Articles
MOIETY HINGGA MANCAPAT MASYARAKAT JAWA: ANALISIS STRUKTURAL ATAS KIDUNG PANJI WANGBANG WIDEYA
Kuncoro Hadi;
Alifi Nur Prasetia Nugroho
ISTORIA: Jurnal Pendidikan dan Sejarah Vol 16, No 1 (2020): ISTORIA Edisi Maret 2020, Vol 16, No.1
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/istoria.v16i1.39060
Abstrak- Kajian W.H. Rassers atas karya sastra Panji dengan menempatkan kisah itu sebagai mitologi Jawa yang khas dan lebih dalam berkaitan dengan struktur masyarakat Jawa, menjadi satu kajian dengan pendekatan antropologis struktural yang penting untuk ditelaah kembali. Tulisan ini merupakan telaah struktural atas kidung Wangbang Wideya. Kidung ini merupakan bagian dari kisah Panji. Telaah atas teks Wangbang Wideya dilakukan untuk menjelaskan struktur masyarakat Jawa. Analisis teks atas kidung ini menunjukkan formasi paroh masyarakat atau moiety, mancapat serta pernikahan eksogami seperti pandangan Rassers. Struktur-struktur itu direpresentasikan melalui hubungan konsentris para tokoh maupun kerajaan-kerajaan yang dihadirkan dalam kidung Wangbang Wideya. Kata kunci: paroh masyarakat, moiety, mancapat, panji, Wangbang Wideya THE JAVANESE MOIETY AND MANCAPAT: STRUCTURAL ANALYSIS OF KIDUNG PANJI WANGBANG WIDEYA Abstract- The study of W.H. Rassers on Panji’s literary work by placing the story as typical Javanese mythology and more deeply related to Javanese society’s structure became a study with a structural anthropological approach that is important to be re-studied. This paper is a structural study of kidung Wangbang Wideya. This text is part of the story of Panji. The study of Wangbang Wideya’s text was conducted to explain the structure of Javanese society. Analysis of the text on this kidung shows the formation of moiety, mancapat and exogamous marriages such as Rassers view. The structures are represented through concentric relationships of figures and kingdoms presented in kidung wangbang wideya. keywords: moiety, mancapat, panji, Wangbang Wideya
PENGEMBANGAN MEDIA EVALUASI PEMBELAJARAN SEJARAH BERBASIS GOOGLE FORMULIR DI SMA N 1 PRAMBANAN
Dwi Purwati;
Alifi Nur Prasetia Nugroho
ISTORIA: Jurnal Pendidikan dan Sejarah Vol 14, No 1 (2018): ISTORIA Edisi Maret 2018, Vol. 14, No.1
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/istoria.v14i1.19398
The research aimed to find out: (1) to produce history evaluation media based on google form; (2) know the level the effectiveness of google form as a evaluation teaching history in SMA N 1 Prambanan. This research use research and development method which adapted with the design development ADDIE; (1) analysis model; (2) design model; (3) development; (4) implementation; and (5) evaluation. The study population was high school in SMA N 1 Prambanan. The instruments that used to collect the data were observation sheets, interview and test achievement. The research result showed that History media evaluation based on Google Form in History with feasibility level according to the assessment by material experts was obtained by 79,8% which was category of feasible, assessment by media experts was obtained by 78,5% which was category of feasible, and assessment by learning experts was obtained by 86,3% which was category of very feasible. The limited trial result obtained percentage by 86,3% which was category of very feasible. The result of extensive trial obtained percentage by 83,6% which was category of very feasible. Keyword: Google form, media evaluation, history
ADIKUASA PERDAGANGAN TIONGKOK: TIONGKOK DALAM REVOLUSI INDUSTRI 4.0 DI INDONESIA (TINJAUAN SEJARAH SOSIAL-EKONOMI PEDAGANG TIONGKOK DI INDONESIA)
Alifi Nur Prasetia Nugroho;
Rini Riris Setyowati
ISTORIA: Jurnal Pendidikan dan Sejarah Vol 15, No 2 (2019): ISTORIA Edisi September 2019, Vol. 15, No.2
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/istoria.v15i2.27292
