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Application of Student Facilitator and Explaining Learning Model to Increase Student Activeness and Learning Outcomes Nadia Hesti Anggraini; Siti Awaliyah; Edi Suhartono
Edunity Kajian Ilmu Sosial dan Pendidikan Vol. 3 No. 2 (2024): Edunity : Social and Educational Studies
Publisher : PT Publikasiku Academic Solution

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Abstract

Education is the process of changing the attitudes and behaviors of an individual or a group of people to mature humans through teaching and training. Education can be realized through formal teaching in schools by teachers or at home by parents. In school, students are trained to express their opinions more confidently, take responsibility, and learn to develop their potential. The Pancasila and Citizenship Education at SMK Negeri 2 Kediri is one of the subjects that requires students to be active and brave in expressing their opinions. However, in reality, many students are passive in learning. Moreover, in terms of student learning outcomes, many students' achievements fall below the minimum passing criteria. Therefore, this research applies the Student Facilitator and Explaining (SFAE) learning model to improve student engagement and learning outcomes. The stages of the SFAE learning model include 1) teaching, 2) teams, 3) student creative, 4) student explaining, 5) whole class consisting of 23 units. This research is action research using two cycles. The results show an improvement in student engagement and learning outcomes after implementing the learning model. In terms of student engagement, the results of the first cycle show a percentage of 65.89; then, it increased in the second cycle to 83.75. As for learning outcomes, the first cycle shows an average score of 64.29; it then increased in the second cycle to 85.71. This improvement indicates that the implementation of the Student Facilitator and Explanation learning model can enhance student engagement and learning outcomes.
Pengembangan Website “Class of Pancasila” Untuk Meningkatkan Kompetensi Berpikir Kritis Pada Materi Merawat Keutuhan Bangsa dan Negaraku Rike Widya Lestari; Siti Awaliyah; Didik Sukriono
Didaktika: Jurnal Kependidikan Vol. 15 No. 1 Februari (2026): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.3556

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa website yang bernama “Class of Pancasila” serta mengevaluasi kelayakan, kemenarikan, dan keefektifannya dalam proses pembelajaran. Pendekatan yang digunakan adalah penelitian dan pengembangan (R&D) dengan model Borg & Gall. Penelitian ini dibatasi hingga tahap kesembilan, yaitu Final Product Revision karena keterbatasan waktu dalam penelitian ini. Penelitian dilaksanakan di SMP Negeri 1 Turen pada materi Merawat Keutuhan Bangsa dan Negaraku mata pelajaran Pendidikan Pancasila, dengan peserta didik kelas VIII sebagai subjek. Data dikumpulkan melalui kuesioner validasi, angket, dan observasi. Hasil validasi oleh ahli media, ahli materi, dan ahli pembelajaran menyatakan bahwa website “Class of Pancasila” layak digunakan sebagai media pembelajaran pada materi tersebut. Uji coba kelompok kecil menunjukkan skor rata-rata aspek kemenarikan yaitu sebesar 94%, sedangkan kelompok besar memperoleh skor rata-rata yaitu 89,60%. Kesimpulan dari kedua tes yang telah dilakukan tersebut bahwa “Class of Pancasila” merupakan media pembelajaran yang sangat menarik.
Pengembangan Media Snake and Ladder Game Mission untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Kelas VII pada Materi Keberagaman Bangsa Indonesia Nete, Nerpianti; Awaliyah, Siti; Rochmadi, Nur Wahyu
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 2 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i2.3958

Abstract

Rendahnya keterampilan berpikir kritis siswa pada mata pelajaran Pendidikan Pancasila akibat minimnya variasi media pembelajaran interaktif menjadi masalah utama. Penelitian ini bertujuan mengembangkan media Snake and Ladder Game Mission untuk menguji kelayakan, kemenarikan, serta efektivitasnya meningkatkan keterampilan berpikir kritis siswa kelas VII pada materi Keberagaman Bangsa Indonesia. Penelitian menggunakan metode Research and Development (R&D) model Borg and Gall yang disederhanakan. Subjek penelitian terdiri atas 27 siswa kelas VII SMP Negeri 6 Tana Tidung melalui teknik purposive sampling. Instrumen meliputi lembar validasi ahli, angket respon siswa dan guru, serta pretest–posttest untuk mengukur keterampilan berpikir kritis. Data dianalisis secara deskriptif kuantitatif dan uji N-Gain untuk melihat peningkatan keterampilan. Hasil penelitian menunjukkan media sangat layak oleh ahli media (95%), ahli materi (100%), dan ahli pembelajaran (100%). Uji kemenarikan kelompok kecil memperoleh skor 96,61% dan kelompok besar 91,93% kategori sangat menarik. Uji kepraktisan oleh guru memperoleh skor 92,26% kategori sangat praktis. Hasil uji efektivitas menunjukkan peningkatan skor pretest 65,27 menjadi posttest 81,48 dengan nilai N-Gain 0,45 kategori sedang. Media ini mampu meningkatkan aktivitas diskusi serta memfasilitasi peningkatan kemampuan analisis, interpretasi, dan pengambilan keputusan peserta didik. Dengan demikian, media Snake and Ladder Game Mission layak, menarik, praktis, dan efektif digunakan dalam pembelajaran Pendidikan Pancasila untuk meningkatkan keterampilan berpikir kritis siswa kelas VII SMP. Penelitian selanjutnya disarankan mengembangkan versi digital guna efisiensi waktu, memperluas subjek penelitian untuk generalisasi, serta mengeksplorasi variabel fasilitasi guru guna mengoptimalkan skor N-Gain.
Implementasi UU No 23 Tahun 1997 Tentang Pencemaran Lingkungan Hidup: Studi Terhadap Masyarakat Kabupaten Gresik Siti Awaliyah
Justicia Islamica Vol 3 No 2 (2006)
Publisher : Faculty of Sharia UIN Kiai Ageng Muhammad Besari Ponorogo

