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CURRICULUM MANAGEMENT BASED ON COLLABORATION AND INNOVATION: A STRATEGIC SOLUTION TO ANSWER THE CHALLENGE OF GRADUATES' QUALITY IN THE 21ST CENTURY Hanipatin, Sri; Khoiri, Nur
Mandeh : Jurnal Pendidikan Islam Vol 3 No 1 (2026): Mandeh : Jurnal Pendidikan Islam (Januari-Juni)
Publisher : Amanah Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to analyze the urgency and formulate a Collaboration- and Innovation-Based Curriculum Management model as a strategic solution to address the challenges of 21st-century graduate quality, as indicated by the low mastery of 4C skills (Critical Thinking, Creativity, Collaboration, and Communication) among students at SMP Negeri 40 Semarang. This research employs a qualitative case study approach, focusing on the analysis of collaboration and innovation concepts throughout the curriculum management cycle, from planning and implementation to evaluation. The synthesis of findings reveals that the low quality of graduates is primarily caused by curriculum management practices that are static, fragmented, and lack instructional innovation. The curriculum has not been managed collaboratively nor adapted to the demands of 21st-century learning. As a strategic solution, this study proposes the implementation of a participatory curriculum management framework by activating cross-disciplinary learning communities, as well as an adaptive approach through the mandatory integration of innovative learning models such as Project-Based Learning (PjBL) and Problem-Based Learning (PBL) supported by information and communication technology (ICT). The study concludes that improving the quality of graduates at SMP Negeri 40 Semarang can only be achieved through a paradigm shift in curriculum management toward a dynamic, collaborative, and innovative model aligned with the demands of 21st-century education.
The effect of a project-based learning model based on 3d media on collaborative skills Sholihah, Nailatus; Khoiri, Nur; Cahya Adi, Widi
Edu Sains: Jurnal Pendidikan Sains & Matematika Vol 13 No 2 (2025): VOLUME 13 NUMBER 2 DECEMBER 2025
Publisher : IAIN Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/h97z8155

Abstract

Learning in the 21st century creates real changes in the world of education that focus on the learning process. One of the skills that students must have in the 21st century is collaborative skills. The learning model that can develop collaborative skills is the 3D media-based Project Based Learning model. The purpose of this research is to analyze the effect of Project Based Learning model based on 3D media on collaborative skills in biology learning. The novelty of this research is the use of a Project-Based Learning model based on 3D media. The type of research used in this research is quasi-experiment with Nonequivalent Control Group Design. The sampling technique used was Random Sampling, with class XI.1 as the experimental class and class XI.3 as the control class. The data collection techniques used in this study were interviews, observations, documentation, and pretest-posttest sheets of collaborative skills questionnaire. The results showed that there was an effect of 3D media-based Project Based Learning model on collaborative skills in biology learning, this can be seen from the One-Way Anacova test analysis of collaborative skills with a significance value of 0.000 <0.05.
APLIKASI MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID MATA PELAJARAN DASAR-DASAR DESAIN KOMUNIKASI VISUAL BERBANTUAN ISPRING SUITE Panehas Malelak Iyu, Benyamin; Khoiri, Nur; Wijayanto, Wijayanto
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 5, No 2 (2024): JIPETIK: Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipetik.v5i2.19832

