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Penyuluhan Nilai-nilai Perjuangan Melalui Tugu Gerilyawan Pejuang 1945 Pada Masyarakat Koto Tangah Kota Padang kaksim kaksim; meldawati meldawati; zulfa zulfa; refni yulia
RANGKIANG: Jurnal Pengabdian Pada Masyarakat Vol 5, No 1 (2023)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/rangkiang.2023.v5i1.7127

Abstract

Koto Tangah Subdistrict is the district with the largest area among other districts in the city of Padang. As the largest subdistrict, it has various potentials in terms of territory, tourism, markets, education, healthcare facilities, and others. In addition to these potentials, based on its history, Koto Tangah Subdistrict has been considered important long before it became the city center. This can be seen from the emergence of prominent figures, especially during the physical revolution era. During this period, various movements occurred to defend Indonesia's independence, and there were numerous instances of resistance from the Koto Tangah fighters in the form of guerrilla warfare. The guerrilla resistance is evident through the existence of the "Tugu Perjuangan Grilya Pejuang 1945" (Guerrilla Struggle Monument of the 1945 Fighters), located at Keluaran Lubuk Minturun, precisely at Simpang Tiga Lubuk Minturun. In this regard, it is important to provide education and outreach to the community, especially the younger generation in the Koto Tangah area, to instill a sense of nationalism in the nation's children. Therefore, it is essential to conduct education and outreach to the public about the significance of the monument as evidence of the people's struggle in Koto Tangah.
Pengembangan Media Pembelajaran Interaktif Spinning Wheel Game Berbantuan Power Point Pada Mata Pelajaran Sejarah Kelas XII IPS SMAN 19 Tebo Devi Nur Prawesti; Liza Husnita; Meldawati Meldawati
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4170

Abstract

This article aims to describe the development of an interactive learning Spinning Wheel Game, assisted by Power Point, and to test the validity and feasibility of the Spinning Wheel Game media assisted by Power Point. This study uses research and development methods (Research and Development). With the 4D model, it has four stages: Define, Design, Develop, and Disseminate. The following are the results of the study: First, the validity test by an expert in a very valid category obtained a percentage of 84.37% from various aspects of the assessment. Aspects of feasibility include the material percentage of 85%, the feasibility aspect of the language percentage of 75%, and the feasibility aspect of the media percentage of 95%. Second, the practicality test by the teacher, with a percentage level of 85.41%, is "very practical". A Student response questionnaire totaling 28 students obtained a percentage of 84.01% with the title "very practical". The conclusion of this research is that the development of learning media at the definition (Planning) stage is carried out by analyzing students, analyzing curriculum, and analyzing material. In the Develop stage, media selection, format selection, material preparation, and instrument design were carried out, these steps, the development of an interactive Spinning Wheel Game for assisted learning was obtained from Power Point.
Pengembangan Media Komik Digital pada Pembelajaran Sejarah Kelas X SMA Negeri 2 Tilatang Kamang pada Peradaban Awal di Kepulauan Indonesia Randa Ferdiansyah; Zulfa Zulfa; Meldawati Meldawati
Indo-MathEdu Intellectuals Journal Vol. 4 No. 2 (2023): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v4i2.165

Abstract

This study aims to overcome the lack of enthusiasm for learning in history subjects at SMA 2 Negeri Tilatang Kamang. The focusis evaluating the validity and quality of digital comic media as a history learning tool in class X E.2. The method used is research and development with a 4-D model (Define, Design, Development, Disseminate). The research participants were 22 students of class X E.2 who were studying history. The results showed that digital comic media had very good validity with an average score of 83.4%, including material aspects (91.6%), language eligibility (80.3%), and media eligibility (78.4%). The practicality of the media is positively evaluated by the teacher with a score of 86.8% and by students with a score of 88.16%, indicating that this media is very practical in the learning process. In conclusion, this digital comic media has high validity, good practicality, and the potential to increase students' learning motivation in history subjects. This research produces innovative and effective learning tools to overcome challenges in learning history.
Teachers' Obstacles in Creating History Learning Tools for the Kurikulum Merdeka at Senior High School 2 Ranah Batahan Pono Pono; Meldawati Meldawati; Juliandr Kurniawan Junaidi
AR-RUMMAN: Journal of Education and Learning Evaluation Vol 1, No 2 (2024): Desember 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/arrumman.v1i2.3706

