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Upaya Meningkatkan Pemahaman Toleransi Siswa Melalui Penerapan Model Problem Based Learning (PBL) Berbasis Isu Multikultural pada Pembelajaran Pendidikan Pancasila di Kelas XI SMAN 1 Sidemen Agung Kurniawan; Nur Wahyu Rochmadi; Didik Sukriono; Siti Awaliyah
SWARNA: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 6 (2026): SWARNA : Jurnal Pengabdian Kepada Masyarakat, Juni, 2026
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/swarna.v5i6.2569

Abstract

Understanding tolerance cannot be formed solely through oneway value transmission; rather, it requires a learning process that engages students in critical reasoning toward the reality of social plurality. This activity was implemented as an effort to strengthen students’ understanding of tolerance through the application of a Problem Based Learning (PBL) model based on local multicultural issues in Civic Education learning in class XI B of SMAN 1 Sidemen. The activity aimed to improve students’ tolerance understanding (civic knowledge) through a pedagogical intervention grounded in socio-cultural problems closely related to students’ daily lives.The implementation of this activity used a Classroom Action Research (CAR) design based on the spiral model of Kemmis and McTaggart, conducted in two participatory-reflective cycles. Quantitative data were collected using an essay-based cognitive test instrument with a rubric scale covering indicators C2–C5, while qualitative data were obtained through observation sheets of learning syntax implementation. The results of the activity show that exposure to ill-structured problems derived from local social dynamics, such as local–migrant relations and the sensitivity of the caste stratification system, was able to trigger cognitive dissonance, which contributed to the improvement of students’ reasoning quality. This is evidenced by an increase in the average learning outcomes from 58.12 in the Pre-Cycle stage to 72.50 in Cycle I, and reaching 83.15 in Cycle II. The classical completeness percentage also increased from 43.75% to 87.50%, exceeding the predetermined success indicator of ≥80%. Overall, the implementation of a PBL model based on local multicultural issues proved effective in dismantling learning misconceptions, reducing cultural bias, and shifting students’ learning orientation from textual memorization toward analytical thinking and problem-solving skills grounded in Pancasila values.
IMPLEMENTASI MEDIA BHINNECARD MODEL TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN HASIL BELAJAR PEMBELAJARAN PENDIDIKAN PANCASILA DI SMPN 1 REMBANG Salsabila Kurnia; Siti Awaliyah; Nur Wahyu Rochmadi
ACADEMIA: Jurnal Inovasi Riset Akademik Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/academia.v6i3.12775

Abstract

This study was motivated by the low learning outcomes of students in Pancasila Education at SMPN 1 Rembang, which were caused by teacher-centered learning practices and the limited use of innovative and interactive instructional media. The study aimed to improve students’ learning outcomes through the implementation of BhinneCard media integrated with the Teams Games Tournament (TGT) learning model. This research employed a quantitative approach using Classroom Action Research (CAR), which was conducted in two cycles. Each cycle consisted of four stages: planning, action, observation, and reflection. The research subjects were 32 students of class VIII A at SMPN 1 Rembang in the 2025/2026 academic year. Data were collected through observation, tests, documentation, and student response questionnaires. The findings revealed that the implementation of BhinneCard media combined with the Teams Games Tournament (TGT) model significantly improved students’ learning outcomes in Pancasila Education. In the first cycle, the average student score reached 74.06 with a learning mastery percentage of 71.87%. After improvements were made in the second cycle, the average score increased to 86.56 with a mastery percentage of 90.62%. In addition to improving learning outcomes, the use of BhinneCard media also enhanced students’ participation, group collaboration, and self-confidence during the learning process. Therefore, the implementation of BhinneCard media with the Teams Games Tournament (TGT) model was proven effective in creating an active, collaborative, interactive, and enjoyable learning environment in Pancasila Education. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar murid pada mata pelajaran Pendidikan Pancasila di SMPN 1 Rembang akibat pembelajaran yang masih berpusat pada guru serta kurangnya penggunaan media pembelajaran yang inovatif dan interaktif. Penelitian ini bertujuan untuk meningkatkan hasil belajar murid melalui implementasi media BhinneCard dengan model pembelajaran Teams Games Tournament (TGT). Penelitian menggunakan pendekatan kuantitatif dengan jenis Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Setiap siklus meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian terdiri atas 32 murid kelas VIII A SMPN 1 Rembang tahun ajaran 2025/2026. Teknik pengumpulan data dilakukan melalui observasi, tes, dokumentasi, dan angket respon murid. Hasil penelitian menunjukkan bahwa penggunaan media BhinneCard model Teams Games Tournament (TGT) mampu meningkatkan hasil belajar Pendidikan Pancasila secara signifikan. Pada siklus I, nilai rata-rata hasil belajar murid mencapai 74,06 dengan persentase ketuntasan sebesar 71,87%. Setelah dilakukan perbaikan pada siklus II, nilai rata-rata meningkat menjadi 86,56 dengan persentase ketuntasan mencapai 90,62%. Selain meningkatkan hasil belajar, media BhinneCard juga mampu meningkatkan keaktifan, kerja sama kelompok, serta kepercayaan diri murid selama proses pembelajaran berlangsung. Dengan demikian, implementasi media BhinneCard model Teams Games Tournament (TGT) dinyatakan efektif dalam menciptakan pembelajaran Pendidikan Pancasila yang aktif, kolaboratif, interaktif, dan menyenangkan.    
Character Education Practices At Al Azhar Islamic School Bumi Serpong Damai@Metland Imamur Risqi; Nur Wahyu Rochmadi; Suko Wiyono
Eduvest - Journal of Universal Studies Vol. 4 No. 8 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i8.1741