Abstract

Dasar-Dasar Desain Komunkasi Visual dalam Pendidikan sebagai mata pelajaran dasar membuka pintu kreativitas dan pemahaman konsep visual. Desain komunikasi visual adalah proses menciptakan dan mengkomunikasikan pesan menggunakan elemen visual seperti gambar, simbol, warna, tipografi, dan tataletak. Tujuan dari desain komunikasi visual adalah menciptakan komunikasi yang efektif, membangkitkan emosi, dan menciptakan dampak visual kepada audiens (Walisyah 2019). Pada pembelajaran dasar-dasar desain komunikasi visual saat ini guru dan siswa sangat memerlukan media pembelajaran Sehingga peneliti membuat Aplikasi Pembelajaran Interaktif Berbasis Android Mata Pelajaran Dasar-Dasar Desain Komunikasi Visual berbantuan Ispring Suite. Penelitian ini bertujuan untuk menghasilkan produk, mengetahui kevalidan dan mengetahui kepraktisan Aplikasi Pembelajaran Interaktif Berbasis Android Mata Pelajaran Dasar- Dasar Desain Komunikasi Visual berbantuan Ispring Suite. Jenis penelitian yang digunakan yaitu RD (Research and Development) dengan menggunakan model ADDIE dari Dick and Carry yang terdiri dari lima tahapan yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek dari penelitian ini yaitu siswa kelas X DKV SMK Palebon Semarang. Hasil dari diperoleh skor yaitu 79,8% termasuk pada interval 61%-80% dengan kriteria “Layak” dan 87,5% termasuk pada interval 81% - 100% dengan kriteria “Sangat layak”. Sehingga aplikasi media pembelajaran interaktif berbasis android mata pelajaran dasar-dasar desain komunikasi visual berbantuan ispring suite valid untuk digunakan dalam membantu guru menyampaikan materi pada siswa. Setelah media di aplikasikan dikelas maka peneliti menyebar angkt respon siswa. Hasil rata-rata angket responsiswa terhadap penggunaan media yang diperoleh sebesar 76,1% . Sehingga aplikasi media pembelajaran interaktif berbasis android mata pelajaran dasar-dasar desain komunikasi visual berbantuan ispring suite valid dapat dikatakan praktis digunakan dalam pembelajaran.
E-SCHEDULE AGENDA KEGIATAN PEGAWAI DINAS PENGENDALIAN PENDUDUK DAN KELUARGA BERENCANA KOTA SEMARANG BERBASIS WEB Sri Wahyuningsih, Eka; Khoiri, Nur; Wijayanto, Wijayanto
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 3, No 1 (2022): JIPETIK : Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipetik.v3i1.11751

Abstract

ABSTRAK Dinas  Pengendalian  Penduduk  dan  Keluarga  Berencana  Kota  Semarang  memilili berbagai bidang yaitu bidang pengendalian penduduk, bidang keluarga berencana, bidang penyuluhan dan penggerakan, bidang ketahanan kesejahteraan keluarga. Setiap bidang memiliki tugas  dan  kegiatan  yang berbeda-beda.  Dalam  penyusunan  agenda kegiatan  disetiap  bidang biasanya masih menggunakan cara manual, yaitu dengan cara diketik biasa melalui laptop/komputer kemudian dicetak. Jadwal kegiatan tersebut lalu disimpan oleh bagian arsip data disetiap bidang. Karena penyimpanan dan penginputan jadwal kegiatan masih manual sehingga sering terjadi hilangnya arsip jadwal kegiatan tersebut. Oleh karena itu perlu diatasi dengan membuat website khusus jadwal agenda kegiatan kantor. Tujuan dari penelitian ini adalah membuat website e-schedule agenda kegiatan untuk media penyimpanan jadwal kegiatan supaya lebih terstruktur.   Model pengembangan yang digunakan untuk website ini adalah model pengembangan waterfall. Model Waterfall dapat digunakan untuk bentuk pengembangan website yaitu (1) analysis, (2) desaign, (3) coding, (4) testing dan (5) Maintenance. Desain system dalam pembuatan meliputi pembuatan flowchart, use case diagram, activity diagram, dan sequence diagram. Kemudian diimplementasikan dalam bahasa pemograman PHP, Code Igniter, HTML, CSS dengan menggunkan data base MySQL. Hasil penelitian menunjukkan bahwa penilaian validasi ahli dengan menggunakan skala Likert didapatkan hasil rata – rata oleh  tiga validator ahli materi sebesar   99%, 100% dan 75%, sehingga rata – rata dari ke tiga validator dapat dinyatakan layak digunakan. Kemudian penilaian dari responden menggunakan skala Guttman, memperoleh hasil rata – rata sebesar 99% dan dinyatakan layak digunakan.Kata Kunci : website, jadwal, Waterfall,  PHP, Code Igniter, HTML, CSS,MySql
APLIKASI PENGENALAN HURUF HIJAIYYAH BERBASIS ANDROID MENGGUNAKAN UNITY 3D Nisa, Khufi Faridatun; Khoiri, Nur; Wijayanto, Wijayanto
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 1, No 1 (2020): JIPETIK: Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipetik.v1i1.6243

