Articles
PEMBUATAN LEMBAR KERJA PESERTA DIDIK (LKPD) BERBASIS PROJECT DENGAN HYBRID LEARNING UNTUK PENGUATAN PROFIL PELAJAR PANCASILA
Sumarmi Sumarmi;
Neni Wahyuningtyas;
Alfyananda Kurnia Putra;
Tuti Mutia;
Bayu Wijayanto
Jurnal Praksis dan Dedikasi Sosial (JPDS) Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang
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DOI: 10.17977/um032v6i1p1-9
PROJECT-BASED STUDENTS WORKSHEET TO ENHANCE STUDENTS' PANCASILA PROFILE IN HYBRID LEARNINGThe COVID-19 pandemic has had a changing impact on various aspects of life. One of them is the aspect of education which so far tends to be carried out in a conventional classical manner, which must develop towards digitalization. Therefore, this article discusses community service with the aim of improving the skills of teachers in schools under the auspices of YPK East Java in making project-based worksheets with hybrid learning to strengthen the profile of Pancasila students. The method adopted is empowerment through training and mentoring for teachers in schools under the auspices of YPK East Java with three stages namely preparation, implementation and follow-up. Based on an analytical study, the results of community service activities showed a positive impact on improving the skills of teachers in schools under the auspices of YPK East Java in making project-based worksheets with hybrid learning. Thus, teachers in schools have skills in implementing learning that is able to support strengthening the profile of Pancasila students.Pandemi COVID-19 memberikan dampak perubahan pada berbagai aspek kehidupan. Salah satunya yaitu aspek pendidikan yang selama ini cenderung dilaksanakan secara klasikal konvensional harus berkembang ke arah digitalisasi. Oleh karena itu, artikel ini membahas tentang pengabdian masyarakat dengan tujuan meningkatkan keterampilan guru-guru di sekolah yang ada di bawah naungan YPK Jatim dalam pembuatan LKPD berbasis project dengan hybrid learning untuk penguatan profil pelajar Pancasila. Metode yang ditempuh yaitu pemberdayaan melalui pelatihan dan pendampingan pada guru-guru di sekolah yang ada di bawah naungan YPK Jatim dengan tiga tahapan yaitu persiapan, pelaksanaan, dan tindak lanjut. Berdasarkan kajian analisis, hasil kegiatan pengabdian kepada masyarakat menunjukkan dampak positif pada peningkatan keterampilan guru di sekolah yang ada dibawah naungan YPK Jatim dalam membuat LKPD berbasis project dengan hybrid learning. Sehingga, guru di sekolah mempunyai ketrampilan dalam mengimplementasikan pembelajaran yang mampu mendukung penguatan profil pelajar Pancasila.
Video Blogging Technology : Pengembangan Media Pembelajaran Urban Farming dengan Contextual Approach
Alfyananda Kurnia Putra;
Widyana Pramesti;
Budi Handoyo
J-PIPS (Jurnal Pendidikan Ilmu Pengetahuan Sosial) Vol 9, No 2 (2023): JPIPS
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang
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DOI: 10.18860/jpips.v9i2.18419
Perkembangan teknologi yang pesat memberikan kesempatan untuk melibatkan teknologi dalam pembelajaran sebagai upaya meningkatkan kualitas pembelajaran. Integrasi antara teknologi dan pembelajaran dapat diimplementasikan melalui penggunaan media pembelajaran yang inovatif. Salah satu kendala pembelajaran geografi adalah sulitnya penyampaian materi ketahanan pangan nasional secara kontekstual, sehingga membutuhkan adanya visualisasi materi nyata yang dikaji berdasarkan kondisi suatu wilayah melalui media VLOG. Pengembangan VLOG diharapkan dapat memberikan kesempatan bagi siswa untuk mempelajari kondisi ketahanan pangan di lingkungan sekitar melalui media yang adaptif terhadap perkembangan teknologi. Tujuan penelitian ini yaitu untuk menghasilkan VLOG ketahanan pangan berbasis urban farming dengan pendekatan kontekstual yang layak. Metode pada penelitian menggunakan model pengembangan ADDIE. Uji validasi ahli menyatakan bahwa media VLOG layak dilanjutkan pada tahap uji coba kelayakan dengan syarat melakukan revisi kecil. Adapun tahap uji coba kelayakan media yang dilakukan oleh guru dan siswa SMAN 1 Geger Madiun menghasilkan nilai kelayakan sebesar 91,7% dan 86,2% yang menunjukkan bahwa media VLOG termasuk kriteria sangat layak dan dapat digunakan pada pembelajaran geografi tanpa revisi