Abstract

Character education in schools is very necessary because character education is the core of education itself. Building character, it can't be done tomorrow. Therefore, character-based Character education in schools is very necessary, because character education is the main thing of education. This research was conducted to examine the practice of character education in schools. The purpose of this study is to describe the implementation of character education at Al Azhar BSD@Metland Islamic School in terms of 1) character education objectives; and 2) character education strategies. This research uses case study research method to answer these questions. The researcher acts as the main instrument and collects data by means of observation, in-depth interviews, and documentation. The research data came from the implementation of character education at Al Azhar BSD@Metland Islamic School. To ensure the legality of the data, this research applies triangulation of data sources, theories, and methodologies. The findings of this study imply that overall, the implementation of character education at Al Azhar BSD@Metland Islamic School has been carried out through habituation programs or routine activities applied by the school to its students, including character building activities in the form of teaching and learning activities carried out by educators with competencies in accordance with their fields and carried out regularly and on schedule. The policy implemented to fulfill this goal is to carry out 8 religious policies that have been effectively implemented at Al Azhar BSD@Metland Islamic School.
Development of spin card question media based on the canva website that is suitable for use in Pancasila education learning Kurniawati, Vanny Dwi; Suhartono, H. Edi; Rochmadi, Nur Wahyu
Jurnal Pendidikan PKN (Pancasila dan Kewarganegaraan) Vol. 7 No. 1 (2026): Juni 2026
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppkn.v7i1.103098

Abstract

Website-based spin card question media displays smart cards and quiz cards. Smart cards contain barcodes connected to the website, quiz cards contain questions related to learning materials. Development of learning media as a solution to the problem of low intrinsic motivation of students towards the material. Research on the development of website-based spin card question media was developed using the Borg & Gall research model with 9 stages. This research on the development of website-based Spin Card Question media at SMPN 1 Sambeng is very suitable for use in learning activities, especially in Pancasila Education subjects. The results of the feasibility assessment from material experts got a score of 75, media experts got a score of 92, language experts got a score of 90, users (teachers) got a score of 90 with, and trials on 30 students showed a significant increase in learning outcomes. The average pretest result was 63.20 to posttest 84.23 and p-value
Development of race of games teamwork (roger) learning model mediated by quizalize games for Pancasila education learning Novita, Ima; Rochmadi, Nur Wahyu; Suhartono, H. Edi
Jurnal Pendidikan PKN (Pancasila dan Kewarganegaraan) Vol. 7 No. 1 (2026): Juni 2026
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppkn.v7i1.103232