Abstract

Penelitian ini dilatar belakangi oleh masih minimnya anak dalam kemauan belajar huruf hijaiyyah. Belajar mengenal huruf hijaiyyah sangatlah penting karena untuk kelanjutan agar bisa membaca alquran, sebab itu untuk membantu permasalah tersebut maka dikembangkanlah game edukasi berbasis android pengenalan huruf hijaiyyah. Tujuan penelitian ini dirancang guna mengetahui cara membangun / membuat aplikasi pengenalan huruf hijaiyyah berbasis Android menggunakan unity 3D untuk mengenalkan huruf hijaiyyah pada anak dengan mudah. Penelitian ini menggunakan model pembelajaran accelerated learning dengan metode penelitian borg and gall sampai 6 langkah. Perancangan aplikasi pengenalan huruf hijaiyyah dimulai dengan pembuatan flowchart, stoyboard, mempersiapkan bahan untuk pembuatan media, kemudian proses pembuatan media. Pada saat diuji cobakan kepada siswa, siswa sangat berantusias dengan aplikasi yang diberikan. Penelitian ini mendapatkan hasil : 1) Pada uji ke validitas ahli media mendapatkan persentase sebesar 82,5 % , sedangkan uji validitas ahli materi mendapatkan persentase sebesar 88,3%. Jadi dapat disimpulkan bahwa media game edukasi ini layak untuk digunakan sebagai media pembelajaran. 2) Hasil angket responden yang diberikan terhadap siswa persentase yang dicapai sebesar 99,35%, sehingga dapat disimpulkan bahwa peserta didik lebih tertarik pembelajaran menggunakan media android dibandingkan dengan konvensional.
OPTIMALISASI DIGITAL MARKETING DALAM MENINGKATKAN MINAT PPDB DI MI BAITUL HUDA KLAMPISAN SEMARANG Rofik, Abdul; Khoiri, Nur
Evaluasi : Jurnal Manajemen Pendidikan Islam Vol. 10 No. 1 (2026): Evaluasi-Edisi Maret
Publisher : STAI Ma'had Aly Al-Hikam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32478/sjz2gg78

Abstract

Abstrak. Penelitian ini bertujuan menganalisis strategi dan implementasi digital marketing dalam meningkatkan minat Penerimaan Peserta Didik Baru (PPDB) di MI Baitul Huda Klampisan Semarang serta mengkaji persepsi orang tua terhadap praktik promosi digital lembaga. Penelitian menggunakan pendekatan kualitatif dengan desain studi kasus. Data dikumpulkan melalui wawancara mendalam, observasi partisipatif, dan dokumentasi terhadap kepala sekolah, ketua panitia PPDB, guru, serta calon wali murid pada periode 9–21 Februari 2026. Analisis data dilakukan menggunakan model Miles dan Huberman melalui reduksi data, penyajian data, dan penarikan kesimpulan dengan triangulasi sumber dan waktu. Hasil penelitian menunjukkan bahwa digital marketing dilaksanakan melalui Instagram, WhatsApp, YouTube, dan TikTok dengan strategi unggahan terjadwal serta kolaborasi tim humas dan guru. Praktik ini berkontribusi pada peningkatan visibilitas dan penguatan citra madrasah. Namun, keputusan orang tua lebih dipengaruhi faktor kedekatan lokasi dan rekomendasi sosial, sementara media digital berfungsi sebagai penguat kepercayaan. Hambatan utama meliputi keterbatasan sumber daya manusia dan belum adanya evaluasi berbasis data analitik. Temuan ini menegaskan bahwa digital marketing pada jenjang madrasah dasar berperan sebagai media legitimasi dan penguatan citra, sehingga perlu penguatan kapasitas SDM dan evaluasi berbasis data untuk meningkatkan efektivitas promosi.
Ethnomathematics-Based Student Worksheets Assisted by Augmented Reality (AR) GeoGebra to Improve Mathematics Learning Outcomes Buchori, Achmad; Rahmawati, Noviana Dini; Anggraina, Nabila; Khoiri, Nur
Journal of Innovation in Educational and Cultural Research Vol 7, No 2 (2026)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v7i2.2856