Spatial Intelligence and Geographic Skills: REACT Model on Regional Development and Growth Materials
Risky Andias Oktavian;
Dwiyono Hari Utomo;
Alfyananda Kurnia Putra;
Yuswanti Ariani Wirahayu;
Syah Rizal
Abjadia Vol 8, No 1 (2023): Abjadia
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang
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DOI: 10.18860/abj.v8i1.18383
The REACT model is constructive contextual learning that emphasizes the meaning of learning and the knowledge built in students' minds. This study aims to determine the effect of the REACT model on students' Spatial Intelligence and Geographic Skills. This research uses Quasy Experimental with Posttest Only Control Group Design. The subjects used in the study were students of class XII Social Sciences 2 as an experimental class and XII Social Sciences 3 as a control class at Senior High School 10 Malang in the academic year 2022/2023. Determination of the sample using purposive sampling technique with the consideration of having a middle school final exam score that is almost the same. The research instrument uses an essay test referring to geographic skills and spatial intelligence indicators. Data analysis used the Independent-Sample T Test and the Mann-Whitney U Test with a significance level of 0.05. The significance value of the Independent-Sample T-Test for spatial intelligence shows an effect of the REACT learning model on students' spatial intelligence with a value of 0.004 0.05, with the spatial concept indicator having the highest influence. In contrast, the reasoning process indicator has the most effect low. The significance value of the Mann-Whitney U test geographical skill test shows an impact of the REACT learning model on students' spatial intelligence with a value of 0.004 0.05, with the indicator answering geographical questions having the highest impact, while the indicator asking geographic questions has the highest influence the lowest.
Spatial Intelligence and Geographic Skills: REACT Model on Regional Development and Growth Materials
Risky Andias Oktavian;
Dwiyono Hari Utomo;
Alfyananda Kurnia Putra;
Yuswanti Ariani Wirahayu;
Syah Rizal
Abjadia : International Journal of Education Vol 8, No 1 (2023): Abjadia
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang
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DOI: 10.18860/abj.v8i1.18383
The REACT model is constructive contextual learning that emphasizes the meaning of learning and the knowledge built in students' minds. This study aims to determine the effect of the REACT model on students' Spatial Intelligence and Geographic Skills. This research uses Quasy Experimental with Posttest Only Control Group Design. The subjects used in the study were students of class XII Social Sciences 2 as an experimental class and XII Social Sciences 3 as a control class at Senior High School 10 Malang in the academic year 2022/2023. Determination of the sample using purposive sampling technique with the consideration of having a middle school final exam score that is almost the same. The research instrument uses an essay test referring to geographic skills and spatial intelligence indicators. Data analysis used the Independent-Sample T Test and the Mann-Whitney U Test with a significance level of 0.05. The significance value of the Independent-Sample T-Test for spatial intelligence shows an effect of the REACT learning model on students' spatial intelligence with a value of 0.004 0.05, with the spatial concept indicator having the highest influence. In contrast, the reasoning process indicator has the most effect low. The significance value of the Mann-Whitney U test geographical skill test shows an impact of the REACT learning model on students' spatial intelligence with a value of 0.004 0.05, with the indicator answering geographical questions having the highest impact, while the indicator asking geographic questions has the highest influence the lowest.