ABSTRAKEtnis Tiongkok merupakan bagian dari entitas budaya Indonesia. Hubungan ini terjalin sejak jaman Kerajaan Hindu-Budha di Nusantara. Rekatnya hubungan Tiongkok secara keseluruhan dengan Indonesia diawali oleh faktor ekonomi. Hiruk pikuk jalur Sutra pada masa Dinasti Han hingga perdagangan di Malaka menambah kedekatan dua negara ini hingga sekarang. Letak geografis yang strategis dalam peta perdagangan dunia menjadikan Tiongkok lahir sebagai kekuatan tandingan Barat dari Asia. Melalui metode studi pustaka dengan menggunakan berbagai sumber diharapkan dapat memberi gambaran pengaruh ekonomi signifikan Tiongkok di kancah dunia Tiongkok hadir keunikan tersendiri yang tidak dimiliki oleh negara lain. Kekuatan nilai-nilai tradisional-budaya diiringi perkembangan IPTEK merupakan modal Tiongkok menghadapi persaingan peradaban dunia. Tiongkok dapat bertahan dalam berbagai macam tekanan dan perubahan jaman. Kini pada abad 21, Tiongkok dengan segala kesiapannya telah masuk keseluruhan bagian lini kehidupan masyarakat Indonesia.Kata Kunci: Indonesia, Tiongkok, Revolusi 4.0 ABSTRACTEthnic Chinese are part of Indonesian cultural entities. This relationship has ever existed since the Hindu-Buddhist kingdom in the archipelago. Economic factors preceded the stickiness of Chinese relations. The Silk Road during the Han Dynasty to trade in Malacca added to the closeness of the two countries to the present. The strategic geographical position on the map of world trade made Tiongkok-born as a rival power to the West from Asia. Through the literature study method using various sources, it can provide a significant assessment of the Chinese economy on the world stage. Tiongkok presents unique features which are not provided by other countries. The strength of traditional-cultural values accompanied by the development of science and technology in Tiongkok's capital in facing the competition of world civilizations in various fields. This makes Tiongkok able to endure various kinds of pressures and changes so as not to be eroded by changing times. Keywords: Indonesia, Tiongkok, Revolution 4.0
THE EFFECTIVENESS OF INTERACTIVE MULTIMEDIA-BASED LEARNING METHODS TO INCREASE THE MOTIVATION OF ELEMENTARY SCHOOL TEACHERS IN THE JSIT KULONPROGO ENVIRONMENT
Aprilia Tina Lidyasari;
Muhamad Nur Rokhman;
Alifi Nur Prasetia Nugroho;
Albi Anggito
Al-Bidayah : Jurnal Pendidikan Dasar Islam Vol. 15 No. 1 (2023): Al-Bidayah : jurnal pendidikan dasar Islam
Publisher : Universitas Islam Negeri (UIN) Sunan Kalijaga Yogyakarta
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DOI: 10.14421/albidayah.v15i1.1024
Teachers' motivation in developing multimedia in primary-secondary school teachers who are members of the Kulonprogo integrated Islamic school network is still low. The purpose of this study is to see if there is a significant effect on teacher motivation after providing interactive multimedia training to teachers. Multimedia training includes providing material about interactive multimedia, making multimedia by teachers, mentoring, demonstrations and producing interactive multimedia products from elementary junior high schools. The research method used is a pre-experiment design involving 25 primary-secondary school teachers who are members of the Kulonprogo integrated Islamic school network. The sampling technique used is purposive sampling and uses the Wilcoxon test in data analysis. Activities will be carried out using offline and online methods using a theoretical and practical approach. Theoretical material and practical assistance are carried out in the Kapanewon Kulonprogo area. The implementation of activities will be reflected through an evaluation of the participants' understanding of the material, seen from the performance, work results, program implementation evaluation questionnaire. Training is carried out offline and online. Offline training was held at the Yogyakarta State University Hall, Wates Campus offline and online through the zoomeeting application. The results of the implementation of this training based on the pre-post questionnaire obtained an increase in pre-post results from an average of 58.2 to an average of 69.52. While the results of data processing using SPSS obtained Sig Value. <0.05, this shows that there is a significant effect on teacher motivation before and after the provision of training in making interactive multimedia for teachers. The conclusion of the research is that there is a positive influence on teacher motivation before and after the provision of interactive multimedia training to elementary and junior high school teachers who are members of an integrated Islamic school network in Kulonprogo Regency, Yogyakarta Special Region. Keywords: interactive multimedia; learning; motivation
General Soedirman: History Learning Media Based on Digital Comics
Nugroho, Alifi Nur Prasetia;
Adeduntan, Ronke Iyabo;
Tariq, Ateeq Ahmad
Journal Evaluation in Education (JEE) Vol 5 No 1 (2024): January
Publisher : Cahaya Ilmu Cendekia Publisher
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DOI: 10.37251/jee.v5i1.839
