Claim Missing Document
Check
Articles

Found 19 Documents
Search

Pembelajaran Sejarah di Abad 21 (Telaah Teoritis terhadap Model dan Materi) Een Syaputra; Sariyatun Sariyatun
Yupa: Historical Studies Journal Vol 3 No 1 (2019)
Publisher : Program Studi Pendidikan Sejarah FKIP Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (596.199 KB) | DOI: 10.30872/yupa.v3i1.163

Abstract

Model dan materi pembelajaran merupakan dua elemen inti yang masih mengalami banyak masalah dalam praksis pembelajaran Sejarah di abad 21. Artikel ini bertujuan untuk melakukan telaah teoritis terhadap model pembelajaran dan materi ajar Sejarah dalam bingkai pendidikan abad 21. Penelitian ini dilakukan dengan matode kepustakaan. Langkah penelitian yang dilakukan adalah: 1) menyiapkan alat dan perlengkapan; 2) menyusunn bibliografi kerja; 3) mengatur waktu penelitian; 4) membaca dan membuat catatan peneltian; dan 5) menyimpulkan dan menganalisis hasil peneltian. Hasil telaah menunjukkan bahwa: 1) Untuk mengembangkan keterampilan abad 21 dalam pembelajaran Sejarah, diperlukan model pembelajaran yang dapat menghubungkan materi pembelajaran Sejarah dengan kehidupan nyata peserta didik, terutama terhadap permasalahan sosial yang sedang terjadi di masyarakat. Selain itu, model pembelajaran dalam bingkai pendidikan abad 21 adalah model pembelajaran yang di dalamnya terdapat proses pengumpulan dan analsis data, pemecahan masalah, dan kolaborasi. Beberapa model yang memiliki orientasi ke arah keterampilan tersebut antara lain Problem Based Learning, Project Based Learning, Discovery Learnin, dan Inquiry Learning; 2) Untuk mendukung keterampilan abad 21, diperlukan perubahan dari materi yang bersifat text menjadi materi ajar yang berbasis website. Dari segi isi, materi ajar berbasis masalah sosial dan berbasis nilai, menjadi penting untuk dikembangkan.
Analisis dan perancangan mobile learning berbasis cagar budaya di Kabupaten Sragen sebagai media pembelajaran sejarah Atik Dwi Kurniasih; Sunardi Sunardi; Sariyatun Sariyatun
Historiography: Journal of Indonesian History and Education Vol 3, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um081v3i12023p126-139

Abstract

In welcoming Indonesia's golden generation in 2045, the world of education has a big challenge, namely realizing quality education where the teacher's role is significant, especially in becoming creative, innovative, and inspiring teachers in designing meaningful learning activities. The existence of the times makes learning history a big challenge, and teachers must be able to adapt to the nature of the times, one of which is the rapid development of technology and communication. This study analyzes the urgency of developing smart history learning media for cultural heritage-based smartphones. The method used in this research is research and development. Data were collected through observation and literature study for reference in the early stages of the investigation. They were taking samples from questionnaires to analyze the need for designing mobile learning based on cultural heritage as a medium for learning history to 264 high school students in Sragen Regency. The initial stage of product design explains the materials and media in the form of various cultural heritages in the Sragen district. This study's results are quite significant: 97.7 percent have smartphones, almost 46.1 percent of respondents use smartphones to study, and 97.7 percent answered that it is important to take advantage of cultural heritage in history learning.Dalam menyongsong generasi emas Indonesia di tahun 2045, dunia pendidikan memiliki tantangan besar yaitu mewujudkan pendidikan yang berkualitas dimana peran guru sangat besar, terutama menjadi guru yang kreatif, inovatif, dan inspiratif dalam merancang kegiatan pembelajaran yang bermakna. Adanya perkembangan zaman membuat pembelajaran sejarah menjadi tantangan besar, dan guru harus mampu beradaptasi dengan alam perkembangan zaman, salah satunya perkembangan teknologi dan komunikasi yang begitu pesat. Penelitian ini menganalisis urgensi pengembangan media pembelajaran sejarah pintar untuk smartphone berbasis cagar budaya. Metode yang digunakan dalam penelitian ini adalah penelitian dan pengembangan. Data dikumpulkan melalui observasi dan studi literatur sebagai referensi pada tahap awal penelitian. Kemudian dilakukan penyebaran kuesioner untuk menganalisis kebutuhan perancangan mobile learning berbasis cagar budaya sebagai media pembelajaran sejarah kepada 264 siswa SMA di Kabupaten Sragen. Tahap awal perancangan produk menjelaskan materi dan media berupa berbagai cagar budaya yang ada di kabupaten Sragen. Hasil penelitian ini cukup signifikan: 97.7 persen memiliki smartphone, hampir 46.1 persen responden menggunakan smartphone untuk belajar, dan 97.7 persen menjawab penting untuk memanfaatkan cagar budaya dalam pembelajaran sejarah.
REKONRTRUKSI PEMIKIRAN KIAI IBRAHIM TUNGGUL WULUNG SEBAGAI UPAYA MEMBANGUN LOGIKA BERPIKIR POSTKOLONIAL UNTUK OPTIMALISASI JATI DIRI BANGSA DALAM PEMBELAJARAN SEJARAH HUMANIS Reni Dikawati; Sariyatun Sariyatun; Warto Warto
HISTORIA : Jurnal Program Studi Pendidikan Sejarah Vol 7, No 1 (2019): HISTORIA: Jurnal Program Studi Pendidikan Sejarah
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (282.481 KB) | DOI: 10.24127/hj.v7i1.1511

