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Pemanfaatan Museum Keraton Sambaliung untuk Meningkatkan Pemahaman Sejarah Siswa Zulkifli Randa; Ari Sapto; Blasius Suprapta
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 5, No 4: APRIL 2020
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v5i4.13367

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Abstract: The purpose of this study is to describe the potential use of palace palace as a source of learning, and to find out the historical understanding of students of class X Social High School students. The research method uses Mixed Methods with Sequential Exploratory design. Starting with qualitative research and continuing with quantitative research. The instrument used was a questionnaire. Semple of the research are students of class X IPS I of SMAN 4 Berau. The results showed that the potential of Sambaliung Palace is available as a source of historical learning to support the learning process. The results of data analysis showed that the treatment utilizing Sambaliung Palace as a source of learning could increase students' historical understanding with a probability of 0,000.Abstrak: Tujuan penelitian ini untuk mendeskripsikan potensi pemanfaatan meseum keraton sebagai sumber belajar dan untuk mengetahui pemahaman sejarah peserta didik kelas X IPS SMAN. Metode penelitian menggunakan Mixed Methods dengan desain Sequential Exploratory. Dimulai dengan penelitian kualitatif dan dilanjutkan dengan penelitian kuantitatif. Instrumen yang digunakan berupa kuesioner. Sampel penelitian yaitu siswa kelas X IPS I SMAN 4 Berau. Hasil penelitian menunjukkan bahwa potensi museum keraton Sambaliung cukup tersedia sebagai sumber belajar sejarah untuk menunjang proses kegiatan pembelajaran. Hasil analisis data menunjukkan bahwa perlakuan memanfaatkan meseum keraton Sambaliung sebagai sumber belajar dapat meningkatkan pemahaman sejarah siswa peserta didik dengan probabilitas sebesar 0,000.
Pengaruh Model Pembelajaran Kuantum Tipe TANDUR terhadap Minat Belajar Siswa Kelas X Dya Fatkhiyatur Rohimah; Blasius Suprapta; Dewa Agung Gede Agung
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 4, No 9: SEPTEMBER 2019
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.062 KB) | DOI: 10.17977/jptpp.v4i9.12744

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Abstract: Education in this globalization era is no longer teacher-centered, but student-centered. Students must be more active in the learning process, as constructivistic learning theories. This theory bases the learning process on students who construct their own knowledge. So the teacher's role is not too dominant but still provides guidance during the learning process. Through the TANDUR type quantum learning model students, besides building their own knowledge, also explore learning material and associate it with real life. So the learning process will be more fun, interesting, and arouse students' interest in learning.Abstrak: Pendidikan di era globalisasi saat ini bukan lagi berorientasi pada guru, namun berfokus kepada siswa. Siswa harus lebih aktif dalam proses pembelajaran, sebagaimana terdapat dalam teori belajar konstruktivistik. Teori ini mendasarkan proses pembelajaran pada siswa yang mengonstruk sendiri pengetahuannya. Sehingga peran guru tidak terlalu dominan tapi tetap memberikan bimbingan selama proses pembelajaran. Melalui model pembelajaran kuantum tipe TANDUR, siswa dapat membangun sendiri pengetahuannya juga mengeksplorasi materi pembelajaran dan mengaitkannya dengan kehidupan sebenarnya. Dengan demikian, proses belajar mengajar akan semakin menyenangkan, menarik serta membangkitkan minat belajar siswa.
PRASEJARAH INDONESIA DALAM KONTEKS PERKEMBANGAN PRASEJARAH ASIA TENGGARA: KAJIAN ARKEOLOGI POS-PROSESUAL PERSPEKTIF STRKTURALISME LEVI-STRAUSS Blasius Suprapta
Sejarah dan Budaya : Jurnal Sejarah, Budaya, dan Pengajarannya Vol 10, No 2 (2016)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (854.6 KB)

