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PERANCANGAN MEDIA PEMBELAJARAN INFORMATIKA BERBASIS MOBILE DAN AR PADA MATERI ANALISIS KONTEN KELAS IX DI SMP NEGERI 18 SURAKARTA Sri Wulandari; Anita Trisiana; Daryono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43247

Abstract

This study uses the Research and Development (R&D) method with the ADDIE development model. Data collection techniques include interviews, questionnaires, and documentation and are equipped with system testing procedures. Black Box Testing and validation of product feasibility by experts were carried out to obtain responses regarding the feasibility of the learning media. The results of the product feasibility validation were analyzed and converted using a Likert Scale. The objectives of this study are: 1) To design Mobile and AR-based learning media on content analysis material for class IX of SMP Negeri 18 Surakarta; 2) To determine the feasibility of designing Mobile and AR-based Informatics learning media for class IX of SMP Negeri 18 Surakarta with content analysis material as an application of technology in learning. The results of the study show that the "tikOffice" learning media obtained very feasible criteria. Assessments from media experts produced an average percentage of 89.08%, from material experts an average of 94.66%, and from educators an average of 93.84%, all of which are in the "very feasible" criteria. Thus, the "tikOffice" learning media is deemed suitable for use as a supporting medium in the learning process and as a learning resource for students and other users.
EFEKTIVITAS CKCE TERHADAP NYERI LUTUT EC OSTEOARTHRITIS BILATERAL PADA ANGGOTA PENSIUNAN TELKOM BALI I Made Astika Yasa; Kadek Yowanda Pangestu; Daryono
Seminar Ilmiah Nasional Teknologi, Sains, dan Sosial Humaniora (SINTESA) Vol. 6 (2023): PROSIDING SINTESA
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36002/snts.v6i.2781

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas closed kinetic chain exercise(CKCE) terhadap penurunan nyeri lutut et causa(EC) osteoarthritis bilateral pada anggotapensiunan Telkom bali. sehingga terjadi peningkatan kemampuan aktivitas fungsionalsehari-hari lebih baik. Penelitian ini akan dilakukan di poliklinik fisioterapi RSU PuriRaharja Denpasar. Rancangan penelitian ini menggunakan model pre experimentaldesign dengan design satu kelompok tes awal dan tes akhir (pre test dan post test groupdesign). Sampel dalam penelitian ini 12 orang anggota pensiunan Telkom bali. sesuaidengan kriteria inklusi dan eksklusi yang telah ditetapkan. Seluruh sampel akandiberikan CKCE pada ke dua lutut klien. Alat ukur nyeri lutut EC osteoarthritis bilateralyang digunakan adalah visual analog scale . Adapun tujuan jangka panjang penelitian iniadalah memberikan manfaat praktis dan teoritis bagi praktisi/pendidik khususnyafisioterapis sebagai bahan pertimbangan intervensi setelah menentukan clinicaljudgment, sebagai tambahan literatur/bahan ajar mata kuliah fisioterapi dan dapatmenjadi bahan rujukan bagi peneliti/pembaca dalam mengembangkan penelitianselanjutnya. Target khusus yang ingin dicapai adalah minimal publikasi jurnal nasionalSINTA 1-6 sehingga peneliti berharap segera bisa melaksanakan penelitian. Kebaruan(novelty) penelitian ini adalah penambahan durasi latihan yaitu menjadi empat minggupada kasus osteoarthritis lutut bilateral terhadap lansia persatuan pensiunan Telkom balidan yang berusia enam puluh sampai delapan puluh tahun dengan meminimalisirpenggunaan medikamentosa melalui latihan yang dapat dilakukan dimana saja dankapan saja untuk mengurangi nyeri
PENERAPAN TES LOCOMOTIVE SYNDROME DI KOMUNITAS LANSIA BERBASIS GLFS-25, TWO-STEP TEST, DAN STAND-UP TEST: NARRATIVE LITERATURE REVIEW Yasa, I Made Astika; Arista, I Gede Peri; Daryono
Seminar Ilmiah Nasional Teknologi, Sains, dan Sosial Humaniora (SINTESA) Vol. 8 (2025): PROSIDING SINTESA
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36002/snts.v8i.5254

