS PESERTA DIDIK KELAS IV SEKOLAH DASAR Utami, Diah Ayu; Kusuma, Dani
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol 14, No 1 MARET (2024): SHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v14i1.58216

Abstract

This research aims to produce media in the form of a ludo game for dividing numbers using porogapit multilevel division material that is effective, valid, effective and practical. This type of research is development research or can be called Research and Development (R&D) using the ADDIE stage model. The subjects of this research consisted of 18 class IV students at SD Negeri Mangunsari 01 Salatiga. The effectiveness trial was carried out by giving a pretest and posttest to students, then the results obtained were carried out by a t-test using SPSS Statistics 25. From the t-test results of the initial measurement and final measurement, the Sig value was obtained. (2-tailed) of 0.000. These results show that the Sig value. (2-tailed) < 0.05, then Ho is rejected and Ha is accepted, meaning that there is an influence in the use of the ludo game media for dividing numbers which can be said to be effective. The effectiveness trial was carried out by giving a pretest and posttest to students, then the results obtained were carried out by a t-test using SPSS Statistics 25. From the t-test results of the initial measurement and final measurement, the Sig value was obtained. (2-tailed) of 0.000. These results show that the Sig value. (2-tailed) < 0.05, then Ho is rejected and Ha is accepted, meaning that there is an influence in the use of the ludo game media for dividing numbers which can be said to be effective.
Pengembangan Sistem Arsip Elektronik Berbasis Web “Siape” Sebagai Implementasi E-Office Santoso, Tri Nugroho Budi; Sanoto, Herry; Kusuma, Dani
JAMP : Jurnal Administrasi dan Manajemen Pendidikan Vol 6, No 3 (2023): Volume 6 No 3 September 2023
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um027v6i32023p263

Abstract

Abstract: The industrial revolution 4.0 and Society 5.0 made various breakthroughs in the office sector, where human power was replaced by machine power. This is exacerbated by a pandemic condition where humans have limited access to work. The results of a survey conducted in several offices in Salatiga show that there are still few modern office technologies used in completing work, especially in archive management. At the Vocational High School in Office Automation and Governance, the observations show that, in theory, there is indeed a discussion about office technology, especially in electronic archives. Still, no applications are used to train students to master modern office technology, mainly electronic archives. This shows that the electronic archive management system still needs to be simplified to find in the office or, theoretically, in academia. The study results show that in terms of information systems experts, it offers a value of 4.4, which means that the application system is very feasible to use. Regarding material and content experts, the assessment results show a value of 4.7, this means that the application content is very feasible to use. From the practitioner's point of view, the assessment results show a weight of 4.62, which shows that the application is very possible to use. Quality Human Resources in today's modern era are human resources that can blend with technology. This development research is expected to produce an electronic archive system that can be applied as an applied technology or training application for students in the vocational field focusing on offices.Keywords: Archive System, eArchive, eOffice, Office ManagementAbstrak: Revolusi industry 4.0 dan Sosiety 5.0 membuat berbagai trobosan dalam bidang perkantoran dimana tenaga manusia digantikan oleh tenaga mesin. Hal ini diperparah dengan adanya kondisi pandemi dimana manusia memiliki akses yang terbatas dalam bekerja. Hasil survey yang dilakukan di beberapa kantor di salatiga menunjukan bahwa masih sedikit teknologi perkantoran modern yang digunakan dalam penyelesaian pekerjaan terutama pada pengelolaan arsip. Pada Sekolah Menengah Kejuruan bidang Keahlian Otomatisasi dan Tata Kelola Perkantoran, hasil observasi menunjukan bahwa secara teori memang ada pembahasan tentang teknologi perkantoran terutama pada arsip elektronik namun tidak ada aplikasi yang digunakan untuk melatih peserta didik dalam penguasaan teknologi perkantoran modern, terutama arsip elektronik. Hal ini menunjukan sistem pengelolaan arsip elektronik masih sangat sulit ditemui di dalam kantor maupun secara teoritis di akademis. Hasil peneliitian menunjukan dari segi ahli sistem informasi menunjukan nilai 4.4 hal ini berarti secara sistem aplikasi sangat layak digunakan. Segi ahli materi dan konten hasil penilaian menunjukan nilai 4.7 hal ini berarti secara konten aplikasi sangat layak digunakan. Dari segi praktisi hasil penilaian menunjukan nilai 4.62 hal ini menunjukan aplikasi sangat layak digunakan.Berdasarkan rata-rata dari ketiga ahli mencapai nilai 4.57, berdasarkan hasil tersebut dapat disimpulkan bahwa aplikasi yang dikembangkan layak untuk digunakan. Sumber Daya Manusia yang berkulitas di era modern saat ini adalah SDM yang dapat berbaur dengan teknologi. Penelitian pengembangan ini diharapkan dapat menghasilkan sebuah sistem arsip elektronik yang dapat diaplikasikan sebagai teknologi terapan atau aplikasi pelatihan bagi peserta didik pada bidang kejuruan fokus pada perkantoran.Kata kunci: eArsip, eOffice, Manajemen Perkantoran, Sistem Kearsipan
Pengembangan Komik Congklak untuk Meningkatkan Minat dan Hasil Belajar Matematika Siswa SD Neno, Fobona Eunike; Kusuma, Dani
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 6, No 6 (2024): December
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v6i6.7746

