Claim Missing Document
Check
Articles

Found 24 Documents
Search

Development of Hertovid (History Vertical Short Video) Based on YouTube Short on the Sendang Duwur Tomb Site Material for Students of SMAN 1 Paciran Lamongan Nabih Mufarrih; Najib Jauhari
Fajar Historia: Jurnal Ilmu Sejarah dan Pendidikan Vol 10 No 1 (2026): April
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/fhs.v10i1.31546

Abstract

The media becomes something important in the learning process. Technological development that has been used massively has an impact on efficiency in various aspects of life, should be utilized in the development of learning media. The purpose of this study is to develop a learning media called Hertovid (History Vertical Short Video) based on YouTube Shorts and evaluate its validity, feasibility of learning media, and effectiveness. Hertovid containing historical content of the Sendang Duwur Tomb Site. The development of Hertovid in this study uses the Research and Development (R&D) method, following Sugiyono's model. At the product design validation carried out by material expert validators, obtaining 94,5%, and the media expert obtained 91,1%. The subjects used in the product initial trial and the product usage trial were 31 students from class X-E2 SMAN 1 Paciran. The percentage of 85,73% obtained from the initial trial result and 86,45% from the usage trial result. From this study, data were obtained that Hertovid is a historical learning media that is very feasible to use in learning and effective in improving students' understanding of the Sendang Duwur Tomb Site content.
Menyemai Cara Berpikir Historis Melalui Kursus Sejarah Persilangan Budaya Untuk MGMP Sejarah Jawa Timur Deny Yudo Wahyudi; Slamet Sujud Purnawan Jati; Daya Negri Wijaya; Najib Jauhari; Shela Dwi Utari; Gentur Israj’ Maulana; Muhammad ‘Afwan Mufti; Privera Ajeng Ersanda; Shovi Wiranata Febriani
Future Academia : The Journal of Multidisciplinary Research on Scientific and Advanced Vol. 3 No. 2 (2025): Future Academia : The Journal of Multidisciplinary Research on Scientific and A
Publisher : Yayasan Sagita Akademia Maju

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61579/future.v3i2.470

Abstract

Penelitian ini bertujuan untuk memberikan pendampingan kepada guru guna memberikan penyadaran sejarah. Meskipun banyak guru yang sudah memiliki dan menghayati nilai-nilai toleransi, keterbukaan, dan kerjasama dalam kehidupannya. Akan tetapi, kebanyakan masih belum tahu caranya mengaplikasikan atau merelevansikan kondisi di masa lalu dan masa kini. Bahkan beberapa guru masih rancu dalam memahami konsep, teori, dan contoh kasus sejarah persilangan budaya. Oleh karena itu, tim penelitian berupaya untuk memfasilitasi kesenjangan pengetahuan itu dengan mengorganisasikan sebuah kursus sejarah persilangan budaya. Penelitian ini dilaksanakan dengan mengikuti beberapa langkah: (1) Analisis Situasi; (2) Rekomendasi Kegiatan; (3) Perancangan kurikulum dan perangkat pembelajaran untuk kursus sejarah persilangan budaya Nusantara via Google Classroom; (4) Penyusunan Buku Saku “Identitas Hibrida Masyarakat Ambon”; (5) Promosi kegiatan; (6) Penjaringan peserta kegiatan; (7) Pelaksanaan Kursus; (8) Evaluasi kegiatan penelitian by google form; (9) pengumpulan infografi sejarah; dan (10) Rencana tindak lanjut kegiatan. Sebagai tindak lanjut, kegiatan ini akan tetap dilakukan tahun depan dengan tetap menggandeng MGMP Sejarah Jawa Timur, Secara bersambung, tim penelitian akan tetap berkoordinasi dengan MGMP Sejarah Jawa Timur untuk menentukan lokasi kegiatan tahun depan, Tim penelitian akan mengombinasikan kegiatan luring (diskusi panel dan ekskursi situs) dan daring (via webinar).
IMPLEMENTASI MEDIA DIORAMA UNTUK MENUMBUHKAN KREATIVITAS SISWA DALAM PEMBELAJARAN IPS Devi Sri Wahyuni; Jauhari, Najib
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.v11i03.59431

Abstract

This study aims to describe the implementation of diorama media in fostering students' creativity in social studies (IPS) learning in class VIID of SMPN 19 Malang. The background of this research is the low creativity and enthusiasm of students when social studies material is delivered only through lecturing and textbooks, so that concrete and visual learning media are needed to stimulate students' imagination and creative expression. This research used a qualitative approach with a descriptive method. Data were collected through documentation and interviews with students of class VIID SMPN 19 Malang, then analyzed through data reduction, data display, and conclusion drawing. The results show that the implementation of diorama media was carried out through three stages, namely planning, making the diorama, and presenting the work, and was proven to increase students' creativity, which can be seen from the variety of ideas, the composition of objects, the use of materials, and students' confidence in presenting their work. This study concludes that diorama media is an effective alternative learning media to foster students' creativity in social studies learning at the junior high school level.
PENGEMBANGAN MEDIA PEMBELAJARAN KONEKSI (KARTU EDUKASI INTERAKTIF KODEWI) UNTUK MENINGKATKAN MOTIVASI SISWA KELAS VII Siti Komala Dewi; Najib Jauhari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 3 (2026): Volume 11 No. 3, September 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i3.59873

Abstract

Interesting and interactive learning media is an important factor in increasing students motivation to learn in social studies subjects, especially material on socio-cultural diversity in society.The low motivation and lack of student involvement in the learning process prompted this research to develop an interactive learning media in the form of a domino card game called KONEKSI (Kodewi Interactive Education Cards). So far, social studies learning tends to use the lecture method so that students easily feel bored and less active participating in learning. Therefore, it is necessary to innovate learning media that can improve student learning so that they are encouraged to participate actively, show high enthusiasm, and be optimally involved in the learning process. This research aims to develop KONEKSI learning media to increase the learning motivation of seventh-grade students. This research uses the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. KONEKSI media was developed by applying the Game Based Learning (GBL) approach so that students can learn while playing through the activity of matching domino cards with questions and answers. The validation results show that this media is very suitable for use with a validation percentage of material experts of 94% and validation of media experts of 92%. The implementation of media in seventh grade students showed an increase in student learning motivation of 91% with a very high category. KONEKSI media is also able to create a more active, enjoyable, and interactive learning atmosphere so that students can learn. Further research is recommended to develop KONEKSI media in digital form to make it more flexible and easy to use in technology-based learning.