Abstract

Latar Belakang: Locomotive Syndrome (LS) menurunkan mobilitas dan kemandirian lansia. Skrining komunitas lazim mengintegrasikan tiga komponen Locomotive Syndrome Risk Test (LSRT), yakni GLFS-25 (gejala/disabilitas), Two-Step test (test panjang langkah dalam kemampuan berjalan), dan Stand-Up test (kekuatan fungsional ekstremitas bawah). Tujuan: Penelitian ini bertujuan untuk merangkum bukti ilmiah mengenai penggunaan GLFS-25, Two-Step Test, dan Stand-Up Test dalam penilaian Locomotive Syndrome komunitas lansia. Metode: Narrative review atas delapan artikel terpilih (2020-2025) berbasis jurnal scopus, ekstraksi mencakup penerapan di komunitas lansia, prosedur utama, cut off dan staging LS, karakteristik psikometrik GLFS‑25, serta hubungan dengan parameter fungsi berjalan dan keseimbangan. Hasil: Ketiga instrumen konsisten digunakan untuk mengklasifikasikan LS‑1, LS‑2, dan LS‑3. GLFS‑25 menunjukkan reliabilitas kuat, sementara Two Step test dan Stand Up test selaras dengan indikator jalan dan kekuatan tungkai. Simpulan: Kombinasi GLFS‑25, Two-Step test, Stand-Up test layak sebagai alur skrining kelompok lansia dan pemantauan perubahan, dapat dilengkapi TUG/BBS/OLST sesuai kebutuhan sumber daya.
PERANCANGAN GAME PETUALANGAN EDUKATIF “MATHVENTURE AR” BERBASIS AUGMENTED REALITY (AR) PADA MATERI SISTEM PERSAMAAN LINEAR DUA VARIABEL (SPLDV) UNTUK KELAS IX SMP NEGERI 2 NGEMPLAK KABUPATEN BOYOLALI Herman Yosef Krisnamurti; Anita Trisiana; Daryono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.52822

Abstract

This study aims to develop and test the feasibility of an interactive learning media in the form of an Augmented Reality (AR)-based educational adventure game called "Mathventure AR" for the material of System of Linear Equations in Two Variables (SPLDV). The visual learning characteristics of students and their difficulties in understanding the abstract concepts of SPLDV necessitate the innovation of more engaging learning media. This study employs the Research and Development (R&D) method utilizing the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The application's functionality was tested using the Black Box Testing method, with results indicating that all features operated validly and smoothly. The media's feasibility level was evaluated using a Likert scale questionnaire validated by 3 media experts, 3 material experts, and 3 educators, and underwent a limited trial with 10 ninth-grade students at SMP Negeri 2 Ngemplak. The feasibility test results showed an average percentage of 89.52% from media experts, 90% from material experts, and 88.89% from educators. Accumulatively, the overall average reached 89.47%, which falls into the "Highly Feasible" category. Therefore, the "Mathventure AR" educational game is declared highly feasible and practical to be used as a learning media to enhance students' understanding and learning enthusiasm in the SPLDV material.
RANCANG BANGUN GAME EDUKASI BERBASIS MOBILE DAN AUGMENTED REALITY (AR) “JEJAK JUANG” SEBAGAI BAHAN PEMBELAJARAN MATERI SEJARAH PERJUANGAN MATA PELAJARAN IPS PADA SISWA KELAS 8 SMP NEGERI 18 SURAKARTA Mohammad Aldi; Anita Trisiana; Daryono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53747

Abstract

This study was motivated by the lack of interactive learning media in the Social Studies History course at SMPN 18 Surakarta, where the learning process still relies on conventional methods. Therefore, this study aims to design and develop a history educational game called “Jejak Juang” that is mobile-based and utilizes augmented reality (AR). The research method used is Research and Development (R&D) by applying the ADDIE model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. Functional testing of the system was conducted using black-box testing, while product feasibility was assessed through questionnaires by media experts, subject matter experts, and students. The results of the study indicate that the application, designed using Construct 2 and Assemblr Edu software, functions very well and is valid across all its features. In the feasibility test, the assessment by media experts yielded an average percentage of 90.91% (Highly Feasible), content experts scored 88.48% (Highly Feasible), and responses from 28 eighth-grade students achieved a score of 97.04% (Highly Feasible). Based on these test results, it can be concluded that the “Jejak Juang” educational media product is highly suitable and effective for use in teaching and learning activities. As a recommendation, educators are encouraged to implement this application directly in the classroom, and further development is needed to expand the scope of material on national heroes.
PERANCANGAN APLIKASI GAME EDUKASI BERBASIS A UGMENTED REALITY (AR) PADA MATA PELAJARAN IPS SISWA KELAS VII SMP N 2 TANGEN Rahmat Saputro, Rahmat; Sri Handayani; Daryono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.56230