Purpose of the study: This research aims to address the low student interest and engagement in the history learning subjects of General Soedirman’s Guerrilla War by developing a digital comic-based history learning media and examining its effectiveness in enhancing the student learning motivation and achievement. Methodology: The research uses the Research and Development (R&D) method adapted from the ADDIE development design. The research subjects are 20 students in senior high school in Surakarta and Pakistan. The data collection technique is a test. Main Findings: The research data shows that the digital comic-based history learning media of General Soedirman’s Guerrilla War is effective and suitable for use. The validation by material experts shows that the learning media material has a very good quality with an average score of 89.6%. The media validation results show that the learning media is very good and suitable for application in the learning process with an average score of 84.6%. The results of the One-to-one Test, Small Group Test, and Field Test show that the learning media can improve the student learning motivation and achievement with an average score of 71.4%, 74.2%, and 78.8%, respectively, exceeding the expected outcome of 70%. Novelty/Originality of this study: The research novelty to develop a digital comic-based history learning media of General Soedirman’s Guerrilla War, which is a significant historical event in Indonesia. The research has implications for the improvement of the history curriculum and the student learning interest and engagement in history subjects.”
Historical interactive virtual reality learning in college
Setiawan, Risky;
Nugroho, Alifi Nur Prasetia;
Hadi, Kuncoro;
Laksana, Novianto Yudha;
Widianto, Hardian Wahyu
Harmoni Sosial: Jurnal Pendidikan IPS Vol. 8 No. 2 (2021): September
Publisher : Program Pascasarjana Universitas Negeri Yogyakarta
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DOI: 10.21831/hsjpi.v8i2.46831
Virtual Reality provides many benefits in learning because it can create a variety of simulation situations that can not be done due to obstruction of danger or high costs. This research aims to research and develop learning media in history using virtual reality technology. This research and development use ADDIE's research steps method (analyze, design, develop, implement and evaluate). The Delphi method carried out product validation using four media experts and four historians. The product trial phase uses 400 students in two study programs to see the effectiveness of the products developed. Research & development have produced a prototype product website platform with expert feasibility assessment (product validation) results. The results of the media expert assessment are 3.88 (feasible), and the expert assessment material of 4.09 (possible). The media tested on 400 students obtained satisfactory results, with the average overall score reaching 4.23 or in the category of "Very Worthy."
Development of historical immersive learning media to strengthening Pancasila Student Profiles in vocational high school
Nugroho, Alifi Nur Prasetia
Harmoni Sosial: Jurnal Pendidikan IPS Vol. 9 No. 2 (2022): September
Publisher : Program Pascasarjana Universitas Negeri Yogyakarta
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DOI: 10.21831/hsjpi.v9i2.60695
This study aims to develop historical immersive learning media to improve the Pancasila student profiles in Vocational High Schools (SMK) in Indonesia. This research and development use ADDIE's research steps method (analyze, design, develop, implement, and evaluate). The results show that immersive learning media can enhance the understanding and appreciation of Pancasila values among SMK students. The media effectively stimulates students' interest in history and encourages them to apply Pancasila values daily. The study concludes that immersive learning media can potentially strengthen the Pancasila student profiles and promote the development of responsible, tolerant, and patriotic citizens in Indonesia. The result of media tests on vocational students obtained satisfactory results, with the average overall score reaching 4.25 or in the category of "Very Decent." The findings suggest that implementing immersive learning media in SMKs should be encouraged and supported by policymakers, educators, and other stakeholders in the education sector.
