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TIPE HUNIAN DAN KARAKTERISTIK BUDAYA SAMPUNGIAN DI SITUS GUA LAWA, PONOROGO Jatmiko; Ruly Fauzi
AMERTA Vol. 39 No. 1 (2021)
Publisher : Penerbit BRIN (BRIN Publishing)

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Abstract. Settlement Type and Characteristic of ‘Sampung Culture’ at Lawa Cave Site, Ponorogo. Lawa Cave, located in Sampung (Ponorogo, East Java), is an eponym site for the Sampungian culture. Its status within the cultural framework of the Javanese prehistory remains unclear. This article aims to reveal the type and characteristic of settlement in Lawa Cave, including its position within the historical framework of cave habitation in the archipelago. The descriptive-explanative approach reveals that the distribution of artifacts in Lawa Cave shows a distinctive feature. The bifacial arrowhead reported by Callenfels is associated with bone and pebbles (milling stones) in a relatively thick unit of cultural layer. Based on the emergence of milling stones, the inhabitants of Lawa Cave may have known simple agricultural activities through processing wild plants as their food source. Based on this, Sampungian can be categorized as part of the Para-Neolithic culture, which is also found in several sites in Mainland Southeast Asia. Abstrak. Gua Lawa yang berada di Sampung (Ponorogo, Jawa Timur) merupakan situs eponim bagi budaya Sampungian yang statusnya di dalam kerangka kebudayaan prasejarah Pulau Jawa masih belum jelas. Artikel ini bertujuan untuk mengungkap tipe hunian dan karakteristik budaya Sampungian di Gua Lawa serta kaitannya dengan sejarah perkembangan hunian gua di Nusantara. Melalui pendekatan deskriptif-eksplanatif terlihat bahwasannya distribusi artefak di Gua Lawa menunjukkan suatu ciri khas tersendiri. Himpunan artefak mata panah bifasial, sebagaimana pertama kali dilaporkan oleh Callenfels, faktanya berasosiasi dengan artefak tulang dan kerakal pada suatu unit lapisan budaya yang cukup tebal. Berdasarkan kemunculan artefak kerakalpenggerus, diperkirakan masyarakat penghuni Gua Lawa telah mengenal aktivitas agrikultur sederhana melalui pengolahan tumbuhan liar tertentu sebagai sumber pangan mereka. Berdasarkan hal tersebut, Sampungian dapat dikategorikan sebagai bagian dari budaya Para-Neolitik yang juga dijumpai pada sejumlah situs di Asia Tenggara Daratan.
KEHIDUPAN PURBA DI CEKUNGAN SOA, FLORES TENGAH, INDONESIA TIMUR (KAJIAN ARKEOLOGI KAWASAN) Jatmiko
AMERTA Vol. 28 No. 1 (2010)
Publisher : Penerbit BRIN (BRIN Publishing)