Abstract

Media pembelajaran sangat dibutuhkan dalam proses pembelajaran. Dalam penelitian ini, peneliti mengembangkan media komik congklak untuk kelas 2 SD pada materi penjumlahan dan pengurangan yang bertujuan untuk meningkatkan minat dan hasil belajar siswa. Penelitian ini merupakan penelitian Research and Development (R&D) dengan model pengembangan ADDIE. Subjek dalam penelitian ini adalah 16 siswa kelas 2 SD Inpres Buraen 2. Penelitian ini menggunakan instrument lembar validasi, angket minat belajar siswa, soal pretest dan posttest. Berdasarkan hasil penelitian menunjukan bahwa komik congklak valid dengan presentase 88% pada media pembelajaran dan dikategorikan sangat layak, kemudian presentase 65%  pada materi pembelajaran yang dikategorikan cukup. Komik congklak meningkatkan minat belajar siswa dengan hasil respon angket minat belajar siswa yang memperoleh presentase 30% sebelum menggunakan media komik congklak, sedangkan presentase 91,25% sesudah menggunakan media komik congklak. Komik congklak juga meningkatkan hasil belajar siswa dengan  nilai Asymp. Sig. (2-tailed) yaitu 0,000 < 0, 05 sehingga hipotesis diterima. Adanya perbedaan hasil belajar matematika pada soal pretest dan postest. Media komik congklak juga praktis untuk digunakan sebagai media pembelajaran dengan presentase tanggapan guru adalah 100%. Sehingga dapat disimpulkan bahwa komik congklak valid, efektif dan praktis untuk meningkatkan minat dan hasil belajar siswa pada materi penjumlahan dan pengurangan.
INKUBASI DIGITAL TEKNOLOGI: UPAYA PELESTARIAN KESENIAN DAERAH GUNA PENGEMBANGAN KEARIFAN LOKAL BERBASIS BUDAYA DAN CULTURALPREUNERSHIP DI WILAYAH PEGUNUNGAN MERBABU Kusuma, Dani; Santoso, Tri Nugroho Budi; Hardini, Agustina Tyas Asri; Maharani, Kristina; Elisabeth, Esra; Artha Sanjaya, Agustinus Victor; Mulyono, Bagus Tri; Adiningsih, Tiana Dwi
Jurnal Abdimas Bina Bangsa Vol. 5 No. 2 (2024): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v5i2.1294