THE EFFECTIVENESS OF INTERACTIVE MULTIMEDIA-BASED LEARNING METHODS TO INCREASE THE MOTIVATION OF ELEMENTARY SCHOOL TEACHERS IN THE JSIT KULONPROGO ENVIRONMENT
Lidyasari, Aprilia Tina;
Rokhman, Muhamad Nur;
Nugroho, Alifi Nur Prasetia;
Anggito, Albi
Al-Bidayah : Jurnal Pendidikan Dasar Islam Vol. 15 No. 1 (2023): Al-Bidayah : jurnal pendidikan dasar Islam
Publisher : UIN Sunan Kalijaga Yogyakarta
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DOI: 10.14421/albidayah.v15i1.1024
Teachers' motivation in developing multimedia in primary-secondary school teachers who are members of the Kulonprogo integrated Islamic school network is still low. The purpose of this study is to see if there is a significant effect on teacher motivation after providing interactive multimedia training to teachers. Multimedia training includes providing material about interactive multimedia, making multimedia by teachers, mentoring, demonstrations and producing interactive multimedia products from elementary junior high schools. The research method used is a pre-experiment design involving 25 primary-secondary school teachers who are members of the Kulonprogo integrated Islamic school network. The sampling technique used is purposive sampling and uses the Wilcoxon test in data analysis. Activities will be carried out using offline and online methods using a theoretical and practical approach. Theoretical material and practical assistance are carried out in the Kapanewon Kulonprogo area. The implementation of activities will be reflected through an evaluation of the participants' understanding of the material, seen from the performance, work results, program implementation evaluation questionnaire. Training is carried out offline and online. Offline training was held at the Yogyakarta State University Hall, Wates Campus offline and online through the zoomeeting application. The results of the implementation of this training based on the pre-post questionnaire obtained an increase in pre-post results from an average of 58.2 to an average of 69.52. While the results of data processing using SPSS obtained Sig Value. <0.05, this shows that there is a significant effect on teacher motivation before and after the provision of training in making interactive multimedia for teachers. The conclusion of the research is that there is a positive influence on teacher motivation before and after the provision of interactive multimedia training to elementary and junior high school teachers who are members of an integrated Islamic school network in Kulonprogo Regency, Yogyakarta Special Region.
THE EFFECTIVENESS OF VIRTUAL REALITY OF THE YOUTH PLEDGE MUSEUM TO INCREASE THE HISTORICAL AWARENESS OF CLASS XI SENIOR HIGH SCHOOL STUDENTS
Bahroni, Agung;
Setiawan, Risky;
Fitrianti, Vionita Vara;
Nugroho, Alifi Nur Prasetia
JURNAL EDUSCIENCE Vol 11, No 3 (2024): Jurnal Eduscience (JES), (Authors from Hungary, South Africa, Malaysia, and Ind
Publisher : Universitas Labuhanbatu
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DOI: 10.36987/jes.v11i3.6466
This study aims to assess how much of the Youth Pledge Museum’s Virtual Reality can improve historical understanding in grade XI students in high school. The approach used in this study was an experimental method with a One Group Pretest Posttest design, involving 68 grade XI students from SMA Negeri 1 Jepara as participants. Data collection was carried out with an instrument in the form of a historical awareness questionnaire given at the pretest and posttest stages. Data were analyzed using the T-Test and N-Gain Test to measure the effectiveness of using the Youth Pledge Museum's Virtual Reality in increasing students' historical awareness. The study results were based on the Independent Sample T-Test, which obtained a sig value. 0.000 <0.050, which means that using of the Youth Pledge Museum’s Virtual Reality affects students' historical awareness. This is supported by the results of the N Gain Test, which obtained a score of g (0.88) > 0.71, which means that the impact of using of the Youth Pledge Museum’s Virtual Reality on the historical awareness of students in the “High” category. The conclusion from the study results is that the Youth Pledge Museum’s Virtual Reality has effectively increased the historical awareness of grade XI students in Senior High School.