Abstract

MAKNA PENGGAMBARAN "MUKA BINATANG" DAN “MUKA MANUSIA” PADA MASA PRASEJARAH DI INDONESIA: KAJIAN ARKEOLOGI POST PROSESSESUAL- PERSPEKTIF STRUKTURALISME "CLAUDE LÉVI-STRAUSS" Blasius Suprapta
Sejarah dan Budaya : Jurnal Sejarah, Budaya, dan Pengajarannya Vol 11, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (833.112 KB)

Abstract

MODEL PEMANFAATAN CAGAR BUDAYA UNTUK KESEJAHTERAAN MASYARAKAT (STUDI KASUS EVENT MALANG KEMBALI) Blasius Suprapta
Sejarah dan Budaya : Jurnal Sejarah, Budaya, dan Pengajarannya Vol 10, No 1 (2016)
Publisher : Universitas Negeri Malang

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AUGMENTED REALITY MAPS AS AN ALTERNATIVE HISTORY LEARNING MEDIA FOR VOCATIONAL STUDENTS Hawiki Renalia; Blasius Suprapta
Jurnal Pendidikan Sejarah Indonesia Vol 5, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v5i1p110-121

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This research focuses on the significance of responding to massive changes in historical learning. However, various learning issues arise, resulting in a lack of understanding of the content by students, particularly those who have not previously understood Indonesian History material well. This is due to dense learning materials and the use of ineffective learning media. As a result, students struggle to understand the material in the text-book. Based on this, learning innovations that facilitate learning Indonesian history are required. One of them is the study of prehistoric people's lives, which includes historical values, using augmented reality visual media. This media has the ability to clarify ideas, increase students' imagination and interest, and thus increase understanding of the material. Augmented reality packaged digitally can directly create interaction between students and 3D objects, facilitating information delivery. The goal of this study is to create learning media ARMAPS (Augmented Reality Maps) and evaluate their effectiveness. A 4D model was used in this study, which included: (1) definition, (2) design, (3) development, and (4) dissemination. "ARMAPS" learning media contains material pack-aged in the form of an Android application. Based on the percentage value, it is possible to conclude that the learning media "ARMAPS" is very valid and very effective for learning Indonesian history. Penelitian ini berfokus pada pentingnya merespon perubahan besar dalam pembelajaran sejarah. Namun, berbagai permasalahan pembelajaran muncul sehingga mengakibatkan kurangnya pemahaman terhadap isi materi oleh siswa, terutama yang sebelumnya belum memahami materi Sejarah Indonesia dengan baik. Hal ini disebabkan karena padatnya materi pembelajaran dan penggunaan media pembelajaran yang tidak efektif. Akibatnya, siswa kesulitan untuk memahami materi dalam buku teks. Berdasarkan hal tersebut, diperlukan inovasi pembelajaran yang memudahkan pembelajaran sejarah Indonesia. Salah satunya adalah kajian kehidupan masyarakat prasejarah yang memuat nilai-nilai sejarah melalui pemanfaatan media visual augmented reality. Media ini memiliki kemampuan untuk memperjelas gagasan, meningkatkan imajinasi dan minat siswa, sehingga meningkatkan pemahaman materi. Augmented reality yang dikemas secara digital dapat secara langsung menciptakan interaksi antara siswa dengan objek 3D, sehingga memudahkan penyampaian informasi. Penelitian ini bertujuan untuk membuat media pembelajaran ARMAPS (Augmented Reality Maps) dan mengevaluasi keefektifannya. Model 4D yang digunakan dalam penelitian ini meliputi: (1) definisi, (2) desain, (3) pengembangan, dan (4) diseminasi. Media pembelajaran “ARMAPS” berisi materi yang dikemas dalam bentuk aplikasi Android. Berdasarkan nilai persentase tersebut dapat disimpulkan bahwa media pembelajaran “ARMAPS” sangat valid dan sangat efektif untuk pembelajaran sejarah Indonesia. 
Pelatihan Penyusunan Media Pembelajaran Sejarah Berbasis Media Mindmaple Pada Materi Relief Candi Jago Bagi Guru MGMP Sejarah SMA Se-Kabupaten Malang Ulfatun Nafi'ah; Blasius Suprapta; Daya Negri Wijaya; Deny Yudho Wahyudi
Jurnal Praksis dan Dedikasi Sosial (JPDS) Vol. 1, No. 1, April 2018
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (220.141 KB) | DOI: 10.17977/um032v0i0p65-72

