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KERUKUNAN ANTARA JEMAAT GEREJA KRISTEN JAWA (GKJ) SLAWI DENGAN MASYARAKAT MUSLIM DI DESA BALAPULANG KULON KABUPATEN TEGAL Christian Putra, Galih Mahardika
Forum Ilmu Sosial Vol 42, No 2 (2015): December 2015
Publisher : Faculty of Social Science, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/fis.v42i2.9332

Abstract

There is a harmony formed between congregations in BalapulangKulon village. This article intends to study a form of harmony and socio-cultural factors that influence the occurrence of the harmony. This study uses qualitative methods. Location of the study wasBalapulangKulon village, Tegal regency. Subjects were resident congregations and local Muslims. Research informants are boards of Gereja Kristen Jawa (Javanese Christian Church) Slawi, Islamic religion leaders and village officials. Data collection techniques used is observation, interviews, and documentation. The validity of the data usessource triangulation techniques. Techniques of data analysis include data collection, data reduction, data presentation, and verification. Form of harmony between the Muslim and church congregations in BalapulangKulon village is a joint effort and deliberation. Socio-cultural factors are the same region of residence, kinship, tolerance, community performance position, economic interests, self-awareness, and education. Suggestion for BalapulangKulon village government should be able to provide the same rights in society for Muslims and Javanese Christian Church congregation in Slawi and eliminate domination efforts against Christianity who belong to minorities so that inter-religious harmony can be maintained.
PENDAMPINGAN BLENDED LEARNING BERPUSAT PADA KEMAMPUAN LITERASI DAN NUMERASI BAGI GURU SD Trimurtini Trimurtini; Nursiwi Nugraheni; Nugraheti Sismulyasih Sb; Galih Mahardika Christian Putra; Kurniana Bektiningsih
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 4 No 4 (2021): APTEKMAS Volume 4 Nomor 4 2021
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (208.373 KB) | DOI: 10.36257/apts.v4i4.4264

Abstract

The problems faced by two private schools that have almost the same characteristics, namely SDK Girisonta and SDK Genuk, are implementing distance learning and limited face-to-face learning during the COVID-19 pandemic and preparing AKM (minimum competency assessment) including literacy and numeracy skills. The solution to overcome these problems is blended learning training and mentoring centered on literacy and numeracy skills. The method of implementing the Participatory Action and Learning System method includes awareness, capacity building, mentoring and institutionalization. Teachers' knowledge of blended learning, literacy and numeracy reaches 78 in the good category so they are ready to plan and implement. Learning tools with blended learning and focusing on literacy and numeracy, teachers design and implement them in the classroom during distance learning. Reflection on the results of implementation assistance shows that it is very successful in blended learning (92%), successful in focusing on literacy (81%) and less successful in focusing on numeracy (47%). The suggestion from this community service activity is that the success of blended learning is influenced by the readiness of schools, teachers, parents and students, so good communication and awareness of all parties are needed. Through a variety of electronic learning resources and online games that focus on literacy and numeracy, students accompanied by teachers and parents can learn optimally to develop their potential.
Implementasi Program Ekstrakurikuler Kesenian pada Jenjang Sekolah Dasar di Jawa Barat Moh Fathurrahman; Bandi Sobandi; Galih Mahardika Christian Putra
Jurnal Basicedu Vol 6, No 1 (2022): February, Pages 1-1500
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i1.2188