Abstract

This study aimed to develop and evaluate ethnomathematics-based student worksheets assisted by Augmented Reality (AR) GeoGebra to enhance students' understanding of three-dimensional geometry. Using a Research and Development (RD) approach with the ADDIE model, the student worksheet was validated by media and material experts, tested for practicality through student response questionnaires, and evaluated for effectiveness using N-Gain analysis based on pre-test and post-test results. Thirty-one junior high school students participated, divided into an experimental class (n = 15) and a control class (n = 16). The developed student worksheet demonstrated high validity—88.33% from the media expert and 91.28% from the material expert—and excellent practicality (88.13%). The experimental class achieved a higher N-Gain score of 0.78 (high category) than the control class's 0.48 (moderate category), with the difference significant at the 0.05 level. These findings indicate that the AR-integrated GeoGebra student worksheet is valid, practical, and effective in improving students' conceptual understanding and learning outcomes, offering a meaningful integration of technology and culture in mathematics education.
THE POTENTIAL APPLICATION OF ESD-STEAM IN IPAS PROJECT LEARNING AT VOCATIONAL HIGH SCHOOLS Sukandani, Eny; Khoiri, Nur; Patonah, Siti
Jurnal Pendidikan Matematika dan IPA Vol. 17 No. 2 (2026): May 2026 (in press)
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jpmipa.v17i2.97349

Abstract

The rapid development of science and technology in the 21st century demands educational transformation that prepares students not only to master knowledge but also to apply it in solving real-world problems. However, learning in Vocational High Schools (SMK) often still focuses on cognitive achievement rather than developing competencies related to sustainability and innovation. This study aims to explore the potential application of the Science, Technology, Engineering, Arts, and Mathematics (STEAM)-based Education for Sustainable Development (ESD) approach in Natural and Social Sciences (IPAS) project learning in Vocational High Schools (SMK). The research method used is qualitative descriptive with a literature review approach (library research), examining various sources from accredited national and international journals, conference proceedings, and educational policy documents. Data analysis was conducted using content analysis techniques to identify themes, patterns, and relevant findings from the literature. The research results indicate that the application of ESD-STEAM in IPAS project-based learning at SMK has great potential in enhancing 21st-century competencies, such as critical thinking, creativity, collaboration, and communication skills. Additionally, this approach integrates sustainability concepts with contextual project-based problem-solving, enabling students to apply knowledge practically in social, environmental, and technological contexts. These findings align with previous research demonstrating that the integration of ESD and STEAM can enhance science literacy, environmental awareness, and readiness for a sustainable workforce.
Teaching Creative Thinking Skills with Laboratory Work Khoiri, Nur; Riyadi, Slamet; Kaltsum, Ummi; Hindarto, Nathan; Rusilawati, Ani
International Journal of Science and Applied Science: Conference Series Vol 2, No 1 (2018): International Journal of Science and Applied Science: Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (495.83 KB) | DOI: 10.20961/ijsascs.v2i1.16722

Abstract

Research on figuring out the ways to teach creative thinking skills via learning processes has been carried out. One of the methods applied to be efficient to teach creative thinking skills is laboratory work. Laboratory work is an important process in learning physics since students tend to find it hard to understand physical concepts if they are only taught verbally. Students will understand better when they are given real life examples and are allowed to learn the concepts through the laboratory work, whenever possible. The research was conducted at SMAN 1 Bringin by employing the quasi-experiment pre-test - post-test control group design. Creative thinking skills were measured based on four indicators: flexibility, fluency, originality, and detail. Results show that laboratory work was suitable to improve students’ fluent thinking ability with 77% students showing improvement, and it was also a fit to improve students’ original thinking with 84% students showing improvement. The experiment class revealed a gain of 0.51, taken from an average pre-test score of 45.64 compared to the average post-test score of 73.5, which is an increase of 27.86. Meanwhile, the control class resulted in a gain of 0.40, taken from an average pre-test score of 39.11 compared to the average post-test score of 83.44, which is an increase of 24.33.
ANALISIS RAGAM PLATFORM E-LEARNING DALAM PEMBELAJARAN BIOLOGI KELAS XI SMA DAN MA NEGERI DI KOTA SEMARANG Zahro', Anisatuz; Khoiri, Nur; Wijayanti, Erna
Bioedukasi: Jurnal Pendidikan Biologi Vol 14, No 2 (2021): Bioedukasi: Jurnal Pendidikan Biologi
Publisher : Department of Biology Education Faculty of Teacher Training and Education Sebelas Maret Un

