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Penerapan Model Pembelajaran Role Playing Dalam Meningkatkan Keaktifan Belajar Peserta Didik Khalisa Khairida; Sujarwo; Desy Safitri
ARIMA : Jurnal Sosial Dan Humaniora Vol. 2 No. 4 (2025): Mei
Publisher : Publikasi Inspirasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62017/arima.v2i4.4760

Abstract

Penelitian ini bertujuan untuk menganalisis efektivitas model pembelajaran role playing dalam meningkatkan keaktifan belajar peserta didik. Metode yang digunakan adalah kajian literatur dengan menganalisis berbagai hasil penelitian empiris terkait penerapan role playing di berbagai jenjang pendidikan. Hasil penelitian menunjukkan bahwa model role playing secara signifikan mampu meningkatkan partisipasi aktif siswa, seperti keterlibatan dalam diskusi, kerjasama kelompok, dan keberanian menyampaikan pendapat. Beberapa studi, seperti yang dilakukan oleh Sely Oktaria (2017) dan Ismawati Alidha Nurhasanah,dkk (2016), mencatat peningkatan keaktifan belajar hingga 89% dan ketuntasan hasil belajar hingga 92,31%. Selain itu, model ini juga mendorong pengembangan keterampilan abad 21, termasuk komunikasi, kolaborasi, dan pemecahan masalah. Meskipun memerlukan persiapan yang matang dan waktu yang relatif lama, role playing terbukti efektif menciptakan pembelajaran yang menyenangkan dan bermakna. Dengan demikian, model ini dapat dijadikan sebagai alternatif strategi pembelajaran inovatif untuk meningkatkan keterlibatan siswa dan kualitas pembelajaran. 
PENGARUH POSITIF BUDAYA K-POP TERHADAP REMAJA Fathiyah Rahmah; Desy Safitri; Sujarwo
ARIMA : Jurnal Sosial Dan Humaniora Vol. 2 No. 4 (2025): Mei
Publisher : Publikasi Inspirasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62017/arima.v2i4.4779

Abstract

Budaya K-Pop merupakan fenomena budaya korea di tingkat global yang mempengaruhi dunia internasional. Dalam dekade terakhir, gelombang Hallyu atau "Korean Wave" telah memasuki kehidupan sehari-hari banyak remaja di seluruh dunia, termasuk Indonesia. K-POP adalah singkatan dari Korean POP, adanya istilah ini mengacu pada musik populer dari Korea Selatan yang mencakup dari berbagai genre musik. K-POP ini juga merupakan ungkapan yang sering digunakan untuk mendeskripsikan jenis musik, lagu, dan tarian yang diproduksi oleh seorang idol dari Korea Selatan, termasuk girl grup, boy band, dan artis solo. Tujuan Penelitian ini adalah untuk mendeskripsikan secara kualitatif pengaruh positif budaya K-Pop terhadap remaja. Pendekatan yang digunakan dalam penelitian ini adalah metode penelitian kualitatif dan didukung oleh survei literatur. Hasil penelitian menunjukkan bahwa budaya K-Pop memiliki pengaruh positif terhadap remaja yaitu membuat remaja menguasai bahasa korea, memiliki banyak teman, termotivasi, memiliki usaha dari K-Pop, menjadi Inspirasi di dunia fashion, dan dapat mengetahui citra diri.
Effectiveness of Using Mnemonic Methods to Improve Student Learning Outcomes in Social Sciences Subjects Andini Silviana Putri; Desy Safitri; Sujarwo
AIQU: Journal Multidiscipliner of Science Vol. 2 No. 2 (2024): JUNE, AIQU: Journal Multidiscipliner of Science
Publisher : Institute Journal and Publication Muhammadiyah University of Buton