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ABSTRAK Cekungan Soa adalah sebuah dataran rendah berbentuk lembah yang terjadi karena letusan gunungapi purba pada Kala Pliosen sehingga membentuk kaldera. Pada Kala Pleistosen, kondisi cekungan berubah menjadi sebuah danau besar dengan lingkungan yang subur, sehingga telah mengunadang berbagai mahluk hidup (manusia dan binatang) datang dan menghuni di sekitar lingkungan danau tersebut. berdasarkan bukti-bukti temuan artefak dan ekofak yang didapatkan dalam penelitian, kehidupan purba di wilayah ini diduga telah berlangsung sejak Kala Pleistosen Bawah – awal Pleistosen Tengah. Wilayah Cekungan Soa merupakan kompleks situs purba yang kaya akan artefak dan fosil fauna. Walaupun belum menemukan sisa manusianya, namun penemuan himpunan artefak dan fosil-fosil fauna (antara lain Stegodon, budaya, komodo, kura-kura darat dan sejenis tikus besar) di berbagai situs di Cekungan Soa sudah diperkuat dengan data pertengahan absolut, sehingga dapat diketahui umurnya secara pasti. Di wilayah Cekungan Soa ini telah ditemukan minimal 15 lokasi/situs yang mengandung temuan alat-alat batu Paleolitik yang berasosiasi dengan fosil-fosil tulang vertebrata. Cekungan Soa yang mempunyai luas ± 35 x 22 kilometer dan terletak sekitar 15 kilometer di timur laut kota Bajawa (Ibukota Kabupaten Ngada, Flores Tengah) memperlihatkan bentang alam yang khas terbuka, mengingatkan kita pada lingkungan umum kehidupan Homo erectus. Melalui kajian arkeologi ruang, tulisan berjudul ‘Kehidupan Purba di Cekungan Soa, Flores Tengah, Indonesia Timur: Kajian Arkeologi Kawasan’ ini diharapkan dapat mengungkapkan kehidupan masa lalu di Cekungan Soa, terutama berkaitan dengan manusia, budaya dan lingkungannya Keynotes: Kehidupan Purba - Cekungan Soa – Flores Tengah – Arkeologi Ruang/Kawasan – Homo erectus ABSTRACT. The Ancient Life At The Soa Basin Central Flores, East Indonesia (Study Of Spatial Archaeology) Soa Basin is a valley-shaped plain, which was formed by the eruption of an ancient volcano during the Pliocene period that created a caldera. In the next period, the Pleistocene, it turned into a big lake with lush environment, so that it tempted various living creatures (both humans and animals) to come and inhabited the area around the lake. Based on the artifacts and ecofacts found at the site, life at this area has been going on since the Lower Pleistocene - Early Middle Pleistocene. In rality the Soa Basin area - which are supported by absolute dating – have enabled us to know their esact age. We have found 15 locations/sites that bear Palaeolithic tools in association with fossils of vertebrates bones. The 35 x 22 km Soa Basin is located 15 km northeast of Bajawa (the capital of Ngada Regency, Central Flores). It has a unique open landscape that reminds us of the typical environment of Homo erectus. By using the spatial archaeology study, this article of the title ‘the Ancient Lifes at the Soa Basin, Central Flores, East Indonesia: Study of Spatial Archaeology’ is hoped to be able to reveal the life at Soa Basin in particular, especially in relation to the aspect of human, culture, and environment. Key words: Ancient Lifes – Soa Basi – Central Flores – Spatial Archaeology – Homo Erectus
GUA-GUA HUNIAN PRASEJARAH DI PULAU ROTE, INDONESIA TIMUR jatmiko
Berkala Arkeologi Vol. 30 No. 1 (2010)
Publisher : BRIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30883/jba.v30i1.383

Abstract

This article is written based on the results of several archaeological investigations carried out by the National Research and Development Centre of Archaeology in prehistoric caves, in the Rotendao Regency on the Island of Rote, the Province of East Nusa Tenggara between 2006 - 2009. The investigations were focused on Mbia Hudale, Bafak, and Bote caves which are assumed to have prolific archaeological remains. Excavations on these caves reveal traces of human occupation dated back to Late Pleistocene - Holocene epoch. This is evident in the abundance of cultural remains found in these sites, such as plain and decorated potteries, mollusk shells, jewelry (beads) made of shell, lithic stone flakes and blades, as well as faunal remains. Not a single human bone was found during the excavations. Furthermore, archaeological surveys conducted in this area have identified 18 potential caves and rockshelters, as well as a Palaeolithic opensite which are scattered within 8 districts. The results of the researches suggest that prehistoric caves in the Island of Rote are potential and prospective in illuminating prehistoric human migration and cultural processes that took place in the eastern part of Indonesia during Late Pleistocene until Holocene epoch.
SITUS PULAU SIRANG: DATA BARU JEJAK PALEOLITIK DI KALIMANTAN Nia Marniati Etie Fajari; Jatmiko; Imam Hindarto; Eko Herwanto; Yuka Nurtanti Cahyaningtyas; Ulce Oktrivia
Naditira Widya Vol. 12 No. 1 (2018): Naditira Widya Volume 12 Nomor 1 April Tahun 2018
Publisher : National Research and Innovation Agency (BRIN)