Abstract

Desa Getasan, with its diverse cultural heritage and geographic potential, has strategic opportunities to develop a creative economy based on local cultural wealth. However, this potential has not been fully utilized due to the low interest of younger generations in preserving local arts and the limitations in cultural organization management and governance. This situation forms the basis for this community service project. The aim of this initiative is to preserve local arts and support the development of local wisdom through a cultural and entrepreneurial approach in Desa Getasan. The research is conducted from July to October 2024 in four stages: (1) planning stage, (2) program implementation stage, (3) product development stage, and (4) program evaluation stage. The outcomes from the training and mentoring of youth art performers include the development of an E-Cultural Catalog website, an organizational management handbook, a Culturalpreneurship Business Plan book, and a village art expo video, which have had a positive impact on the partners in terms of increased knowledge and skills. This community service activity fosters awareness of the importance of preserving cultural heritage in the form of local arts
Efektivitas Model Problem Based Learning Bernuansa Etnomatematika Terhadap Kemampuan Pemecahan Masalah Matematika Kelas V SD Krisanti, Maria; Kusuma, Dani
Indiktika : Jurnal Inovasi Pendidikan Matematika Vol. 7 No. 1 (2024): Indiktika : Jurnal Inovasi Pendidikan Matematika
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/indiktika.v7i1.15332

Abstract

Etnomatematika merupakan suatu penggabungan dari konsep budaya dalam matematika. Tujuan dari penelitian ini adalah untuk mengetahui keefektifan model Problem Based Learning (PBL) bernuansa etnomatematika terhadap kemampuan pemecahan masalah matematika kelas V Sekolah Dasar. Subjek penelitian ini sebanyak 30 siswa dengan jenis penelitian eksperimen kuantitatif. Uji t one sample t-test dan uji independent sample t-test merupakan metode kajian data yang digunakan pada penelitian ini. Hasil membuktikan model pembelajaran berbasis masalah dengan nuansa etnomatematika memenuhi ketuntasan individu siswa kelas V SD pada konsep geometri volume bangun ruang sebesar 90%. Nilai rata-rata tes akhir yang diperoleh kelas eksperimen 80,70 dan kelas kontrol 77,43. Sehingga terbukti model PBL yang dipadukan unsur etnomatematika lebih unggul dibandingkan dengan model pembelajaran biasa. Secara keseluruhan penerapan model pembelajaran berbasis masalah bernuansa etnomatematika terbukti sangat efektif dalam memfasilitasi perolehan keterampilan pemecahan masalah yang juga relevan dengan salah satu tujuan pendidikan matematika di tingkat nasional yaitu meningkatkan kemampuan dalam menyelesaikan suatu masalah dan meningkatkan kemampuan dalam berpikir.
Model Creative Problem Solving (CPS) dengan Scaffolding Puzzle Pecahan dalam Meningkatkan Kemampuan Pemecahan Masalah Siswa Azalia, Zahra Nidaa; Kusuma, Dani
Indiktika : Jurnal Inovasi Pendidikan Matematika Vol. 7 No. 1 (2024): Indiktika : Jurnal Inovasi Pendidikan Matematika
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/indiktika.v7i1.16770

Abstract

Maksud dilakukannya studi ini adalah untuk memahami model pembelajaran Creative Problem Solving (CPS) dengan scaffolding puzzle pecahan ini berhasil terhadap penguasaan pada kompetensi pemecahan masalah matematika. Mengenai subjek saat dilakukannya studi ini memiliki kuantitas sebanyak 30 orang. Metode yang dipakai pada saat mengumpulkan data dalam studi ini adalah menggunakan metode observasi dan tes hasil kemampuan pemecahan masalah. Hasil studi membuktikan bahwa pelaksanaan model CPS dengan scaffolding puzzle pecahan efektif dalam mempengaruhi ketuntasan individu dan ketuntasan klasikal murid dengan KKM 70 yakni dengan rata-rata 84,67 dengan presentase 90%. Pengimplementasian model CPS dengan scaffolding puzzle pecahan efektif dalam meningkatkan hasil posttest anak didik pada kelas percobaan dengan rerata 84,80, dan efektif dalam mempengaruhi ketuntasan klasikal dengan KKM 70% yakni sebesar 90%. Kelas yang diberi perlakuan menggunakan model CPS dengan pemberian scaffolding puzzle pecahan memiliki nilai hasil akhir yang lebih tinggi dari kelas yang tidak diberi perlakuan yaitu memiliki presentase sebesar 90%. Hasil studi yang dilaksanakan memberikan fakta bahwa model pembelajaran CPS dengan scaffolding puzzle pecahan efektif berhasil dalam meningkatkan kemampuan pemecahan masalah.
Pengaruh Motivasi Belajar, Kemandirian Belajar, Executive Function, dan Rasa Percaya Diri Terhadap Kemampuan Literasi Matematis Siswa Kusuma, Dani
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2814