Abstract

Tujuan artikel ini adalah untuk mengungkap apa saja hal yang menjadi faktor pendukung dan penghambat dalam implementasi pembinaan ekstrakurikuler kesenian di sekolah. Metode yang digunakan dalam penelitian ini adalah metode deskriptif dengan sumber data dari 80 pengawas dan atau pelatih ekstrakurikuler kesenian yang bersal dari 27 kabupaten/kota di Jawa Barat. Teknik pengumpulan data dilakukan melalui angket. Hasil penelitian menunjukan: 1) Disdik kabupaten/kota telah memiliki kebijkan dan tatakelola implementasi pembinaan ekstrakurikuler kesenian  di sekolah  dasar mencapai 68.21%, kondisi ini perlu ditingkatkan. 2) Jenis ekstrakurikuler kesenian yang telah dilakukan pembinaan di sekolah di antaranya pada bidang seni rupa 65,50 %, Seni Musik (69,00 %), Seni tari (61,00%), dan seni teater (47,50%). Pembinaan ekstrakurikuler kesenian dikembangkan dengan memperhatikan kebutuhan siswa, memperkuat nilai-nilai budaya lokal, dan ketersediaan SDM serta SDA. 3) Pelaksanaan pembinaaan ekstrakurikuler sudah mendapat dukungan 72,60 % dari stakeholder. Selain itu, pelaksanaan pembelajaran ekstrakurikuler kesenian di sekolah menghadapi hambatan 59.25% yang berasal dari kebijakan disdik, kepala sekolah, guru, orang tua, minat siswa,biaya, fsilitas dan ketersdiaan SDM.
Menumbuhkan Sikap Multikulturalisme Remaja sebagai Bentuk Pendidikan IPS oleh Orang Tua Galih Mahardika Christian Putra; Fitria Dwi Prasetyaningtyas; Hadi Wiyono
Jurnal Prakarsa Paedagogia Vol 4, No 1 (2021): Juni 2021
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jpp.v4i1.6076

Abstract

Penelitian ini bertujuan untuk mengetahui tentang pandangan orang tua terhadap multikulturalisme, peran orang tua menumbuhkan sikap multikulturalisme kalangan remaja, sikap multikulturalisme di kalangan remaja, dan relevansi antara peran orang tua menumbuhkan sikap multikulturalisme kalangan remaja dengan pelaksanaan pendidikan IPS di Indonesia. Metode penelitian yang digunakan adalah metode kualitatif yang mendasarkan pada teori interaksionisme simbolik milik Hebert Blumer. Instrumen pengumpulan data dilakukan melalui observasi nonpartisipasi, wawancara mendalam dan dokumentasi tertulis atau foto.Teknik analisis data menggunakan tahapan proses analisis interaktif dalam penelitian kualitatif milik miles dan Huberman. Hasil penelitian menunjukkan para orang tua cenderung memandang multikulturalisme sebagai sesuatu yang dibutuhkan kalangan remaja dalam proses sosialnya. Peran orang tua menumbuhkan sikap mulrikulturalsime berupa pemberian keleluasaan dan dukungan dalam praktik pertemanan, serta keteladanan orang tua tentang sikap multikulturalisme dalam kehidupan sehari-hari. Sikap multikulturalisme kalangan remaja berupa sikap toleransi, tolong-menolong, menjunjung tinggi prisnsip kesetaraan dan mengutamakan dialog saat terjadi perselisihan. Terdapat relevansi antara peran orang tua dan  sikap multikulturalisme dengan tujuan pelaksanaan pendidikan IPS di Indonesia.
PENGEMBANGAN MEDIA SPINNING WHEEL BERBASIS UNITY PADA PEMBELAJARAN IPAS Hanafiah, Putri Arlisa; Christian Putra, Galih Mahardika
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.76971