Abstract

This study aims to design and develop an Augmented Reality (AR)-based educational game application as a learning medium for Social Studies (IPS) Geography, suitable for use by seventh-grade students at SMP N 2 Tangen. The development of this learning medium serves as an alternative to enhance students' interest and active engagement in studying Indonesian Geography material through the use of interactive and innovative technology. This study employed the Research and Development (R&D) method using the ADDIE development model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The application was developed using the GDevelop 5 platform and Assemblr Edu. The feasibility test results showed that media experts achieved an average score of 80.84% (Highly Feasible), material experts achieved 81.67% (Highly Feasible), educators achieved 85% (Highly Feasible), and the student trial achieved 100% (Highly Feasible). In conclusion, the AR-based educational game application "Adventure IPS Geografi" is highly feasible and effective for use as a learning medium.
KARANG TARUNA DAN PENGEMBANGAN KARAKTER KEPEMIMPINAN PEMUDA DI TINGKAT DESA Ning Utami, Linda; Daryono; Innayatul Laili
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58096

Abstract

Leadership character in the younger generation is a crucial asset for the sustainability of rural development. However, the lack of platforms for self-actualization often hinders this regeneration process. This study aims to analyze the role of Karang Taruna in developing youth leadership character at the village level, focusing on Desa Alastlogo, Lekok District. A descriptive qualitative approach was employed in this research. Data collection was conducted through in-depth interviews with Karang Taruna committees, community leaders, and village officials, complemented by participant observation and documentation study. The results indicate that Karang Taruna significantly contributes to fostering youth leadership through three main aspects: direct involvement in program management, organizational training, and community social services. Through these activities, youth members successfully developed essential leadership indicators such as responsibility, communication skills, teamwork, and decision-making. Challenges encountered include budget constraints and fluctuating member participation, which were mitigated through persuasive approaches. This study concludes that Karang Taruna is not merely a social organization, but an effective incubator for shaping future village development drivers.
DAMPAK PERNIKAHAN DINI TERHADAP KONDISI SOSIAL-EKONOMI KELUARGA DI PEDESAAN Rini Shafa, Sulistya; Daryono; Yuniar Mujiwati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58184

Abstract

Early marriage is a common phenomenon in rural areas with complex impacts on family life. This study aims to examine the issues, causes, and socio-economic effects of early marriage in Jeladri Village, Winongan District, Pasuruan Regency. A descriptive qualitative approach was employed, gathering data through observation, document analysis, and in-depth interviews with six informants involved in early marriages. Data analysis involved reduction, presentation, and conclusion drawing. The findings indicate that the primary causes of early marriage include economic constraints, low levels of education, arranged marriage traditions, and impulsive personal decisions made without careful consideration. The impacts fall into two main categories: (1) Social aspects, involving mental unpreparedness that can lead to household conflict, hinder social interaction, and increase the risk of divorce; and (2) Economic aspects, characterized by low wages, income instability due to limited access to formal employment, and high financial dependency, all of which exacerbate the family's welfare conditions. Although initially perceived as a way to alleviate the burden on parents, early marriage actually imposes heavier economic demands on young couples. The study recommends improving the quality of access to formal education and strengthening pre-marital counseling in rural areas.
PERANCANGAN GAME EDUKASI BERBASIS AUGMENTED REALITY TENTANG SISTEM TATA SURYA UNTUK PESERTA DIDIK KELAS VI SDN 1 TEMPURAN TAHUN AJAR 2025/2026 MENGGUNAKAN GDEVELOP DAN ASSEMBLR EDU Ady Nugroho, Wahyu; Hera Heru Sri Suryanti; Daryono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58873