Abstract

Pembelajaran sejarah humanis menjadi upaya meneguhkan sisi kemanusiaan dengan pengembangan pengalaman dan kemampuan alamiah baik fisik maupun nonfisik. Penelitian ini mengembangkan pengalaman belajar dengan rekontruksi pemikiran Kiai Ibrahim Tunggul Wulung pada mahasiswa pendidikan sejarah Universitas Negeri Yogyakarta di mata kuliah sejarah kolonial. Logika berpikir postkolonial mahasiswa untuk optimalisasi jati diri bangsa menjadi corpus penelitian. Temuan penting dari penelitian adalah kontruksi logika postkolonial digunakan sebagai dasar epistemologi menarasikan wacana jati diri bangsa. Analisis menunjukkan intepretasi mahasiswa terhadap narasi jati diri bangsa mampu mengidentifikasi tingkat ketercapaian sikap mahasiswa dalam taksonomi Bloom hasil revisi Peggy Dettmer (2006) di ranah afektif. Dalam perspektif peneliti, logika berpikir postkolonial merupakan sikap yang berkontribusi membentuk mentalitas penghayatan keberagaman sebagai akumulasi karakter jati diri bangsa, memberi peluang borderline menjadi frontline (negosiasi), sehingga memperkuat kebhinekaan sebagai identitas.
Integrasi Life Skills Education dalam Pembelajaran Sejarah Muadz Assidiqi; Sariyatun Sariyatun; Hieronymus Purwanta
Diakronika Vol 23 No 1 (2023): DIAKRONIKA
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/diakronika/vol23-iss1/286

Abstract

Education is an effort of knowledge in human nature to have various beneficial skills for the future. One by-type of this education is life skills education. Furthermore, education requires an actualization process through activities such as history learning. History learning is a process of a causal relationship between the past, present, and future to improve students’ soft skills. Thus, the method used in this research is qualitative with an instrumental case study approach at SMA N 1 Boyolali to provide an overview of the integration of life skills education in history learning. Data sources in this article are interviews, questionnaires, observations, and documentation. The data obtained analyze through interactive data analysis with the Nvivo 12 Pro software application in data reduction and display data. The article concludes that the integration of life skills education in history learning can improve students' soft skills consisting of personal, interpersonal, and cognitive skills.
The Development of ‘CABASA’ Application as History Learning Media Based Cultural Heritage Atik Dwi Kurniasih; Sunardi Sunardi; Sariyatun Sariyatun
Asian Journal of Social and Humanities Vol. 2 No. 10 (2024): Asian Journal of Social and Humanities
Publisher : Pelopor Publikasi Akademika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59888/ajosh.v2i10.383

Abstract

Historical awareness related to Indonesia is mandatory for all Indonesians, namely awareness that we started from the same historical journey of the nation. This research aims to develop the 'CABASA' application as Sragen cultural heritage-based historical learning media is capable of displaying descriptions, as well as photos of cultural heritage. This Development uses three main steps adopted by Borg and Gall: the preliminary stage, the planning stage, and the testing stage. The trial results of the 'CABASA' product developed are suitable for use in the history learning process. The conclusion is the development method adopted in this research is simplified into three main steps. Preliminary development studies and the final stage are product trials. With the product trial results being very feasible, it can be concluded that 'CABASA' can be used as an interactive learning media based on cultural heritage in the Sragen district, which is following current developments where this learning media is straightforward to use.
The Development of ‘CABASA’ Application as History Learning Media Based Cultural Heritage Atik Dwi Kurniasih; Sunardi Sunardi; Sariyatun Sariyatun
Asian Journal of Social and Humanities Vol. 2 No. 10 (2024): Asian Journal of Social and Humanities
Publisher : Pelopor Publikasi Akademika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59888/ajosh.v2i10.383