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Jejak budaya paleolitik di Kalimantan ditemukan di lembah Sungai Riam Kanan, yaitu di situs Awang Bangkal danRantau Balai. Data arkeologi yang ditemukan di situs-situs tersebut berupa kapak perimbas, kapak penetak, kapak genggam, kerakal dipangkas, dan fragmen serpih. Debit air waduk Riam Kanan yang akhir-akhir ini mengalami penurunan secara signifikan memunculkan situs yang semula tenggelam, yang disebut Pulau Sirang. Fenomena ini memunculkan pertanyaanpertanyaanyang berkaitan dengan bentuk, sebaran, dan kronologi data arkeologi. Penelitian ini merupakan penelitian penyelamatan yang bertujuan untuk mengumpulkan, dan mendokumentasikan data arkeologi sebanyak mungkin denganrangkaian metode penelitian survei, ekskavasi, dan analisis. Kami laporkan hasil survei dan ekskavasi di Pulau Sirangberupa (dalam terminologi Movius) kapak perimbas, kapak penetak, proto pahat genggam, kapak genggam, serpih, serut,bilah, lancipan, fragmen serpih, perkutor, batu inti, dan tatal. Sebaran artefak batu tersebut terkonsentrasi di permukaan Pulau Sirang utama, dan beberapa ditemukan di pulau-pulau lain di sekitarnya. Palaeolithic sites in Kalimantan are located in the Riam Kanan Valley at the Awang Bangkal and Rantau Balai sites. Lithics include pebble tools, hand-axes, flakes and debitage. Power plant construction has recently lowered the level of the Riam Kanan reservoir, revealing a formerly submerged site with surface lithics called Pulau Sirang. This phenomenonraises questions on the morphology of lithics, and their distribution and chronology. The present investigation is a rescueresearch which aims to collect and record as many archaeological data as possible by a sequence of method comprisingsurvey, excavation, and analysis. We report on archaeological survey and excavation at Pulau Sirang, a site which hasyielded (in Movius terminology) a range of choppers, chopping tools, proto-hand-adzes, hand-axes, flakes, scrapers,blades, points, flake shatter, awls, cores, and debitage. The distribution of these lithics is concentrated on the surface of themain Pulau Sirang, and some are also found on other small emergent islands around it.
PANCANAKA : INOVASI MEDIA PEMBELAJARAN GAME VISUAL NOVEL BERBASIS ETNOMATEMATIKA PADA MATERI POLA BILANGAN Pangestu, Yorda Aditya; Handayani, Aprilia Dwi; Jatmiko; Nurfahrudianto, Aan; Santia, Ika
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 1 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i1.4990

Abstract

Tujuan penelitian ini adalah mengembangkan media pembelajaran game visual novel berbasis etnomatematika untuk sarana belajar dan adaptasi teknologi. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Pada tahap analisis dilakukan analisis kebutuhan; tahap desain melibatkan pembuatan media pembelajaran PANCANAKA; tahap pengembangan mencakup mengukur kelayakan media pembelajaran PANCANAKA; tahap implementasi dilakukan uji coba pada kelompok kecil; dan tahap evaluasi untuk mengevaluasi pengembangan media. Hasil validasi oleh ahli media menunjukkan nilai 97,8% (sangat layak), validasi oleh ahli materi 77,8% (layak), dan validasi oleh praktisi 88,9% (sangat layak). Hasil respon siswa untuk kepraktisan media pada uji coba kelompok kecil menunjukkan nilai rata-rata 91,6%(sangat baik). Media pembelajaran PANCANAKA dinyatakan layak dan praktis digunakan dalam pembelajaran matematika pada materi pola bilangan.
DRAGLANDTICS: INOVASI MEDIA PEMBELAJARAN BERBASIS ANDROID DENGAN ELEMEN GAMIFIKASI EDUKATIF Sulistyo, Bagus; Handayani, Aprilia Dwi; Jatmiko; Nurfahrudianto, Aan; Santia, Ika
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 3 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i3.5886