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Pembelajaran karakter dalam pembelajaran sejarah menjadi hal yang sangat penting, kurangnya kesadaran sejarah pada peserta didik juga dipengaruhi oleh kreatifitas guru dalam mengembangkan media pembelajaran berwawasan karakter. Tujuan dari pelatihan penyusunan media pembelajaran bagi guru MGMP sejarah SMA Se-Kabupaten Malang adalah untuk memberi ketrampilan kepada guru sejarah SMA agar dapat menyusun berbagai macam media pembelajaran berbasis nilai-nilai pendidikan karakter pada materi relief candi Jago. Metode yang digunakan yiatu ceramah, pendampingan dan proyek penyusunan media pembelajaran. Hasil pelatihan penyusunan media pembelajaran berbasis MindMalpe yaitu seluruh guru dapat menyusun media pembelajaran sejarah berbasis afektif. Berdasarkan hasil evaluasi yang dilakukan maka 95% mengatakan kegitan penyusunan media pembelajaran bermanfaat.
Desain Bahan Ajar Handout QR Code Materi Kehidupan Mesolitik Gua Lawa Sampung Nurul Nurul Hidayati; Blasius Suprapta; Wahyu Djoko Sulistyo
Jurnal Pendidikan (Teori dan Praktik) Vol 6 No 1 (2021): Vol. 6 No. 1 (2021): Volume 6, Nomor 1, April 2021
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.961 KB) | DOI: 10.26740/jp.v6n1.p50-57

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The design of QR Code handout teaching materials is the concept of combining the use of smartphones with teaching materials that contain material about the history of the mesolithic life of Lawa Sampung Cave. The purpose of designing this QR Code handout is to provide teaching materials as a companion book to make it easier for students to understand the material of Mesolithic Life in Lawa Cave. This is based on the finding that students do not understand the material of the mesolithic era and the limited learning resources used. The hypothesis of this study is that the design of QR Code handout teaching materials is effectively used to support the learning process. Researchers in conducting research using research and development designs. The instrument used to measure the research variables was a questionnaire given to class X students. Research respondents The instrument used was 40 students. The research was conducted at SMAN 1 Sampung Ponorogo, East Java. Data analysis techniques used qualitative and quantitative data. Based on the results of the analysis, it can be concluded that teaching materials that can be accessed via a smartphone are needed so that they can support student learning.
Pengembangan history audio podcast (Histodio) materi peperangan Masa Kerajaan Majapahit untuk Kelas X OTP SMK PGRI 2 Malang Anggyyansyah Yusuf Mustaghfirin; Blasius Suprapta; Ulfatun Nafi'ah
Historiography: Journal of Indonesian History and Education Vol 1, No 3 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (911.736 KB) | DOI: 10.17977/um081v1i32021p378-385