Abstract

Media Pembelajaran IPAS terkait materi pembelajaran IPS kelas V SD Muhammadiyah Borobudur terdapat permasalahan pada penerapan media berbasis IT yang belum optimal. keterampilan kolaborasi pada pembelajaran yang merupakah salah satu penyebab peserta didik dapat belajar dengan aktif dan menyenangkan belum diterapkan pada pembelajaran IPAS. Oleh karena itu, pengembangan media pembelajaran dibutuhkan sebagai solusi dalam permasalahan tersebut. Tujuan dari penelitian ini adalah untuk mengembangkan media, menguji kelayakan, serta menguji keefektifan media pembelajaran Spinning Wheel berbasis Unity untuk meningkatkan keterampilan kolaborasi pada pembelajaran IPAS kelas V SD Muhammadyah Borobudur Kabupaten Magelang. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan Borg and Gall. Subjek pada penelitian ini adalah siswa kelas V SD Muhammadyah Borobudur Kabupaten Magelang. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dokumentasi, angket dan tes. Hasil penelitian menunjukkan bahwa desain pengembangan media Spinning Wheel berbasis Unity sangat layak dan sangat efektif digunakan dalam pembelajaran. dibuktikan dengan hasil uji kelayakan oleh ahli dengan presentase kelayakan pada media 90,63% dan materi 90,00% dengan kualifikasi sangat layak. Uji t berpasangan pada kelompok kecil dan besar juga mengindikasikan bahwa media ini efektif dalam meningkatkan keterampilan kolaborasi, dengan tingkat N-Gain yang tinggi. Berdasarkan hasil penelitian maka dapat disimpulkan bahwa media Spinning Wheel berbasis Unity layak dan efektif digunakan dalam pembelajaran untuk meningkatkan keterampilan kolaborasi peserta didik kelas V SD Muhammadiyah Borobudur Magelang. Saran peneliti adalah penyempurnaan media Spinning wheel berbasis unity pada pembelajaran peserta didik, sehingga mampu menghasilkan media pembelajaran yang lebih inovatif, kreatif dan menyenangkan. IPAS Learning Media related to social studies learning material for class V at SD Muhammadiyah Borobudur, there are problems with the application of IT-based media, which is not yet optimal. Collaboration skills in learning, which are among the reasons why students can learn actively and happily, have not been applied to science and science learning. Therefore, the development of learning media is needed as a solution to this problem. The aim of this research is to develop a design, test feasibility, and test the effectiveness of Unity-based Spinning Wheel learning media to improve collaboration skills in class V science and science learning at SD Muhammadyah Borobudur, Magelang Regency. This research uses the Research and Development (R&D) method with the Borg and Gall development model. The subjects in this research were fifth-grade students at SD Muhammadyah Borobudur, Magelang Regency. The data collection techniques used are observation, interviews, documentation, questionnaires, and tests. The results of the research show that the design for developing Unity-based Spinning Wheel media is very feasible and very effective for use in learning. Proven by the results of feasibility tests by experts with a feasibility percentage in the media of 90.63% and material of 90.00% with very feasible qualifications. Paired t-tests in small and large groups also indicated that this media was effective in improving collaboration skills, with a high level of N-Gain. Based on these results, it can be concluded that the Unity-based Spinning Wheel media is feasible and effective for use in learning to improve the collaboration skills of class V students at SD Muhammadiyah Borobudur Magelang. The researcher's suggestion is to improve the unity-based Spinning Wheel media in student learning so that it can produce learning media that is more innovative, creative, and fun.
PENGEMBANGAN MEDIA BERBASIS POWTOON MODEL GI UNTUK MENINGKATKAN HASIL BELAJAR IPS KELAS V Firdaus, Yusuf Ananda; Christian Putra, Galih Mahardika
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.77453

Abstract

Abstrak Penlitian ini bertujuan untuk mengembangkan media berbasis Powtoon model GI untuk meningkatkan hasil belajar peserta didik kelas V SDN Sampangan 02 pada muatan pembelajaran IPS. Metode penelitian ini adalah research and development (R&D). Subek penelitian ini adalah guru kelas V dan 25 peserta didik kelas V SDN Sampangan 02. Teknik pengumpulan data yang digunakan berupa wawancara, data dokumen, angket dan dokumentasi. Analisis data dilakukan dengan uji kelayakan dan uji keefektifan media. Hasil uji kelayakan media oleh ahli materi materi memperoleh hasil 92% dan ahli media memperoleh 93% dalam kategori sangat layak. Hasil tanggapan guru memperoleh hasil 100% dan hasil tanggapan siswa 100% dalam kategori sangat layak. Hasil uji N-Gain sebelum dan sesudah pembelajaran mendapatkan hasil 0,62 dengan kriteria sedang, sehingga efektif digunakan untuk media pembelajaran. Simpulan dari penelitian ini media berbasis Powtoon model GI layak dan efektif digunakan dalam pembelajaran IPS. This research aims to develop Powtoon GI model based media to improve the learning outcomes of class V students at SDN Sampangan 02 on social studies learning content. This research method is research and development (R&D). The subjects of this research were class V teachers and 25 class V students at SDN Sampangan 02. The data collection techniques used were interviews, document data, questionnaires and documentation. Data analysis was carried out using feasibility tests and media effectiveness tests. The results of the media feasibility test by material experts obtained a result of 92% and media experts obtained 93% in the very feasible category. The results of the teacher's response were 100% and the student's response was 100% in the very appropriate category. The N-Gain test results before and after learning obtained a result of 0.62 with medium criteria, so it is effective for use as learning media. The conclusion from this research is that the Powtoon GI model based media is feasible and effective for use in social studies learning.
DEVELOPMENT OF QUARTET QR CODE CARD LEARNING MEDIA TO IMPROVE SOCIALSCIENCE LEARNING OUTCOMES FOR GRADE V ELEMENTARY SCHOOL Berlian Ghonia; Galih Mahardika Christian Putra
Jurnal Cakrawala Pendas Vol. 10 No. 3 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i3.9960