Abstract

This development research aims to produce a Race of Games Teamwork (ROGER) learning model mediated by quizalize games that is suitable for learning Pancasila Education. The development in this study uses the 4D Model procedure. The feasibility assessment of the learning model was carried out through a t-test on several syntax of the Race of Games Teamwork (ROGER) learning model mediated by quizalize games, namely the self-assessment stage obtained the results of t count 7.131 and t table was 1.699, the race stage obtained the result of t count of 9.394 and t table was 2.015, and the final stage of t calculation was 19,000 and t table was 6.313 based on these results, it can be concluded that the learning model The Race of Games Teamwork (ROGER) mediated by Quizalize Games is suitable for learning Pancasila Education.
Pengembangan Media Snake and Ladder Game Mission untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Kelas VII pada Materi Keberagaman Bangsa Indonesia Nerpianti Nete; Siti Awaliyah; Nur Wahyu Rochmadi
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 MODEL PEMBELAJARAN COOPERATIVE LEARNING TIPE TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN FLIP BOTTLE DAN KARTU SOAL SEBAGAI UPAYA MENINGKATKAN HASIL BELAJAR MATA PELAJARAN PENDIDIKAN PANCASILA SISWA KELAS XI SMK Fitria, Nia; Wahyu Rochmadi, Nur; Endah Mila Amiati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61009

Abstract

This research was motivated by the low learning outcomes and activeness of students in the Pancasila Education subject in grade XI TKJ 2 SMKN 2 Malang, which was found to be 15 out of 34 (44%) who achieved the Learning Goal Achievement Criteria (KKTP) and the average class score was only 68. This research aims to improve student learning outcomes through the application of the Teams Games Tournament (TGT) type Cooperative Learning model assisted by flip bottle media and question cards. This study uses the Kemmis and McTaggart model Class Action Research design in two cycles. In its implementation, students were divided into heterogeneous groups to discuss understanding the material, then participated in a tournament using flip bottles as a turn randomizer and question cards as a means of answering questions to obtain group points. Data was collected through learning outcome tests, observation of student activities, and documentation, then analyzed in a quantitative descriptive manner. The novelty of this research lies in the combination of flip bottle media as the fastest turn-based randomizer to open the content-based question cards of Pancasila Education at the vocational school level which has not been widely studied in previous TGT research. The results showed that the average score of students increased from 68 in the pre-cycle to 76 in the first cycle and 83 in the second cycle. The percentage of learning completeness also increased from 44% to 71% and 94%, thus exceeding the set success indicator of 80%. Thus, the application of the TGT model assisted by flip bottle media and question cards has proven effective in improving the learning outcomes of Pancasila Education for students in grade XI TKJ 2 SMKN 2 Malang. Keywords: Teams Games Tournament (TGT), cooperative learning , flip bottle, question cards, learning outcomes, Pancasila Education
UPAYA MENINGKATKAN KEAKTIFAN BELAJAR PESERTA DIDIK MELALUI MODEL PEMBELAJARAN PROJECT BASED LEARNING DALAM MATA PELAJARAN PENDIDIKAN PANCASILA Nusro Illahiya; Wahyu Rochmadi, Nur; Mila Amiati, Endah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61877

Abstract

This Classroom Action Research, utilizing the Kemmis and McTaggart spiral model, aimed to address low student engagement regarding the topic of "Harmony in Diversity" within the *Pancasila* Education subject. The study was conducted over two cycles with 34 students from the Class XI Social Work 1 program at SMKN 2 Malang, integrating the Project-Based Learning (PjBL) model, manual mind mapping, and the Gallery Walk method. Data collected through observation, tests, and documentation were analyzed using both qualitative and quantitative descriptive methods. The results showed that student engagement surged from 26.47% (pre-cycle) to 58.83% (Cycle I), reaching 85.29% in Cycle II. Concurrently, the average class engagement score rose from 52.40 ("less active") to 71.20 ("active") in Cycle I, and further to 83.90 ("highly active") in Cycle II. This improvement was driven by the completion of case-based student worksheets (LKPD), the creation of manual mind maps, and Gallery Walk activities utilizing the "Two Stars and a Wish" strategy. Thus, the combination of PjBL, manual mind mapping, and Gallery Walk proved effective in enhancing student learning engagement.
IMPLEMENTASI MODEL PEMBELAJARAN PROJECT BASED LEARNING (PJBL) BERBASIS PENDEKATAN DEEP LEARNING UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK Abelda Fauzia Sasabela; Wahyu Rochmadi, Nur; Mila Amiati, Endah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.62955