Abstract

Kesulitan siswa dalam memahami konsep operasi pecahan masih menjadi tantangan di SDN Batuaji 1, meskipun materi ini telah diajarkan sejak kelas IV. Hambatan ini muncul akibat terbatasnya penggunaan media pembelajaran yang interaktif dan dominasi metode ceramah dalam kegiatan belajar mengajar. Tujuan kajian ini guna mengembangkan sarana pembelajaran matematika berbasis aplikasi Android bernama DragLandTics yang menerapkan unsur gamifikasi, serta mengkaji tingkat kevalidan, kemenarikan, dan efektivitas penggunaannya dalam pembelajaran operasi pecahan. Meliputi tahap analisis, perancangan, pengembangan, implementasi, evaluasi pada proses pengembangan dengan pendekatan model ADDIE. Hasil validasi menunjukkan bahwa media ini teridentifikasi sebagai kategori sangat valid dengan skor rata-rata 4,56, dan respon siswa menunjukkan tingkat kemenarikan tinggi dengan skor 4,26. Selain itu, terlihat adanya kemajuan hasil belajar siswa yang menonjol setelah penggunaan media, berdasarkan perbandingan nilai pretest dan posttest. Implementasi elemen gamifikasi seperti tantangan, penghargaan, dan visual interaktif dalam DragLandTics terbukti meningkatkan motivasi belajar siswa, Penelitian ini merekomendasikan pengembangan lanjutan dengan menambah fitur serta penyempurnaan tampilan agar semakin menarik dan optimal dalam akativitas edukatif.
Pengembangan Media Puzzle Berbasis Kearifan Lokal Kediri untuk Meningkatkan Hasil Belajar Materi Membandingkan Jenis-Jenis Segitiga Kelas V SDN Mrican 2 Yuana Ayu Azhari; Aan Nurfahrudianto; Jatmiko
YASIN Vol 6 No 4 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i4.11267

Abstract

Although learning media have been widely developed in previous studies, research specifically addressing the development of puzzle-based learning media incorporating Kediri local wisdom for comparing types of triangles in elementary schools remains limited. This study aimed to analyse the validity, practicality, and effectiveness of puzzle-based learning media incorporating Kediri local wisdom in improving the learning outcomes of fifth-grade students at SDN Mrican 2 on the topic of comparing types of triangles. This study employed a quantitative approach with a research and development (Research and Development) design using the 4D model, which comprises the define, design, develop, and disseminate stages. The research participants consisted of material expert validators, media experts, a fifth-grade teacher, and fifth-grade students at SDN Mrican 2. Data were collected through interviews, validation questionnaires, teacher and student response questionnaires, and pretest and posttest assessments. The data were analysed using quantitative descriptive analysis techniques and N-Gain calculations. The results showed that the developed media achieved a very high level of validity, with validation percentages of 96% from the material experts and 86% from the media experts. The practicality of the media was also classified as very high, based on a teacher response of 96% and a student response of 92%. The effectiveness of the media based on the N-Gain test reached 57.04% in the limited trial and 66.39% in the large-scale trial, both of which were classified as moderate. These findings indicate that puzzle-based learning media incorporating Kediri local wisdom can improve students’ learning outcomes on the topic of comparing types of triangles. Thus, the developed media were declared valid, practical, and moderately effective for use in elementary school mathematics instruction. This study provides a practical contribution for teachers by providing innovative, contextual, and engaging learning media while strengthening the development of learning media based on local wisdom. Further studies may develop similar media for other mathematics topics or different levels of education.
Beyond the Textbook: Komik AR Synergia dan Transformasi Pembelajaran Sumber Energi di Kelas V SD Shonia Arum Kurniawati; Aan Nurfahrudianto; Jatmiko
YASIN Vol 6 No 5 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i5.11294