Learn to create with Disaster Mitigation Digital Comics Project : Meningkatkan Kreativitas dan Hasil Belajar dengan Model Project Based Learning di SMAN 1 Kepanjen
Meliana Sasi Madyaningtyas;
Widya Ayu Rarassita Dewi;
Yuristya Dyah Indriani;
Alfyananda Kurnia Putra;
Eva Febriyanti
Jurnal Penelitian dan Pendidikan IPS Vol. 16 No. 2 (2022): Oktober
Publisher : Direktorat Pascasarjana Universitas PGRI Kanjuruhan Malang
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DOI: 10.21067/jppi.v16i2.7241
Abstract The purpose of this study is to develop a project-based learning model to support increased creativity and student learning outcomes in teaching and learning activities. Project-based learning (PjBL) is an effective learning method because it emphasizes contextual learning through complex activities. The focus of learning activities lies in concepts that involve students in problem solving investigations and tasks activities to develop creativity, provide opportunities for students to work to test their own knowledge, and achieve their goal of producing real products. The advantage is to develop communication and collaboration skills between students because through the activity of the learning model, students are able to unite opinions and respect each other's different opinions in achieving the main objectives of project implementation. The result of the product in the form of a comic from the creativity of a group of students. It is hoped that the application og the PjBL learning model will increase student creativity in working on the planned
PENGEMBANGAN WEB VIRTUAL TOUR BERBASIS ADVENTURE UNTUK BRANDING PANTAI PERAWAN DI KABUPATEN MALANG
Sumarmi Sumarmi;
Syamsul Bachri;
Alfyananda Kurnia Putra;
A.Riyan Rahman Hakiki;
Tabita May Hidiyah;
Sharina Osman
Jurnal Praksis dan Dedikasi Sosial (JPDS) Vol 6, No 2 (2023)
Publisher : Universitas Negeri Malang
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DOI: 10.17977/um032v6i2p172-183
DEVELOPMENT OF AN ADVENTURE-BASED VIRTUAL WEB TOUR FOR BRANDING PERAWAN BEACH IN MALANG DISTRICTMalang Regency has great natural tourism potential, especially its beach tourism. This is due to the construction of the Southern Crossing Line (JLS) to facilitate accessibility to coastal areas in southern Malang Regency. One of the beaches that has excellent potential is Perawan Beach. However, the potential of Perawan Beach has not been in line with the increase in the number of visitors. This is due to the lack of information about Perawan Beach's potential that is conveyed to potential visitors. In addition, Perawan Beach is also a beach that is not yet well known as a preferred beach tourist destination in Malang Regency. This service aims to develop an adventure-based virtual tour web for branding Perawan Beach, Sidoasri Village, Malang Regency. The method used to achieve this goal is to identify the potential of the Perawan Beach. Then, these potentials are made rides/tourism products offered to potential tourists through the digital web. To develop a digital web, data is taken in the form of photos and videos of the rides that have been made using a 360 camera for virtual presentation. The data is then compiled and packaged as attractive as possible which is then presented in the form of a virtual web as a branding of the Perawan Beach. The results of the service carried out, improving the Perawan Beach tourism manager and Sidoasri Village officials related to tourism management and promotion through adventure-based virtual tour web. Which in the end can increase revenue in tourism management at the Perawan Beach.Kabupaten Malang memiliki potensi wisata alam yang besar, terutama wisata pantainya. Hal ini disebabkan adanya pembangunan Jalur Lintas Selatan (JLS) untuk mempermudah aksesibilitas ke wilayah pesisir di Kabupaten Malang bagian selatan. Salah satu pantai yang memilki potensi besar adalah Pantai Perawan. Namun, potensi yang dimiliki Pantai Perawan tersebut belum sejalan dengan peningkatan jumlah pengujung. Hal ini disebabkan belum maksimalnya informasi terkait potensi Pantai Perawan yang tersampaikan ke calon pengunjung. Ditambah lagi, Pantai Perawan juga merupakan pantai yang belum begitu terkenal sebagai destinasi wisata pantai pilihan di Kabupaten Malang. Tujuan dari pengabdian ini yaitu mengembangkan web virtual tour berbasis adventure untuk branding Pantai Perawan Desa Sidoasri Kabupaten Malang. Metode yang digunakan untuk mencapai tujuan tersebut yaitu mengidentifikasi potensi-potensi yang dimiliki Pantai Perawan. Kemudian potensi-potensi tersebut dibuat wahana/produk wisata yang ditawarkan ke calon wisatawan melalui web digital. Untuk mengembangkan web digital dilakukan pengambilan data berupa foto dan video dari wahana yang sudah dibuat dengan menggunakan kamera 360 untuk penyajian secara virtual. Data tersebut kemudian disusun dan dikemas semenarik mungkin yang selanjutnya disajikan dalam bentuk web virtual sebagai branding Pantai Perawan. Hasil pengabdian yang dilakukan, meningkatkan manajemen pengelolaan dan promosi wisata pengelola wisata Pantai Perawan dan perangkat Desa Sidoasri melalui web virtual tour berbasis adventure. Dimana akhirnya dapat meningkatkan pendapatan dalam pengelolaan wisata di Pantai Perawan.
