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Harmonisasi sebagai Fondasi Etika Kerukunan Beragama: Studi Kasus Desa Pancasila Balun Lamongan Annisaa' Fitri Aprillia; Dewa Agung Gede Agung
Sejarah dan Budaya: Jurnal Sejarah, Budaya, dan Pengajarannya Vol 20, No 1 (2026): Sejarah dan Budaya: Jurnal Sejarah, Budaya dan Pengajarannya
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um020v20i12026p1-18

Abstract

Penelitian ini bertujuan untuk menganalisis harmonisasi sosial yang menjadi fondasi etika kerukunan beragama di Desa Pancasila, Balun, Lamongan. Di tengah maraknya konflik intoleransi, Desa Balun menunjukkan anomali positif di mana umat Islam, Kristen, dan Hindu hidup berdampingan secara damai. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus. Pengumpulan data dilakukan melalui observasi, wawancara mendalam, dan dokumentasi. Analisis data menggunakan model interaktif Miles dan Huberman. Hasil penelitian menunjukkan bahwa: (1) Fondasi etika kerukunan terbentuk dari warisan sejarah tokoh Mbah Alun dan pengalaman kolektif peristiwa 1965 yang memperkuat ikatan emosional warga; (2) Etika sosial masyarakat dikembangkan berlandaskan nilai kearifan lokal seperti tepo seliro dan ajaran Tri Hita Karana; serta (3) Praktik nyata toleransi tecermin dalam partisipasi lintas agama pada ritual ibadah dan gotong royong sosial. Kesimpulannya, harmoni di Desa Balun bukan sekadar toleransi pasif, melainkan bentuk etika sosial aktif yang melembaga dalam struktur budaya masyarakat.
Utilization of Web Design-Based E-Booklet as Local History Teaching Material at SMKN 10 Malang Dewa Agung Gede Agung; Nadya Rahmah; Nur Elifianita Susanti; Aprilia Iva Swastika; Prasepti Andriani
Historia Vol 14 No 2 (2026): HISTORIA: Jurnal Program Studi Pendidikan Sejarah
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/hj.v14i2.11352

Abstract

The utilization of web design-based ebooklets in the learning process is a strategic step as an innovative educational tool to improve students' learning experience. Web design-based ebooklets are easily accessible and cost-effective so that they are suitable for students to use in learning history, especially local contexts with a focus on the Major Hamid Rusi Monument. This research departs from the potential and problems encountered at SMKN 10 Malang which aims to examine the utilization of Web design-based ebooklets as local history teaching materials at SMKN 10 Malang, with a case study of the Major Hamid Rusdi Monument. The research uses a case study method and a qualitative approach that explores how the Ebooklet can help students foster historical awareness of the existence of monuments around the scope of the school and their place of residence. The results showed that the web design-based ebooklet was effective in increasing students' understanding of local history, especially recognizing the figure of Major Hamid Rusdi.
Nilai Budaya dan Historis Bangunan Museum Keraton Sumenep sebagai Muatan Karakter Profil Pelajar Pancasila Mochammad Ronaldy Aji Saputra; Dewa Agung Gede Agung; Agik Nur Efendi
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia 2022: SPECIAL EDITION: LALONGET III
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.vi.7085