Abstract

Historical awareness related to Indonesia is mandatory for all Indonesians, namely awareness that we started from the same historical journey of the nation. This research aims to develop the 'CABASA' application as Sragen cultural heritage-based historical learning media is capable of displaying descriptions, as well as photos of cultural heritage. This Development uses three main steps adopted by Borg and Gall: the preliminary stage, the planning stage, and the testing stage. The trial results of the 'CABASA' product developed are suitable for use in the history learning process. The conclusion is the development method adopted in this research is simplified into three main steps. Preliminary development studies and the final stage are product trials. With the product trial results being very feasible, it can be concluded that 'CABASA' can be used as an interactive learning media based on cultural heritage in the Sragen district, which is following current developments where this learning media is straightforward to use.
The Need for Augmented Reality Batik Media to Increase Cultural Love for Learning, Drawing, Design, and Craft Production in Vocational High Schools Wildan Deni Fahrezi; Sariyatun Sariyatun; Sudiyanto Sudiyanto
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 8, No 1 (2025): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v8i1.99114

Abstract

Cinta budaya di sekolah sangat penting, karena selain melestarikan warisan budaya, juga memperkuat identitas, meningkatkan toleransi, dan membangun karakter siswa di tengah masyarakat multikultural. Salah satu cara efektif untuk menumbuhkan rasa cinta budaya adalah melalui inovasi pembelajaran yang menarik dan interaktif. Penelitian ini bertujuan untuk mengidentifikasi kebutuhan Media Batik Augmented Reality sebagai solusi untuk meningkatkan cinta budaya di kalangan siswa SMK dalam pembelajaran Gambar Desain dan Produksi Kriya. Penelitian ini menggunakan pendekatan deskriptif kualitatif untuk mengidentifikasi kebutuhan media batik augmented reality dalam meningkatkan cinta budaya pada pembelajaran gambar desain dan produksi kriya di sekolah menengah kejuruan. Hasil data mengenai ketertarikan siswa terhadap batik menunjukkan bahwa 65% siswa merasa sangat tertarik jika materi batik disampaikan melalui AR, mengindikasikan bahwa teknologi ini berpotensi menarik perhatian siswa dengan cara yang lebih interaktif dan visual. Hasil penelitian yang dilakukan menunjukkan bahwa terdapat  peluang besar dalam pengembangan media pembelajaran batik augmented reality di era digital dalam proses pembelajaran khususnya pada mata pelajaran gambar desain dan produksi kriya di  SMK.
Analisis Konteks Historis Film Sejarah Perang Banjar Sebagai Media Edutainment Heri Susanto; Sariyatun Sariyatun; Djono Djono
Jurnal Humanitas: Katalisator Perubahan dan Inovator Pendidikan Vol 9 No 1 (2022): Desember
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jhm.v9i1.6635

Abstract

Apart from being an entertainment medium, movies with historical settings also have the potential for learning history, but not many history teachers have used film as a learning media. This research aims to analyze the feasibility of the Banjar War movie as a memory-based edutainment media. This is qualitative research, the research subjects being Banjar history experts and practitioners of history teaching. The design of this research is a case study related to the history of the Banjar war shown in the movie. Collecting data using interviews and questionnaires with respondents from Banjar history experts and the creators of the Banjar War film and analysis of film content. Instrument validation is carried out with internal validation and external validity. To ensure the quality of the instrument, it is carried out with credibility and transferability. The credibility of the data is done by triangulation of sources and triangulation of methods. In comparison, the data analysis using the Spradley model, namely, analysis of a domain, analysis of taxonomic, analysis of componential, and analysis of cultural theme. Results of this study show 1) the factual aspects show conformity with related Banjar historiographical works although there are some factual shortcomings, 2) the chronology of the film story is relevant to the historical setting, 3) the suitability of the periodization, as a whole shows the compatibility between the artifact, mentifact, and contemporary sociofact components, 4) the edutainment aspect of this film meets the criteria to be used in history education. This research concludes that teachers can use the Banjar war film as an edutainment-based historical learning media by emphasizing an objective analysis approach to students.
Validasi media virtual tour sebagai alat peningkat kemampuan metakognitif siswa: hasil dan implikasinya Ahmad Bukhori Masruri; Sariyatun Sariyatun; Sudiyanto Sudiyanto
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 10 No. 4 (2024): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020244278

Abstract

The increasing trend of technological innovation in learning media, in the Industrial Revolution 4.0 era makes it easier for students to access knowledge. Historical knowledge is vulnerable to becoming a pseudo-history which is usually narrated in connection with a historical heritage site. Students who do not have the ability to filter knowledge and are limited by direct access to the site will be vulnerable to being exposed to pseudo-history. This research aims to produce learning media that is suitable for use in the classroom. Media in the form of a virtual tour was chosen to facilitate access and improve metacognitive abilities as a filter for students. The research carried out was research and development (R&D) research with a 4-D approach, which was limited to the development stage due to time constraints. Data analysis based on the results of the media feasibility test assessment scores by curriculum expert validators and media expert validators. From a scale of 5, each score of 4.73 was obtained by curriculum experts. while a score of 4.82 was obtained by media experts. The research results show that virtual tour media is very suitable to be used as one of choice of learning media.