Abstract

This research is motivated by seeing the implementation of the independence curriculum in schools in Indonesia. The research method is a qualitative research method using observation techniques, interviews, documentation studies. The subject of this study is Osfia Roza, a history subject educator at SMAN 2 Ranah Batahan. The results of this study are as follows:The research conducted, it is known that SMAN 2 Ranah Batahan has several problems in implementing history lessons, such as problems with the curriculum, problems from educators and students or from facilities and infrastructure. With this problem, the achievement of learning objectives is delayed, but by knowing what the problem is, we can compare more effective activities so that the objectives of learning can be realized.
Development of Motion Graphic Animation Video Learning Media Assisted by Animakers Based on Problem Based Learning (PBL) in Demak Kingdom Material Reza Indah Lestari; Kasim Kasim; Meldawati Meldawati
Journal of Pedagogi Vol. 1 No. 4 (2024): Journal of Pedagogi - August
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/sssfhf48

Abstract

This research is motivated by the fact that active learning activities are still relatively low and the lack of use of learning media that utilize technology, especially in History subjects. The formulation of the problem in this study is how to design media development and implementation of animated video learning media Motion Graphics assisted by Animaker based on Problem Based Learning (PBL) on the material of the Kingdom of Demak. The purpose of this study is to describe the design of learning media development and implementation of animated video learning media . This research uses the research and development method (Research and Development) with the ADDIE model which consists of 5 (five) stages, namely Analysis , Design , Development , Implementation. and Evaluation . The results of this study indicate that the developed animated video learning media meets the criteria of "very valid" from material experts , media experts , and language experts, obtaining an average value of  90%. Furthermore, the assessment of the educator's practicality test obtained a value of 91% with the category of "Very Practical, whereas, practicality of students obtained a score of 93% with the category of "Very Practical". Based on the assessment of the questionnaire that has been filled out by the validator, educators and students, the animated video learning media Motion Graphics assisted by Animaker based on Problem Based Learning (PBL) that was developed has met the validity and practicality, so it can be concluded that this learning media is very suitable for use in learning.
Investigation Of Character Values In Students Through Festivals In Minangkabau Culture Subjects Berlian Permata Mudalensia; Liza Liza; Meldawati Meldawati
Journal of Pedagogi Vol. 1 No. 4 (2024): Journal of Pedagogi - August
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/k403b538

Abstract

This research aims to describe the instillation of character values in students through cultural festivals using a descriptive quantitative approach. Data collection was conducted through surveys, which assessed students' understanding of the character values imparted during various festival activities, such as *baralek gadang*, *randai*, traditional dance, *manampih bareh*, and *petatah petitih*. The results reveal that the majority of students possess a good to very good understanding of these character values, as demonstrated by the data analysis, which showed a score of 87.54%. The research findings suggest that the Minangkabau cultural festival plays a significant role in shaping students' positive attitudes and character development by promoting important values like cooperation, tolerance, responsibility, and cultural pride. These results underscore the effectiveness of using local cultural practices as a means of character education. The integration of local wisdom, such as the Minangkabau festival, can enhance students' personal growth and moral development, making it a vital component in higher education curricula. The study highlights the broader benefits of embedding cultural traditions within the educational system to foster a stronger connection between students and their cultural heritage, while simultaneously building essential character traits
PELESTARIAN BENDA PENINGGALAN SEJARAH LUBANG JEPANG DI KELURAHAN GUNUNG PANGILUN KOTA PADANG Meldawati Meldawati; Refni Yulia; Livia Ersi; Zulfa Zulfa
Jurnal Abdimas Indonesia Vol. 3 No. 1 (2023): Januari-Maret 2023
Publisher : Perkumpulan Dosen Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53769/jai.v3i1.386

Abstract

Tujuan dari kegiatan Pengabdian kepada masyarakat ini yaitu memelihara kesadaran sejarah melalui pelestarian benda peninggalan sejarah. Metode pelaksanaan yang dilakukan dengan memberikan motivasi kepada masyarakat khususnya generasi muda tentang perlunya pelestarian bekas peninggalan sejarah, kemudian meningkatkan kesadaran sejarah terutama kepada generasi muda. Dari hasil wawancara yang kami lakukan setelah kegiatan ini berlangsung bahwa peserta kegiatan sangat anstusias, tercatat peserta kegiatan berjumlah 30 orang yang mana 12 orang dari kalangan tua (tokoh masyarakat) dan selebihnya kaum muda. Kontribusi atas terlaksananya kegiatan ini bagi masyarakat, agar masyarakat menyadari bahwa walaupun lubang jepang merupakan peristiwa kelam dalam pembuatannya memaksa rakyat bahkan banyak rakyat Indonesia yang meninggal untuk mewujudkan keinginan Jepang tersebut. Namun bekas sejarah ini menjadi bukti ketertindasan rakayat ketika Indonesia di jajah oleh Jepang. Rakyat harus mengetahuai bahkan Generasi muda Rakyat harus tetap menjaga dan meletarikan peningglan Jepang ini.