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Society has a journey of cultural and historical values. Museums have a role in preserving the heritage of cultural and historical values ​​through their collections. The heritage of cultural and historical values ​​in the museum has a character load that has implications for strengthening the character Profil Pelajar Pancasila which can be taught to future generations. This makes researchers want to develop the concept of cultural and historical values ​​which have implications for the character content of Profil Pelajar Pancasila at one of the museums in Madura, the Sumenep Palace Museum with grounded theory. The data collection method used theoretical sampling, collected through observation, literature study, documentation, and interviews. The data analysis technique consists of 3 stages, namely open coding, axial coding, and selective coding. The results show that the Sumenep Palace Museum has cultural values ​​both intangible and tangible. Intangibles tend to lead to leadership values ​​that must be possessed by leaders, namely intellectuality, spiritual attitude (sokkla), andhap asor (humble), openness, and civility. Then tangibles can be taken from the buildings in the Sumenep Palace Museum complex. Historical values ​​can be taken from the court figures of the Sumenep Palace, such as Bindara Saod, Panembahan Somala, and Sultan Abdurahman Pakunataningrat. Cultural and historical values ​​will always be integrated into shaping the character of Profil Pelajar Pancasila so that what is contained in the Sumenep Palace Museum becomes a teaching medium. Through these lessons, future generations admire the work created by the kings of Sumenep and provide inspiration that they have been able to produce a work.
Strategi AKU-GPP dalam Pembelajaran Sejarah Masa Pendudukan Jepang: Meningkatkan Keterampilan Berpikir Kausalitas Siswa SMAN 7 Malang Miftakhul Munir; Aditya Nugroho Widiadi; Dewa Agung Gede Agung; Daya Negri Wijaya
Fajar Historia: Jurnal Ilmu Sejarah dan Pendidikan Vol 9 No 3 (2025): Desember
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/fhs.v9i3.30416

Abstract

History learning in the Merdeka Curriculum aims to develop critical thinking skills, national identity, and historical reflection through the active role of students (student-centered). However, in practice, one-way transfer still limits historical thinking skills, especially in the aspects of causality, chronological context, and present-day relevance. The results of the analysis of students in class XI-8 SMAN 7 Malang showed a lack of substantive knowledge related to the Japanese Occupation in Indonesia. As a solution, the Analysis, Knowledge, Understanding-Game Point Poster (AKU-GPP) strategy was developed, which consists of three stages: (1) Analysis to explore the causes of events; (2) Knowledge to reinforce historical facts; and (3) Understanding integrated with Game Point Poster to understand its contemporary impact. This research uses a descriptive qualitative method with observation, questionnaires, interviews, and documentation. The results show that the AKU-GPP strategy effectively improves students' causality thinking skills, active participation, affective attitudes, communication skills, observation, and reflection, so that it can be an alternative to student-centred history learning.
PENGEMBANGAN MEDIA FLASHCARD INTERAKTIF DALAM PEMBELAJARAN BERDIFERENSIASI UNTUK MENUNJANG MOTIVASI BELAJAR PADA MATERI IPS Alfif Via Triani; Dewa Agung Gede Agung
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i3.13476