Abstract

The dominance of teacher-centered instruction and the limited use of interactive media constitute barriers to improving students’ learning outcomes in abstract Natural and Social Sciences (IPAS) content. This condition was evident among fifth-grade students at SDN Gondang 1, Bojonegoro Regency, only 48.3% of whom achieved learning mastery based on the Learning Objective Achievement Criteria (KKTP) score of 73 for energy sources content. This study aimed to develop the Augmented Reality (AR)-based SYNERGIA Comic and analyze its validity, practicality, and effectiveness in improving fifth-grade students’ learning outcomes in energy sources content. The study employed a research and development method using the 4D model, which comprised the define, design, develop, and disseminate stages, and was conducted at SDN Gondang 1 from February to July 2026. Product validation involved two validators, namely a subject matter expert and a media expert. Product trials were conducted through a limited trial involving 10 students and an extensive trial involving 24 students. Validity and practicality data were collected using a Likert-scale questionnaire consisting of 10 statement items, whereas media effectiveness was analyzed using N-gain scores. The results showed that the media achieved a subject matter validity level of 90% and a media validity level of 88%, both of which were categorized as highly valid. The practicality level reached 98% based on the teacher’s assessment, 94% based on students’ responses in the limited trial, and 97.08% in the extensive trial, all of which were categorized as highly practical. The mean N-gain score reached 0.91 in the limited trial and 0.80 in the extensive trial, both of which were categorized as highly effective, with classical mastery of 100% at both testing stages. Thus, the AR-based SYNERGIA Comic was declared valid, practical, and highly effective as an IPAS learning medium for energy sources content. These findings contribute to the development of technology-based learning in elementary schools and provide teachers with a practical alternative for helping students understand abstract scientific concepts within the context of the Kurikulum Merdeka.
Pengembangan Media Pembelajaran SIPANCA Berbasis Game Interaktif pada Materi Makna Sila-Sila Pancasila untuk Siswa Kelas III Sekolah Dasar Achime Rahma Arswendya; Jatmiko; Aan Nurfahrudianto
YASIN Vol 6 No 5 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i5.11545

Abstract

The low level of understanding among third-grade students at SDN Lirboyo 2 regarding the meanings of the Pancasila principles was indicated by 73.07% of students who had not achieved the Learning Objective Achievement Criteria (KKTP), accompanied by limited learning media that still consisted of images and simple PowerPoint slides. This study aimed to develop SiPanca (Sila-Sila Pancasila) learning media based on an interactive game and analyze its validity, practicality, and effectiveness for third-grade students at SDN Lirboyo 2. The study employed the Research and Development (R&D) method using the ADDIE model, which comprises the analysis, design, development, implementation, and evaluation stages. The research participants consisted of one classroom teacher and 26 third-grade students. Data were collected through observation, interviews, questionnaires, and pretest–posttest assessments using expert validation sheets, teacher and student response questionnaires, and test questions as the research instruments. The results showed that the SiPanca media obtained an average validation score of 95% from the subject matter and media experts, placing it in the highly valid category. The practicality of the media based on the teacher’s response reached 90.91%, while the students’ responses in the large-scale trial reached 94.5%, both of which were classified as highly practical. The effectiveness of the media was demonstrated by an increase in the students’ mean score from 50.8 to 88.4 and an increase in classical mastery from 10% to 90%, placing it in the highly effective category. These findings confirm that the SiPanca interactive game-based learning media is valid, practical, and effective as an alternative learning medium for Pancasila Education on the meanings of the Pancasila principles in elementary schools. In practical terms, the SiPanca media can assist teachers in delivering more concrete, interactive, and enjoyable learning and serve as a reference for developing similar media for other Pancasila Education materials.