Abstract

This study aimed to develop an Augmented Reality (AR)-based educational game on the solar system as an interactive learning medium for sixth-grade students at SDN 1 Tempuran in the 2025/2026 academic year. The study was motivated by the limited availability of learning media capable of visualizing abstract solar system concepts, making it difficult for students to understand the material. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The game was developed using GDevelop and Assemblr Edu, followed by Black Box Testing, expert validation, and implementation involving 14 students. The results showed that the educational game functioned properly and achieved feasibility scores of 86% from media experts, 96% from subject matter experts, and 96% from teachers, all categorized as highly feasible. Student responses reached 100%, indicating a highly feasible category. Therefore, the AR-based educational game is suitable as a science learning medium for the solar system topic and has the potential to improve students' motivation, engagement, and understanding.
Co-Authors , FAISOL Abdul Halik Abdul Karim Ady Nugroho, Wahyu Agung Wahyu Permadi AGUS PRASTYAWAN Agus Wijayanto Aisyah Putri Wibowo, Nabila Ajeng Kusumaningrum Amaliyah, Shofie Anggraini, Septa Anita Trisiana Anita Trisiana, Anita Arif Hidayah ARIFANDI NOR, DWINDA Arista, I Gede Peri Avelinus Lefaan Avrila Pradita, Nasiva Bayu Pranata, Bayu Carollina, Nona CHOFIFAH, IMTIHANA CHOIROTUN NISAK, LAILY Choirunni’mati Akmal, Rasya Cintiya Anggita, Marsa Dinata Rakasiwi Dinda Rizky Aulia EFENDI, FANI EFFENDY, ZAENURIYAH Firsty Aisyah Izzati Fitriyah Ulfah HARI SAPUTRI EKO POSPASA, YHANI Hera Heru Sri Suryanti Herman Yosef Krisnamurti Hielmy, Rayhan Irfan I Gede Arya Sena I Made Astika Yasa I Made Rai Nuraja, INyoman Krisna Tri Adnyana Putra Innayatul Laili Kadek Yowanda Pangestu kharisma, mulya Koestoer, Raldi Hendro T. LA MUDI, LA Luh Putu Ayu Vitalistyawati Lukluil Maknun, Lukluil Maknun M. Ricky Athallah M. Taheri Akhbar Manalip, Lenny M M Masruroh, Hanik Maysa Bela, Nanda Megasari, Ni Putu Santi Krishna Member Reni Purba Mentari, F. Silvi Dwi Meylani Agita Damayanti Mizda Mulyani Mochamad Bayu Firmansyah Mohammad Aldi MUCHLIS Muhammad Ghiffari Ramadhan Burhan Muhammad Rachmadani Tarmiji Mundjanah Murmanan Supini Mustakim Ni Putu Dwi Larashati Ning Utami, Linda Noviana Bella Donna NOVITA SARI, HENY Novita Sari, Ni Luh Putu Cindy Nur Hidayat Oktiana Handini Panyonga, Simon Putra, I Nyoman Krisna Tri Adnyana Putri, Della Arinta Putu Mulya Kharismawan Rahmat Saputro, Rahmat Reny Wahyu Sari, Ni Luh Made Resti Wulansari , Amelia Riama Rita Manullang Rini Setiawati Rini Shafa, Sulistya Rudito Rury Rizhardi RUSMINI Safitri, Dewi Fayruz Samsul Anwar Santoso Gunawan Sari, Luh Made Reny Wahyu Sari, Ni Luh Made Reny Wahyu Sena, I Gede Arya Shabrina Laila Anjani Shazwany , Fitria Siti Mujanah Siti Mutoharoh Siti Ni’matus Sholikha Sitorus, Ferry R. P. P. Sri Handayani SRI WULANDARI Subagia, Md Panji Kamajaya Suchaina Suparman Syukur Tanjung, Dian Soraya TRI ANITA SARI, DESI Trully Tisna Milasari Wahyu Aditya Nugraha WAHYU SETIAJI, RIFKI Wijayanto Winata, Mellisa yasa, i made astika Yastika, Gede Esa Yemima Christy Ginting Yoga Parwata, I Made Yuanita Yuniar Mujiwati Zahara Zainal Abidin Zarmaili