Abstract

ABSTRACT Low learning motivation in Social Studies remains a challenge when instructional media fail to accommodate students' diverse learning characteristics. This study aimed to develop interactive flashcard media based on differentiated instruction for the topic of prehistory and to examine its feasibility and effectiveness in enhancing the learning motivation of seventh-grade students. The study employed the Research and Development (R&D) approach using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The implementation phase involved a small-group trial with five students to obtain feedback on the initial product, followed by a large-group trial involving 25 students to evaluate the practicality and effectiveness of the developed media. Data were collected using media expert validation questionnaires, subject matter expert validation questionnaires, learning motivation questionnaires, student response questionnaires, and observation sheets. The findings indicated that the developed media achieved feasibility scores of 91.5% from the media expert and 89.3% from the subject matter expert, both classified as highly feasible. The implementation of the media also increased the average learning motivation score from 62.4 to 84.7, with an N-Gain score of 0.59, indicating a moderate-to-high level of improvement. These findings demonstrate that integrating interactive flashcards, QR codes, and differentiated instruction produces instructional media that are feasible, practical, and effective in enhancing students' learning motivation in Social Studies. ABSTRAK Rendahnya motivasi belajar pada mata pelajaran IPS masih menjadi permasalahan ketika media pembelajaran belum mampu mengakomodasi keberagaman karakteristik belajar siswa. Penelitian ini bertujuan mengembangkan media flashcard interaktif berbasis pembelajaran berdiferensiasi pada materi prasejarah serta menguji kelayakan dan efektivitas penggunaannya dalam meningkatkan motivasi belajar siswa kelas VII. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahapan Analysis, Design, Development, Implementation, dan Evaluation. Tahap implementasi dilaksanakan melalui uji coba kelompok kecil yang melibatkan lima siswa untuk memperoleh masukan terhadap produk awal, kemudian dilanjutkan dengan uji coba kelompok besar pada 25 siswa guna menilai kepraktisan dan efektivitas media. Pengumpulan data dilakukan menggunakan angket validasi ahli media, angket validasi ahli materi, angket motivasi belajar, angket respons siswa, dan lembar observasi. Hasil penelitian menunjukkan bahwa media memperoleh tingkat kelayakan sebesar 91,5% berdasarkan penilaian ahli media dan 89,3% berdasarkan penilaian ahli materi dengan kategori sangat layak. Implementasi media juga meningkatkan rata-rata skor motivasi belajar siswa dari 62,4 menjadi 84,7, dengan nilai N-Gain sebesar 0,59 yang termasuk kategori sedang-tinggi. Temuan tersebut menunjukkan bahwa integrasi flashcard interaktif, QR Code, dan pembelajaran berdiferensiasi menghasilkan media yang layak, praktis, serta efektif dalam meningkatkan motivasi belajar siswa pada pembelajaran IPS.
Preserving Religious Harmony: A Case Study of the Cermin Multicultural Elementary School in Alor, East Nusa Tenggara Dewa Agung Gede Agung; Muhammad Renaldi Saifullah; Anggermeyla Berlian; I Gusti Ngurah Adi Pangestu
Vol. 1 No. 1 (2022): Proceeding of International Conference Cultures & Languages 2022 724-738
Publisher :

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/6hj2mv27

Abstract

the vast migration and rapid growth of information technology have triggered concern over the threat to religious harmony in Indonesia. This condition motivated different parties to take part in preserving religious diversity, particularly in Alor. The case study in this area focuses on a multicultural elementary school called “Cermin” (Cerdas dan Beriman) and their effort to conserve religious harmony values in Alor. This study uses qualitative as a research method and descriptive analysis through interviews, documentation, and references study for data collection. The result has shown that the Cermin Multicultural Elementary School was consistent in implementing religious harmony values to their student. It can be seen from various activities carried out by the school every year. Although this school was owned by a Christian foundation, it does not limit the opportunity for other children from any religion and ethnicity to participate and study. Implementing local wisdom, such as the harmony between mountain and beach, offers a positive impact not only on growing harmony between diverse religions but also on various ethnic groups living in Alor. Students are taught about how to deal with diversity. The use of local wisdom as an approach to convey inter-religion harmony values is very useful because it is closer to the student's character.
Implementasi Kurikulum Merdeka Pada Mata Pelajaran Sejarah di SMA Ar-Rohmah Putri Dau Kabupaten Malang Justica Nur Fitria Nasri; Ari Sapto; Dewa Agung Gede Agung
Jurnal Pendidikan Sejarah Indonesia Vol 8, No 1 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v8i1p174-184

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The aim of this research is to examine the implementation of the "Kurikulum Merdeka" (Independent Curriculum) in the history subject at SMA Ar-Rohmah Putri Dau in Malang Regency. Purposive sampling is the qualitative research methodology used to select informants who have relevant knowledge and experience. Interviews and observations are utilized to gather data, which is then evaluated using source and method triangulation. The research findings indicate that SMA Ar-Rohmah Putri has been teaching history using the Kurikulum Merdeka since the 2022/2023 academic year. The implementation is being carried out gradually, starting from grade X and will be applied to grade XI in the following academic year. The school has chosen the option of autonomous implementation, with four driving teachers assigned to facilitate a community of learning among the teachers at the school. These findings can provide input for the school and the government in enhancing the implementation of the Kurikulum Merdeka at a broader educational level. Furthermore, this research also provides further insights into the challenges and impacts of adopting an autonomous curriculum in the topic of History at SMA Ar-Rohmah Putri.
PENGEMBANGAN E-LKPD BERBASIS PROBLEM BASED LEARNING BERBANTUAN GIMKIT MATERI ZAMAN PRAAKSARA UNTUK MENINGKATKAN MOTIVASI BELAJAR Ainun Ni'mah; Dewa Agung Gede Agung
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.13757