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This research is motivated by the history learning problems that the researchers got when observing the process of history learning activities in class X SMK PGRI 2 Malang on September 8, 2019. Some of the problems found were the first, many students did not pay attention to the teacher and focused on smartphones- at the time of history learning takes place. The second problem is the lack of innovation in learning media used coupled with the limited number of source books in schools, so students often have to take turns with other classes. The third problem, learning the history of the Majapahit Kingdom material in class X is experiencing obstacles. The Majapahit Kingdom material in history textbooks only discusses chronology in general. There is an opportunity to study the material for the War of the Majapahit Kingdom based on the up-to-date material that has not been widely studied. This study uses the ADDIE procedural model by Tegeh, et al with quantitative & qualitative research instruments, namely validation data from material experts and media experts as well as qualitative instruments in the form of field observations, online questionnaires and interviews. The reason for choosing the ADDIE model is because it allows researchers to evaluate at each stage of the study. The results of the material validation test yield a percentage of 76.9 percent, which means this product is valid for use with revisions. The results of the media validation test obtained a percentage of 95.5 percent with a very valid category used without revision. This study did not conduct trials in schools due to the covid 19 pandemic. Based on these results, it is known that the Histodio media product of war material during the Majapahit Kingdom can be said to be suitable for use as a learning media for history class X OTP at SMK PGRI 2 Malang, especially during the covid 19 pandemic. Suggestions for the next developer is to be able to develop similar media products with different materials. Penelitian ini dilatarbelakangi oleh permasalahan pembelajaran sejarah yang didapatkan peneliti saat melakukan pengamatan dalam proses kegiatan pembelajaran sejarah di kelas X SMK PGRI 2 Malang pada tanggal 8 September 2019. Beberapa permasalahan yang ditemukan adalah yang pertama, banyak siswa yang tidak memperhatikan guru dan fokus dengan smartphone-nya pada saat pembelajaran sejarah berlangsung. Permasalahan kedua yaitu kurang adanya inovasi media pembelajaran yang digunakan ditambah dengan jumlah buku sumber yang terbatas di sekolah, sehingga tak jarang siswa harus bergantian dengan kelas lain. Permasalahan ketiga, pembelajaran sejarah materi Kerajaan Majapahit di kelas X mengalami hambatan. Materi Kerajaan Majapahit yang ada di buku teks sejarah hanya membahas kronologi secara umum. Ada peluang untuk mengaji materi Peperangan Masa Kerajaan Majapahit berdasarkan pada keterbaruan materi yang belum banyak dikaji. Penelitian ini menggunakan model prosedural ADDIE oleh Tegeh, dkk dengan instrumen penelitian kuantitatif & kualitatif yaitu data validasi ahli materi dan ahli media serta instrumen kualitatif dalam bentuk hasil observasi lapangan, angket online dan wawancara . Alasan pemilihan model ADDIE karena memungkinkan peneliti melakukan evaluasi pada setiap tahap penelitian. Hasil uji validasi materi menghasilkan persentase sebesar 76.9 persen yang artinya produk ini valid untuk digunakan dengan revisi. Hasil uji validasi media memperoleh hasil persentase 95.5 persen dengan kategori sangat valid digunakan tanpa revisi. Penelitian ini tidak melakukan uji coba di sekolah dikarenakan adanya pandemi covid 19. Berdasarkan hasil tersebut diketahui bahwa produk media Histodio materi peperangan masa Kerajaan Majapahit dapat dikatakan layak untuk digunakan sebagai media pembelajaran sejarah kelas X OTP di SMK PGRI 2 Malang terutama pada masa pandemi covid 19. Saran bagi pengembang selanjutnya adalah dapat mengembangkan produk media serupa dengan materi yang berbeda.
Sejarah erupsi Gunung Bromo 1995: kajian dampak dan upaya mitigasinya di Kecamatan Sukapura Hasna Fauziah Noorsy; Blasius Suprapta; Ronal Ridhoi
Historiography: Journal of Indonesian History and Education Vol 2, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1014.343 KB) | DOI: 10.17977/um081v2i12022p93-107

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Environmental history has recently become a popular topic. Environmental history, on the other contrary, is still a neglected historical specialization in Indonesia. Environmental history, including past natural disasters, is an interesting topic to study. Volcanic eruptions are a natural occurrence that has received little attention by researchers. Mount Bromo's eruption in 1995 became a historical event that historians should research and reconstruct.In 1995, it lasted for several months, with increasing volcanic activity that continues to occur, causing environmental and social impacts. Mount Bromo, which is included of the Bromo Tengger Semeru National Park's conservation area, contributes to the tourism aspect. To deal with all of the risks that occurred during the 1995 eruption of Mount Bromo, the government, the Great Hall of Bromo Tengger Semeru, and the local community made mitigation efforts. This research uses the historical method, which entails a thorough examination of archival sources, newspapers, articles, books, maps, and interviews with relevant parties. The facts about Mount Bromo's 1995 eruption, including its ecological impacts and mitigation efforts, are presented in this study.