Innovation of Virtual Reality: Assistance in the Development of Tengger Heritage Journey as a Promotion of Sustainable Tourism Villages in Tosari
Diky Al Khalidy;
Alfyananda Kurnia Putra;
Hani Fuddin;
Johandi Rahma Rafani;
Aizul Haswin;
Bagus Sumantri
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol 7 No 3 (2023): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : Dewan Pimpinan Daerah (DPD) Perkumpulan Dosen Indonesia Semesta (DIS) Jawa Timur
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DOI: 10.36339/je.v7i3.771
Tosari Village is one of the tourism-supporting villages in the Bromo Tengger Semeru National Park (TNBTS) area and already has Sanja Tosari Village as a tourist village. Based on survey, observation, and interview activities, Sanja of Tosari Village has problems promoting tourism villages that still utilize personal and community social media. In addition, the promotion of tourist villages has also not utilized virtual reality technology due to minimal capacity and accessibility. The solution to problem partners is assisting the development and application of smart tourism virtual reality as a medium for promoting sustainable tourism villages. The stages of developing smart tourism virtual reality start from data collection, processing, product development, and product results carried out by partners. This community service activity results in a virtual reality-based Tengger Heritage Journey as a promotional medium for Sanja Tosari Village. With this community service activity, the management of the tourist village has the experience and ability to develop and utilize virtual reality in tourism activities.
MEDIA GOOGLE EARTH DENGAN PROBLEM BASED LEARNING BERPENGARUH TERHADAP KEMAMPUAN BEPIKIR SPASIAL SISWA SMA
Tuti Mutia;
Fatiya Rosyida;
Putra Kurnia Alfyananda;
Sahrina Alfi;
Purnamasari Safriani Wulan
GEOGRAPHY : Jurnal Kajian, Penelitian dan Pengembangan Pendidikan Vol 11, No 2 (2023): SEPTEMBER
Publisher : Universitas Muhammadiyah Mataram
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DOI: 10.31764/geography.v11i2.16943
Abstrak: Pembelajaran geografi menghasilkan siswa yang mampu berpikir spasial, sehingga dapat memahami lingkungan dengan baik. Penelitian ini bertujuan untuk mengetahui media Google Earth dengan Problem Based Learning berpengaruh terhadap kemampuan berpikir spasial siswa SMA. Jenis penelitian yaitu eksperimen semu dengan subjek penelitian siswa kelas XA dan XB SMA 1 Selong, Kabupaten Lombok Timur, Nusa Tenggara Barat. Teknik pengumpulan data penelitian ini menggunakan tes dengan instrumen berupa soal kemampuan berpikir spasial. Analisis data menggunakan uji T berbantuan SPSS 24. Hasil penelitian ini menyimpulkan bahwa penggunaan media Google Earth dengan Problem Based Learning berpengaruh terhadap kemampuan berpikir spasial siswa. Permasalahan spasial yang disajikan dalam media menggambarkan fenomena secara nyata, sehingga siswa dapat memahami materi dengan baik. Media Google Earth dengan Problem Based Learning mengarahkan siswa untuk memecahkan permasalahan spasial dan melatih siswa kreatif menemukan solusi dari fenomena geosfer, sehingga kemampuan berpikir spasial meningkat. Abstract: Geography learning produces students who are able to think spatially, so they can understand the environment well. This study aims to determine the Google Earth media with Problem Based Learning affects the spatial thinking ability of high school students. The type of research is a pseudo-experiment with research subjects of XA and XB high school students of SMA 1 Selong, East Lombok Regency, West Nusa Tenggara. The data collection technique used tests with instruments in the form of spatial thinking skills questions. The results of this study concluded that the use of Google Earth media with Problem Based Learning had an effect on students' spatial thinking skills. Spatial problems presented in the media describe real phenomena, so students can understand the material well. Google Earth media with Problem Based Learning directs students to solve spatial problems and trains students to creatively find solutions to geospheric phenomena, so that spatial thinking skills increase.