Abstract

This study uses a quantitative approach with R&D methods using the ADDIE development model. The aim of this study is to know the design, validity and effectiveness of the development of learning media of QR Code Quartet Cards. This research was conducted in the V class of SD State Wonosari 2, Semarang. The sample technique used was stratified random sampling used to select a sample with a stratured population of seven participants in a small-scale trial with details of two high-level, three middle-level and two low-level students. The data collection techniques used are nontest, which include observations, interviews, requests, qualifications and responses, as well as test techniques. The results of the media statistics test meet the eligibility aspects of 100% media expert rating (very eligible), 80.9% material expert selection. (very eligible). In addition to meeting the aspect of effectiveness proved by t-test pairs obtained a significance result of 0,00<0,05 so that H0 was rejected and Ha accepted. The N-Gain test got an average of 0.65 which belongs to the middle category and in a percentage of 65.16% so the interpretation belonging to the category is quite effective.
GURU DIGITAL: KONSERVASI SOCIOCULTURAL MELALUI PENGEMBANGAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS DIGITAL DI LINGKUNGAN SEKOLAH YAYASAN MA’ARIF NU MANGKANG KOTA SEMARANG Sayidatun Nisa, Aisyah Nur; Achmad Putri, Noviani; Ginanjar, Asep; Christian Putra, Galih Mahardika; Wiranto, Aan Probo; Aula, Nabilatul; Ailul Firdaus, Divangga; Rizal; Maulidiyyah , Siti Miftakhul
Sosiolium: Jurnal Pembelajaran IPS Vol. 6 No. 2 (2024): Oktober
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sosiolium.v6i2.26620

Abstract

Peran guru sangat krusial pada era digital sekarang ini. Segala informasi akan dengan mudah masuk dan diakses oleh peserta didik, baik itu informasi yang positif maupun yang negatif. Hal ini menuntut guru untuk mempunyai keterampilan mendesain pembelajaran yang memadukan teknologi digital dengan kearifan lokal sehingga proses pembelajaran dapat memberikan bekal kepada peserta didik bagaimana hidup di era digital dengan tidak tertinggal dari kemajuan IPTEK sekaligus tidak meninggalkan nilai-nilai kearifan lokal. Maka perlu adanya upaya dari pihak sekolah dan tim pengabdi untuk mendesain proses pembelajaran yang dapat memfasilitasi peserta didik sebagai digital native generations yang kehidupannya sangat erat dengan dunia digital dan penanaman nilai-nilai kearifan lokal sebagai bekal filter mandiri peserta didik dari terpaan kebudayaan luar yang masuk melalui internet. Metode yang digunakan pada  ini adalah Community Development Practice dengan prosedur terdiri dari perencanaan, pelaksanaan, evaluasi dan follow-up. Kegiatan terlaksana dengan baik, peserta berkolaborasi dengan tim mampu membuat dan mengembangkan media pembelajaran berbasis digital serta mengintegrasikan nilai-nilai kearifan lokal dan sosiocultural kedalam materi dan media pembelajaran berbasis digital. The role of teachers is very crucial in the digital era today. All information will be easily entered and accessed by students, both positive and negative information. This requires teachers to have the skills to design learning that combines digital technology with local wisdom so that the learning process can provide students with provisions on how to live in the digital era without being left behind by the progress of science and technology while not leaving behind the values ​​of local wisdom. There needs to be an effort from the school and the service team to design a learning process that can facilitate students as digital native generations whose lives are very close to the digital world and the instillation of local wisdom values ​​as provisions for independent filters for students from exposure to external culture that enters through the internet. The method used in this service is Community Development Practice with procedures consisting of planning, implementation, evaluation and follow-up. The activity was carried out well, participants collaborated with the team to be able to create and develop digital-based learning media and integrate local wisdom and sociocultural values ​​into digital-based learning materials and media.