Abstract

ABSTRACT Social studies learning on the Prehistoric Era was developed through an E-LKPD that not only presents learning materials but also guides students through problem-solving and gamification activities. The product was designed for seventh-grade students at SMPN 2 Malang using a Research and Development approach with the ADDIE model, comprising Analyze, Design, Development, Implementation, and Evaluation. The development process involved one subject-matter expert, one media expert, and a limited trial with 8 students using a One-Group Pretest–Posttest design. Data were collected through observation, an ARCS-based learning motivation questionnaire, subject-matter and media expert validation sheets, and a student response questionnaire. The assessment results indicated that material feasibility reached 96.93% and media feasibility reached 89.87%, both of which were categorized as highly feasible. Student responses reached 92%, categorized as highly practical. In the motivation measurement, the mean score changed from 61.3 before product use to 79.6 after implementation, representing a difference of 18.3 points. Since the data were obtained from a small single group and analyzed descriptively, this change is interpreted as a difference in scores following product use rather than as evidence of a causal effect. The developed product provides an alternative digital teaching material that integrates Problem Based Learning and Gimkit within Social Studies learning. ABSTRAK Pembelajaran IPS pada materi Zaman Praaksara dikembangkan melalui E-LKPD yang tidak hanya menyajikan materi, tetapi juga mengarahkan peserta didik pada aktivitas pemecahan masalah dan gamifikasi. Produk ini dirancang untuk kelas VII SMPN 2 Malang dengan pendekatan Research and Development melalui model ADDIE yang meliputi Analyze, Design, Development, Implementation, dan Evaluation. Tahap pengembangan melibatkan satu ahli materi, satu ahli media, serta uji coba terbatas terhadap 8 peserta didik menggunakan desain One-Group Pretest–Posttest. Informasi penelitian dikumpulkan melalui observasi, angket motivasi belajar berbasis ARCS, lembar validasi ahli materi dan media, serta angket respons peserta didik. Hasil penilaian menunjukkan kelayakan materi sebesar 96,93% dan kelayakan media 89,87%, keduanya berada pada kategori sangat layak. Respons peserta didik mencapai 92% dengan kategori sangat praktis. Pada pengukuran motivasi, rata-rata skor berubah dari 61,3 sebelum penggunaan produk menjadi 79,6 setelah implementasi, dengan selisih 18,3 poin. Karena data diperoleh dari satu kelompok kecil dan dianalisis secara deskriptif, perubahan tersebut dipahami sebagai gambaran skor setelah penggunaan produk, bukan bukti kausal. Produk yang dikembangkan menjadi alternatif bahan ajar digital yang memadukan Problem Based Learning dan Gimkit secara terpadu dalam pembelajaran IPS.
Pengaruh media kartu merah putih terhadap pemahaman siswa pada materi proklamasi kemerdekaan Indonesia kelas XI IPS SMAN 2 Sumenep Fatah Riski Alan Nurin; Dewa Agung Gede Agung; Ronal Ridhoi
Historiography: Journal of Indonesian History and Education Vol 5, No 3 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um081v5i32025p189-202