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Abstract

This study aims to analyze the implementation of Law No. 23 of 1997 concerning Environmental Management in Gresik Regency, especially in handling cases of environmental pollution. Gresik Regency, as an industrial area, faces major challenges in maintaining a balance between economic development and environmental sustainability. This study uses a qualitative method with a field and literature study approach, involving regulatory analysis, interviews with stakeholders, and observation of the impact of pollution. The results showed that the implementation of Law No. 23 of 1997 still faces various obstacles, such as weak supervision, lack of public awareness, and dominant industrial interests. Although there are efforts to enforce environmental law and policy, their effectiveness still needs to be improved. This study emphasizes the importance of synergy between the government, industry, and the community in implementing environmental regulations more optimally.
Designing the future of Pancasila education: A needs analysis for interactive Android-based digital learning materials in primary schools Wulandari, Nisa A'rafiyah Tri; Awaliyah, Siti; Ningrum, Siti Utami Dewi; Mukhtar, Mutia Kamalia; Yuriananta, Renda; Risnawati, Erna; Mujiono, Mujiono; Eliana, Eka Analita
Jurnal Sinar Edukasi Vol 7 No 01 (2026): Jurnal Sinar Edukasi [in progress]
Publisher : Institute of Information Technology and Social Science (IITSS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61346/jse.v7i01.328

Abstract

Pancasila education in primary schools is pivotal for early character formation, yet teachers face limited digital teaching media, low learner engagement, and weak technology integration, especially in resource-constrained settings. This study aimed to identify pedagogical, content, and technical requirements for an Android-based application, GO-PANCASILA, for Grade-4 learners. Using a Research and Development approach, the study combined the 4D model (Define, Design, Develop, Disseminate) with the Waterfall SDLC, focusing on the Define and Design phases as a needs analysis. Data were collected through literature review, classroom observations, and semi-structured interviews with teachers and students, then thematically analyzed and triangulated. Findings showed that teachers struggle to create contextual materials, choose relevant methods, and manage instructional time, while students prefer multimedia-based interactive learning. Key needs include engaging visual content, reflective quizzes, and integration of Pancasila values into daily experiences. These findings provide a foundation for developing GO-PANCASILA as an adaptive learning solution supporting character formation and civic literacy.
Improving Learning Achievement in Pancasila Education Through Leker Gamification at the Junior High School Level Yulia Nur Widiana; Didik Sukriono; Wahyu Nur Rochmadi; Siti Awaliyah
Edusoshum : Journal of Islamic Education and Social Humanities Vol. 6 No. 2 (2026)
Publisher : Ikatan Cendikiawan Ilmu Pendidikan Islam (ICIPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52366/edusoshum.v6i2.428

Abstract

This study aims to improve students' learning achievement in Pancasila Education through the application of Leker's Gamification. This research was conducted in class VII-B of SMP Negeri 2 Ponorogo using a Classroom Action Research (CAR) method. The research subjects consisted of 32 students in class VII-B. The study began with a pre-test, followed by two cycles of classroom action research. The first cycle utilized conventional written student worksheets (LKPD), while the second cycle implemented Leker's Gamification, a game-based leveled student worksheet delivered through the Wordwall web platform. Prior to the intervention, students' learning achievement was only 40% mastery. After the first cycle, achievement increased to 59%. In the second cycle, a significant improvement was observed, reaching 93% mastery, surpassing the 90% success indicator. These results demonstrate that the use of Leker's Gamification in learning is effective in significantly improving the learning achievement of class VII-B students at SMP Negeri 2 Ponorogo in the Pancasila and Civic Education subject, making learning more engaging, motivating, and student-centered.
PENGEMBANGAN MEDIA INTERAKTIF NORMAPEDIA BERBASIS PROGRAM SATRIA BAIK (SATU HARI TIGA KEBAIKAN) UNTUK MENINGKATKAN TINDAKAN MORAL PESERTA DIDIK DI SMP NEGERI 1 LOCERET Burhan Nur Asopa; Siti Awaliyah; Sri Untari
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.10086

Abstract

This research is motivated by obstacles in the implementation of character education at SMP Negeri 1 Loceret, particularly in the aspect of learning media that is less innovative in the era of digital transformation. The focus of this research is to develop Normapedia interactive media integrated with the SATRIA BAIK (One Day Three Goodness) program to strengthen students' moral actions in a real way. Using the Research and Development method with the ADDIE development model, this research goes through the stages of analysis, design, development, implementation, and comprehensive evaluation. The results of the validity test show a very high level of product feasibility reaching 91.87%, covering aspects of material, character, and media design. In the effectiveness test stage on 32 students, a significant increase in moral actions was found with an average score that jumped from 65.12 in the pretest to 84.56 in the posttest. This increase of 19.44 points is supported by an N-gain value of 0.71 which is in the high category and a significance of 0.000. Qualitatively, this program succeeded in increasing discipline consistency by 87% and social empathy by 81%. The main conclusion confirms that the synergy between interactive normative content and digital daily reflection features effectively builds a measurable and sustainable moral habitus. This innovation bridges the gap between students' understanding of ethical theory and their daily behavioral practices in a junior high school environment through the systematic use of technology. This medium supports the creation of a generation of intelligent and high-integrity learners.