Abstract

This research is motivated by the low active involvement and learning outcomes of class X students of SMK Negeri 2 Malang in the Bhinneka Tunggal Ika material, shown by the average pre-cycle score of 70.00 with a classical completeness of 0% against KKM 80. This Classroom Action Research (PTK) aims to describe the implementation of the Project Based Learning (PjBL) model combined with a deep learning approach and test its effectiveness in improving student learning outcomes. The research subjects were 36 students of the Nursing and Caregiving Support Services (LPKC) expertise program. Data were collected through observation, written tests, and documentation, then analyzed descriptively with qualitative and quantitative approaches in two action cycles. The results showed a consistent increase: the average score increased from 70.00 (0% complete) in the pre-cycle to 73.00 (41.67% complete) in the first cycle, and reached 84.50 (100% complete) in the second cycle, accompanied by an increase in motivation, group cooperation, and the courage of students in conveying their aspirations. The combination of PjBL and deep learning has proven to be effective in optimizing learning outcomes and active involvement of students in diversity materials.
Development of a pocketbook for the prevention of bullying in school Sarah Kartini Izach; Nur Wahyu Rochmadi; Edi Suhartono
Inovasi Kurikulum Vol. 21 No. 3 (2024): Inovasi Kurikulum, August 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i3.71504

Abstract

The phenomenon of bullying in schools is often overlooked despite its significant negative impacts on victims, such as low self-esteem and risk of depression. This study aims to develop a pocketbook as a bullying prevention medium at SMA Muhammadiyah 10 Surabaya. Using the ADDIE model, the study involves five stages: analysis, design, development, implementation, and evaluation. The school's need for bullying prevention materials was identified in the analysis stage. The pocketbook design was developed using Canva, encompassing relevant and engaging content. The pocketbook was then implemented through socialization in the school. Evaluation was conducted through expert validation and feedback from teachers and students. Validation results indicated that the pocketbook is highly rated and suitable for use. Feedback from teachers and students showed very high scores, indicating that the pocketbook effectively enhances understanding of the importance of preventing bullying behavior. The pocketbook uses colored images and structured content to enhance student engagement and comprehension. With this pocketbook, a safe and comfortable learning environment is hoped to be created, fostering a culture of mutual respect in schools. The pocketbook can serve as a tool in socialization and strengthening material on bullying prevention in schools.   Abstrak Perundungan adalah fenomena yang marak terjadi di lingkungan sekolah dan memberikan dampak negatif yang signifikan bagi korban, seperti ketidakpercayaan diri, rendahnya harga diri, dan bahkan risiko kematian. Penelitian ini bertujuan untuk mengembangkan sebuah buku saku yang efektif untuk mencegah perilaku perundungan di sekolah. Penelitian ini menggunakan model pengembangan ADDIE yang meliputi lima tahapan: analisis, desain, pengembangan, implementasi, dan evaluasi. Pada tahap analisis, kebutuhan sekolah akan materi pencegahan perundungan diidentifikasi. Pada tahap desain, materi buku saku dirancang dengan mempertimbangkan aspek visual dan konten yang relevan. Tahap pengembangan melibatkan pembuatan buku saku menggunakan aplikasi Canva, sementara tahap implementasi dilakukan melalui sosialisasi kepada guru dan siswa. Tahap evaluasi melibatkan validasi oleh ahli dan pengumpulan tanggapan dari guru serta siswa. Hasil validasi menunjukkan bahwa buku saku ini dinilai sangat baik dan layak digunakan. Tanggapan guru dan siswa juga menunjukkan nilai yang sangat tinggi, menandakan bahwa buku saku ini efektif dalam memberikan pemahaman tentang pentingnya mencegah perilaku perundungan. Penggunaan gambar berwarna dan konten yang terstruktur dalam buku saku membantu meningkatkan keterlibatan dan pemahaman siswa. Dengan adanya buku saku ini, diharapkan tercipta lingkungan belajar yang aman dan nyaman serta mendorong budaya saling menghargai di sekolah. Buku saku ini dapat dijadikan sebagai alat bantu dalam sosialisasi dan penguatan materi tentang pencegahan perundungan di sekolah. Kata Kunci: perundungan; pencegehan perundungan; buku saku