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This study aims to determine the use of media in the implementation of learning, namely, the simple media of red and white cards combined with the jigsaw method in the classroom in improving students' understanding of class XI IPS SMA Negeri 2 Sumenep. The method used is an experimental research method and uses a quantitative approach. The control class is XI IPS 1 and the experimental class is XI IPS 2. XI IPS 1 uses the same socio-drama learning method as teaching teachers usually do and XI IPS 2 uses red and white card media in collaboration with the jigsaw method. This study refers to a conclusion that the use of simple media, red and white cards, does not significantly influence the understanding of XI IPS students at SMAN 2 Sumenep. Because from the Mann Whitney test, the mean rank of the control class is 24.11 and the experimental class is 24.76. The significance of the Mann Whitney test from the post-test results for the control class and the experimental class was 0.871, which was greater than 0.05 (>0.05). Penelitian ini bertujuan untuk mengetahui penggunaan media dalam pelaksanaan pembelajaran yaitu, media sederhana kartu merah dan putih yang dikombinasikan dengan metode jigsaw di dalam kelas dalam meningkatkan pemahaman siswa kelas XI IPS SMA Negeri 2 Sumenep. Metode yang digunakan adalah metode peneltian eksperimen serta menggunakan pendekatan kuantitatif. Kelas kontrol adalah XI IPS 1 dan kelas ekperimen adalah XI IPS 2. XI IPS 1 memakai metode pembelajaran sosio drama sama seperti yang biasa guru pengajar lakukan dan XI IPS 2 memakai media kartu merah dan putih yang dikolaborasikan dengan metode jigsaw. Penelitian ini merujuk pada suatu kesimpulan bahwasanya penggunaan media sederhana kartu merah dan putih secara signifikan tidak terlalu memberikan pengaruh besar terhadap pemahaman siswa XI IPS SMAN 2 Sumenep. Sebab dari uji Mann Whitney nilai mean rank kelas kontrol ialah 24.11 serta kelas eksperimen ialah 24.76. Signifikansi Uji Mann Whitney dari hasil post-test kelas kontrol dan kelas eksperimen sebesar 0.871 lebih besar dari 0.05 (>0.05).
Pengembangan komik digital berbantuan Instagram materi perlawanan rakyat Singaparna terhadap Jepang pada siswa kelas XI SMAN 4 Kediri Muhammad Faaiz Alim Imaduddin; Dewa Agung Gede Agung
Historiography: Journal of Indonesian History and Education Vol 5, No 1 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um081v5i12025p73-84

Abstract

Abstract This research aims to produce digital comics assisted by Instagram social media as a learning media product, designed based on a needs analysis that identified the limited use of instructional media. The focus of the research is to produce and test the validity of the media in delivering material on the Singaparna people's resistance against Japanese occupation in the 11th-grade history class at SMAN 4 Kediri. The research utilizes the R&D method developed by Sugiyono (2015), which includes: (1) identifying potential and problems, (2) data collection, (3) product design, (4) design validation, (5) design revision, (6) product testing, (7) produc t revision, (8) usage trial, (9) product revision, and (10) mass production. The results show that the media is highly valid, with a 93 % score from material experts and 81 % from media experts. Testing on students showed a 90 % result in the small group and 86 % in the large group. Based on the validity and feasibility tests, this Instagram-based digital comic is deemed highly suitable for use in history teaching at SMAN 4 Kediri.Abstrak Penelitian ini bertujuan untuk menghasilkan komik digital berbantuan media sosial Instagram sebagai produk media pembelajaran, yang dirancang berdasarkan analisis kebutuhan, yaitu minimnya penggunaan media pembelajaran. Penelitian ini menghasilkan dan menguji validitas media dalam menyampaikan materi tentang perlawanan rakyat Singaparna terhadap pendudukan Jepang di kelas XI SMAN 4 Kediri. Penelitian menggunakan metode R&D yang dikembangkan oleh Sugiyono (2015), yang meliputi: (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, (5) revisi desain, (6) uji coba produk, (7) revisi produk, (8) uji coba pemakaian, (9) revisi produk, dan (10) produksi massal. Hasil penelitian menunjukkan media ini valid, dengan persentase 78% dari ahli materi dan 80% dari ahli media. Pengujian pada siswa menunjukkan hasil 84% pada kelompok kecil dan 85% pada kelompok besar. Berdasarkan uji validitas dan kelayakan, komik digital berbasis Instagram ini dinyatakan sangat layak digunakan dalam pembelajaran sejarah di SMAN 4 Kediri.