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Abstract

and Final Semester Summative Assessment (ASAS) in the Social Sciences subject class VII A Odd Semester 2023/2024 Academic Year at SMP Negeri 163 Jakarta, it shows that the average test score is still low or does not meet the Minimum Completeness Criteria (KKM), namely 77. This research was conducted in class VII-A of SMP Negeri 163 Jakarta for two months from March to April 2024. The aim of the research was to improve the learning outcomes and activity of class VII A students at SMP Negeri 163 Jakarta. The research method used is classroom action research, with data collection techniques through written tests, observation and documentation. The results of this research show that: 1) Using the Mnemonic Method in Social Sciences subjects can improve student learning outcomes. It is known that in cycle 1, the percentage of student learning outcomes was 31% with an average learning outcome of 71.25. In cycle 2 it increased to 53% with an average learning outcome of 76.94 and in cycle 3 there was an increase to 78% with an average learning outcome of 83.33. 2) The use of the Mnemonic Method also increases student activity in the aspects of asking, answering and assignments.
Use of Gallery Type Active Learning Strategies in Improving Social Studies Learning Outcomes in Junior High School Students Allya Nurramadhan; Abdul Haris Fatgehipon; Sujarwo
AIQU: Journal Multidiscipliner of Science Vol. 2 No. 2 (2024): JUNE, AIQU: Journal Multidiscipliner of Science
Publisher : Institute Journal and Publication Muhammadiyah University of Buton

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Abstract

The role of the teacher in learning is also very important to help students understand and grasp the material that has been presented. Teachers need students who are active and have self-confidence in order to produce two-way learning. Implementing teacher-centered learning can lead to passive classroom conditions. Students tend to get bored with learning, and create unconducive classroom conditions. As a result, students cannot maximize their learning outcomes according to the criteria. Teachers as educators must use several methods to see the development of student learning outcomes and also increase student activity This study was carried out because it saw that the learning outcomes in social studies subjects of students were still low and had not reached the minimum criteria score.  This research aims to improve the learning outcomes of students in grades VII-C at SMPN 163 Jakarta. This type of research is a class action research that is carried out in three cycles. The results showed that the use of the Gallery type active learning strategy could increase learning outcomes by 28% in cycle 1, 50% in cycle 2, and 83% in cycle 3.
Romantisme Tanpa Komitmen: Studi Kasus Relationship Tanpa Status di Kalangan Mahasiswa FISH UNJ Evant Anwar fahrezi; Desy Safitri; Sujarwo Sujarwo
Jurnal Intelek Insan Cendikia Vol. 3 No. 04 (2026): April 2026
Publisher : PT. Intelek Cendikiawan Nusantara

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Abstract

Fenomena romantisme tanpa komitmen atau hubungan tanpa status semakin berkembang di era digital, terutama di kalangan mahasiswa. Di lingkungan mahasiswa, khususnya mahasiswa Fakultas Ilmu Sosial dan Hukum (FISH) Universitas Negeri Jakarta, interaksi intens dalam kegiatan akademik maupun non-akademik mendorong munculnya relasi yang menyerupai hubungan romantis namun tanpa kejelasan status. Penelitian ini bertujuan untuk memahami dinamika romantisme tanpa komitmen di kalangan mahasiswa FISH UNJ, termasuk motif keterlibatan, bentuk interaksi, serta dampaknya terhadap aspek emosional, sosial, dan akademik. Penelitian dilakukan dengan pendekatan studi kasus guna menggali pengalaman personal mahasiswa secara mendalam. Hasil penelitian diharapkan dapat memberikan pemahaman komprehensif mengenai relasi romantis modern serta menjadi acuan bagi kampus, konselor, dan pihak terkait dalam mengembangkan edukasi relasi sehat dan berkesadaran.
Pemberdayaan Bagi Guru Dalam Membuat Educandy Untuk Asesmen Diagnostik Siswa Nurzengky Ibrahim; Desy Safitri; Sujarwo; Arita Marini; Iqbal Pratama; Lutfia Alfityanti
Jurnal Ragam Pengabdian Vol. 2 No. 2 (2025): Mei-Agustus
Publisher : Lembaga Teewan Journal Solutions

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/kv4knz90

Abstract

Technological developments have penetrated various aspects of life, including education and learning. The development of digital technology can be utilized to facilitate teachers in the learning process and learning assessment. Therefore, teachers need to adapt and improve literacy in utilizing technology for learning purposes in the digital age. Activities that can guide teachers in improving these competencies are needed through community service activities. This community service activity aims to empower teachers in designing and using Educandy as an interactive and effective diagnostic assessment medium to evaluate students' initial understanding. Through this empowerment activity, teachers are introduced to the concept of diagnostic assessment and the technical steps for creating game-based quizzes through the Educandy platform. The method used is providing training and guidance to teachers at SMP Negeri 2 Jakarta. The results of this empowerment activity not only improve teachers' digital literacy but also encourage innovation in learning strategies that are adaptive to students' needs and increase student interest in participating in learning evaluations through a fun approach.