Abstract

This study aims to analyze the influence of learning motivation, learning independence, executive function, and confidence on students' mathematical literacy skills. This research is a quantitative research. The research sample consisted of a number of high school students who were selected through random sampling techniques. Data were collected through questionnaires and mathematical literacy tests, then analyzed for path analysis to determine the contribution of each independent variable to the dependent variable. The results showed that there was a significant influence between learning motivation, learning independence, executive function, and confidence on students' mathematical literacy skills, both partially and simultaneously. There is an influence between learning motivation, learning independence, and self-confidence directly on executive function. Literacy ability is directly influenced by executive function and learning motivation significantly. Meanwhile, learning independence and self-confidence do not have a significant direct effect on mathematical literacy skills. However, learning independence and self-confidence affect mathematical literacy skills indirectly through executive functions. These findings show that strengthening psychological and cognitive factors is indispensable in improving students' mathematical literacy.
Desain Baru Model Manajemen Pendidikan Dan Pembelajaran Asik-Kritis-Kreatif-Bermakna Untuk Mewujudkan Pembelajaran Mendalam di Sekolah Wahyudi, Wahyudi; Kusuma, Dani; Winanto, Adi
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i2.p190-207

Abstract

Penelitian ini bertujuan untuk mengembangkan desain baru model manajemen pendidikan dan pembelajaran mendalam guna mewujudkan pembelajaran yang asik, kritis, kreatif, dan bermakna di sekolah swasta, khususnya sekolah Kristen. Tantangan yang dihadapi sekolah swasta saat ini, antara lain rendahnya daya saing, lemahnya sistem manajerial dan supervisi akademik, serta keterbatasan dalam pemanfaatan teknologi digital, menuntut adanya inovasi dalam pengelolaan dan pelaksanaan pembelajaran. Penelitian ini menggunakan pendekatan penelitian dan pengembangan (Research and Development) dengan mengadaptasi model 4D (Define, Design, Develop, Disseminate) untuk mengembangkan sistem manajemen sekolah berbasis digital, serta model ASSURE untuk merancang proses pembelajaran yang kreatif, partisipatif, dan terintegrasi dengan teknologi. Proses penelitian diawali dengan studi pendahuluan melalui observasi dan FGD untuk mengidentifikasi kebutuhan dan masalah sekolah, yayasan, guru, siswa, serta orang tua. Berdasarkan analisis tersebut, dikembangkanlah dua komponen utama: (1) sistem informasi manajemen interaktif dan ruang kolaboratif digital bagi orang tua dan masyarakat, dan (2) sistem pembelajaran dan ruang kreatif digital untuk guru dan siswa, Validasi ahli dan uji coba terbatas menunjukkan bahwa produk yang dikembangkan memiliki tingkat kepraktisan dan keberterimaan yang tinggi. Hasil penelitian menunjukkan 1) Kemunduran kualitas sekolah dipengaruhi oleh manajemen pengelolaan sekolah, kualitas SDM Kepala Sekolah dan Guru, kualitas Pembelajaran, dan branding dan penciri sekolah, 2) Ruang dan kesempatan kreatif dalam bentuk website interaktif dan e-learning berbasis 3CM learning memberikan fasilitas kepala sekolah melakukan manajemen sekolah khususnya manajemen pembelajaran, promosi dan branding sekolah melalui hasil kreatif guru dan siswa dari hasil pembelajaran, 3) Kreativitas dalam menghasilkan karya kreatif muncul dan tumbuh karena adanya kesempatan melakukan budaya kreatif dan ada ruang untuk mempublish karya kreatif, dan 4) Aktivitas pembelajaran yang dikembangkan dengan model pembelajaran 3CM learning memberikan kesempatan siswa mengalami pembelajaran mendalam dan meningkatkan kemampuan berpikir Tingkat tinggi (HOTS).