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/bioedukasi-uns.v14i2.51956

Abstract

The emergence of Coronavirus-19 disease has caused all educational institutions to switch the face-to-face learning mode to distance learning with an online system. Online learning requires teachers and students to use a tool to help teaching and learning activities, namely the e-learning platform. The purpose of this study is to analyze the various e-learning platforms used by biology teachers in grade 11 of public senior high schools (SMA) and Islamic public high schools (MA) in Semarang City. This research is a qualitative descriptive study using the analysis of the Miles and Huberman model. The purposive sampling technique was used by considering the geographical location of the school and the diversity of platforms used. The samples were 5 schools: 3 high schools (SMA) and 2 Islamic Public high School of Madrasah Aliyah. Data collection techniques used semi-structured interviews and documentation studies. The results show that the e-learning platforms used by biology teachers are very diverse, ranging from instant messaging platforms such as WhatsApp, video conferencing platforms such as Google Meet and Microsoft Team, and Learning Management System (LMS) platforms such as Moodle, Google Classroom, Microsoft Office 365, and Madrasah e-learning. Each school uses a different type of platform and is adapted to school policies and student needs. Some schools develop their own e-learning platforms for online learning so that their use is mandatory, but this does not limit teachers from integrating other platforms so that learning objectives can be achieved perfectly.
Co-Authors A.T. Soegito, A.T. Abdul Rofik, Abdul Achmad Buchori Ade Ricky Rozzaqi Affandi Faisal Kurniawan Afriyanto, Andre Ajibudiarta, Riska Aldiansyah, Edo Putra Amajida, Aufar Aminingsih, Amilia Anggraina, Nabila Ani Rusilawati, Ani Anif Rizqianti Hariz Arif Nur Hidayat, Arif Nur Armawanto, Fardika Asmara, Yudha Cahya Adi, Widi Cahyani, Ni Made Choirul Huda Danang Septa Dian Cahyani, Sisvina Didik Setiawan Eka Sari Setianingsih, Eka Sari Eko Pujianto Endah Rita Sulistya Dewi Erna Wijayanti Estiani Lestari, Kartika Faradita, Diah Ayu Fatmala, Garnis Fauzil Adhim, Mohammad Febrianti, Fira Rosmaliana Fenny Roshayanti Hanipatin, Sri Harjono, Arman Harto Nuroso Hayat, M Syaiful Hayat, M. Syaiful Hidayah, Agista Nur Hidayah, Fitriyatun Hidayat, Saifullah Hindradi, Hindradi Hudin, Noraine Salleh Irna Farikhah Ismawati, Eka Yulianda Joko Saefan Joko Siswanto Julia Julia Kuriawan, Affandi Faisal Kustanti, Evi Heri Lasminto, Lasminto Lilik Ariyanto Lilyani, Feby Sella Tutut Mardiani, Retma Maria Ulfah Mashudi Mashudi Mashudi Mega Novita Mufidah, Ratna Muhammad Syaipul Hayat Mustopa Mustopa N. Hindarto Najah, Sinta Luluk Miftahun Nathan Hindarto Ngabdi, Ngabdi Ngurah Ayu Nyoman Murniati Nikmah, Indhana Faizatul Nisa, Khufi Faridatun Nizaruddin , Nizaruddin Norra, Bunga Ihda Novi, Muhammad Noviana Dini Rahmawati, Noviana Dini Nur Afni Indasari Nur Latifah, Nur Nur Safitri, Uli Nurhayati, Widya Nurkolis Nurkolis Nurkolis, Nurkolis Panehas Malelak Iyu, Benyamin Pebriani, Annisa Prakosa, Hafizh Aji Pramesti, Intan Ayu Putro, Tanto Alfiansyah Rahmadhani, Tarisa Ahwalia Reni Rakhmawati Rini, Nur Widya Ristianti, Sinta Rosady Putri, Belinda Chintya Samsudi . Saptanigrum, Ernawati Sari Setianingsih3, Eka Setyaningsih Setyaningsih, Setyaningsih Setyoningsih Wibowo Sholihah, Nailatus Sigit Ristanto Siskawati, Dyah Siti Patonah Slamet Riyadi Sofa, Emila Luthfia Sri Wahyuni Sri Wahyuningsih, Eka Subekthi, Ervina Eka Sufiya Putri Martina, Sufiya Putri Sukandani, Eny Sulhadi - Suminarsih, Suminarsih Tahmid Tahmid, Tahmid Tatar Aji Pangestu, Rahmanda Ummi Kaltsum Untung Sucipto Utami, Alifa Citra Wahyuni, Tika Wawan Kurniawan Wijaya, Angelica Tricia WIJAYANTO WIJAYANTO Wijonarko, Wijonarko Wilantika, Nurul Wirda Udaibah Wiyaka Wiyaka Wiyanto, Wiyanto Yanuar Hery Murtianto Zahro', Anisatuz Zakiyyah, Abidah Nur Zulva, Nur Roikhana