Alifi Nur Prasetia Nugroho
Univesitas Negeri Yogyakarta

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The development of family planning (KB) program in Kulon Progo, Indonesia (1971-1998) Pramadani, Sarah; Sa'diah, Halimatu; Alifi Nur Prasetia Nugroho; Nurul Huda
Harmoni Sosial: Jurnal Pendidikan IPS Vol. 11 No. 2 (2024): September
Publisher : Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/hsjpi.v11i2.83874

Abstract

Kulon Progo Districts had been participated in the realization of KB program in Indonesia. The purpose of this research is to investigate: 1) General condition of Kulon Progo Regency before 1971; 2) The implementation of Family Planning program (KB) in Kulonprogo district from 1971 to 1998; 3) the socio-economic and cultural impact of the realization of family planning (KB) program in Kulonprogo district from 1971 to 1998. This research used historical research method according to Kuntowijoyo which consist of: (1) Topic selection; (2) Heuristics; (3) Source Criticism (Verification); (4) Interpretation; (5) Historiography. The result of this research shows that (1) General condition in Kulonprogo district before 1971 is an underdeveloped area and lack of welfare. (2) The realization of KB program in Kulonprogo district includes finding new acceptors, increasing the number of active acceptors (KB Lestari) and operational activities which consist of Communication, Education and Information (KIE), Contraception service and integration with other government agencies. (3) The realization of family planning (KB) program in Kulon Progo district from 1971 to 1998 result in socio-economic and cultural impact.
E-Museum Prototype Innovation for Edu Tourism Development Based on Smart Digital Android Application Nur Rokhman, Muhamad; Basyari, Asyhar; Nur Prasetia Nugroho, Alifi; Anggara, Tio
ISTORIA : Jurnal Pendidikan dan Ilmu Sejarah Vol. 21 No. 2 (2025): ISTORIA Edisi September 2025, Vol. 21. No. 2
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/istoria.v21i2.95379

Abstract

The museum is one of the educational tourism objects (edu-tourism). Museums are usually used as a learning tool for the community. The great potential of museums as a means of education and tourism is less known by the public because there is no integrated information system related to museum information. One of the innovations that can attract the public is the development of Android-based e-museum applications. With the android-based e-museum application, the public can find out the specifications of each museum so that they can receive information according to their needs. Specifications of each museum so they can receive information according to visitor needs. This research aims to Innovate the development of museums based on information technology and develop the museum's potential as an educational tour. Digital website development uses the Research and Development (RnD) research method with the ADDIE model development steps. The ADDIE model consists of five steps, namely: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The result of this research is the creation of an E-Museum prototype with a website platform with expert feasibility results (product validation) with the results of the media expert'sexpert's assessment of 4.35 (feasible) and the material expert'sexpert's assessment of 4.25 (very feasible). The results of the final evaluation of the product as a whole with the average value of the total score show a value of 4.3, so it can be concluded that the media developed is "very feasible" from the aspect of user assessment.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v5i1.839

Abstract

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.”