Genius Solar System: Media Pembelajaran Geografi Berbasis Interactive Multimedia untuk Siswa SMA
Alfyananda Kurnia Putra;
Rizki Dwi Anggraini;
Alfi Sahrina;
Diky Al Khalidy
Geodika: Jurnal Kajian Ilmu dan Pendidikan Geografi Vol 7 No 2 (2023): Desember 2023
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/geodika.v7i2.14519
Berdasarkan hasil analisis kebutuhan, sebanyak 92,6 siswa kesulitan pada materi dinamika planet bumi sebagai ruang kehidupan. Karakteristik materi dinamika planet bumi sebagai ruang kehidupan bersifat abstrak sehingga membutuhkan visualisasi agar dapat lebih jelas bagi siswa. Namun, media yang digunakan oleh guru tidak membantu siswa memvisualisasi dan belum pernah menggunakan interactive multimedia. Tujuan penelitian ini adalah menghasilkan produk media pembelajaran Genius Solar System berbasis interactive multimedia serta menguji kelayakan media yang dikembangkan. Metode pengembangan media menggunakan model ADDIE yang terdiri dari lima tahapan, yaitu analyze, design, development, implement, dan evaluation. Jenis data yang digunakan kualitatif dan kuantitatif. Dalam proses akumulasi data menggunakan angket, wawancara serta dokumentasi kegiatan dengan teknik analisis data berbentuk presentase. Produk media pembelajaran Genius Solar System akan melalui tahap uji coba kelayakan kepada 30 siswa kelas X IPS 5 di SMA Negeri 1 Lawang. Uji kelayakan oleh validator ahli media (91%) dan ahli materi (98%) terkategori sangat layak atau sangat valid. Sedangkan hasil uji coba kelayakan oleh siswa sebesar 88% dan guru sebesar 94%. Berdasarkan perolehan tersebut, dapat disimpulkan bahwa produk media Genius Solar System yang telah dikembangkan dapat dikategorikan atau dikatakan sangat layak atau sangat valid untuk dapat digunakan dalam proses pembelajaran.
Pengembangan Tourism Virtual Reality sebagai Optimalisasi Digital Promotion Green Economy Wisata Gumuk Pangroso Poncokusumo
Tasya Khairunisa;
Robby Hilmi Rachmadian;
Jordi Dermawan;
Mufid Zahir Hilmy;
Alfyananda Kurnia Putra
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol 4 No 3 (2023)
Publisher : Politeknik Piksi Ganesha Indonesia
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DOI: 10.37339/jurpikat.v4i3.1483
Gumuk Pangroso Gunung Sari Sunset (GSS) merupakan salah satu destinasi wisata green economy Kabupaten Malang yang berpotensi menjadi wisata unggulan. Namun, dalam pengelolaan wisata GSS ini, masih terdapat kendala yaitu minimnya kunjungan wisatawan akibat digital promotion yang belum optimal, sehingga berdampak negatif terhadap pendapatan masyarakat lokal. Sehubungan dengan hal itu, tujuan dari kegiatan pengabdian masyarakat ini adalah mengembangkan Tourism Virtual Reality (T-VR) untuk menyediakan digital promotion GSS yang lebih proporsional, sehingga dapat meningkatkan jumlah kunjungan wisatawan serta pendapatan masyarakat lokal wisata GSS. Metode yang digunakan adalah pengembangan, sosialisasi, pelatihan, dan evaluasi media promosi T-VR. Hasil dari kegiatan pengabdian ini adalah media digital promotion T-VR berbasis website yang dapat menjadi sosial media alternatif untuk mempromosikan objek wisata GSS secara massif dan imersif.