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Critical Portrait of Vocational High School Accounting Teachers Sustainable Awareness in Indonesia Sri Sumaryati; Ivada, Elvia; Susanti, Asri Diah; Nurhaini, Lies
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 3 (2024): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v26i3.51380

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about their actions’ environmental and social impact, Education teaches students to think critically and responsibly towards the surrounding environment. Therefore, as the spearhead of education, teachers must be aware of sustainability education, so that they can teach it to their students Hence. This research explores the knowledge, attitudes, and behaviors towards sustainable awareness, especially in accounting teachers, and analyzes the interdimensional relationship to sustainable awareness.  This research uses a quantitative approach with a survey type of research. The data source for this study is 277 Vocational High School accounting teachers from the program of the institution's accounting and finance expertise, consisting of 239 females, and 38 males. They all participated in Teacher Professional Education at Universitas Sebelas Maret  Surakarta in 2023. The instrument used in this study is the Sustainability Consciousness Questionnaire (SCQ), developed by Gericke et al. in 2019. As a result of this study, teachers have knowledge about sustainable awareness that is followed up with sustainable attitudes and behaviors even though they are not optimal. This result can be seen from the high average score on knowledge of sustainable awareness, not followed by a high score on sustainable attitudes and behaviors. The study results show that each component's scores are 3.44, 3.17, and 3.13. This means that knowledge of sustainable awareness is not balanced with sustainable attitudes and behaviors.
Transforming Science Education through Gamification: A Systematic Analysis of Trends, Impacts, and Implications Zarror, Afif Fauzan; Sumaryati, Sri; Sukmawati, Fatma
Proceeding of International Conference on Biology Education, Natural Science, and Technology 2025: Proceeding of International Conference on Biology Education, Natural Science, and Technology
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The increasing need for engaging and effective science education has prompted educators to explore alternative instructional strategies. Gamification, the integration of game elements into learning environments, has emerged as a promising approach to enhance student motivation, participation, and conceptual understanding. This study aims to systematically examine how gamification has been implemented in science education across diverse contexts and educational levels. A systematic literature review was conducted using a structured protocol to identify relevant open-access articles published between 2021 and 2025. A total of ten empirical studies were selected based on predetermined inclusion criteria. The results reveal four dominant forms of gamification: educational card games, scenario-based simulations, digital escape rooms, and serious games addressing contemporary science issues. These interventions were applied in various science disciplines, including chemistry, microbiology, anatomy, nutrition, and environmental education. The findings highlight positive cognitive, affective, social, and motivational impacts on learners. Despite challenges such as limited digital access and varying teacher readiness, gamification proves to be an adaptable and impactful pedagogical tool. This review concludes that gamification, when thoughtfully designed, supports meaningful science learning and fosters broader scientific literacy.
Needs Analysis for Designing Dynamic Game-Based Learning Media on Motion and Force in Junior High School Science Zarror, Afif Fauzan; Sumaryati, Sri; Sukmawati, Fatma
Indonesian Journal of Instructional Media and Model Vol 7 No 2 (2025): Indonesian Journal of Instructional Media and Model
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v7i2.7274

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Understanding Motion and Force remains challenging for junior high school students, particularly due to the abstract and multi-representational nature of the concepts. This study aimed to systematically identify learning difficulties, learner characteristics, media usage patterns, and digital habits through the Define stage of the 4-D development model as the foundation for designing game-based learning media. A mixed-methods needs analysis was conducted using classroom observations, a teacher interview, and a questionnaire administered to 93 seventh-grade students. Triangulated findings reveal persistent conceptual difficulties, especially in interpreting motion graphs, distinguishing types of motion, and understanding Newton’s Second Law. Classroom instruction was dominated by teacher-centered practices and static media, which constrained visualization and increased cognitive load. Despite frequent daily smartphone use, students had limited exposure to digital or interactive tools. Nevertheless, 98.9% expressed strong interest in educational games, indicating high readiness for game-based learning environments. The synthesis of front-end, learner, and task analyses highlights critical representational needs, including dynamic visualizations, interactive manipulation of variables, scaffolded conceptual tasks, real-time feedback, and mobile-friendly accessibility. These results provide explicit design specifications that will guide the next stage of media development, ensuring that the resulting game-based learning tool aligns with students’ cognitive, pedagogical, and technological needs.
Dapatkah game digital menurunkan beban kognitif? Tinjauan sistematis dan meta-analisis pada pembelajaran matematika Kusumawardani, Seftia; Efendi, Agus; Sumaryati, Sri
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 11 No 2 (2025): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v11i2.27331

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Mathematics learning often burdens students' cognitive capacity, hindering their understanding of concepts and mastery of the material. Digital Game-Based Learning (DGBL) offers a promising approach to address this challenge, but its effectiveness remains a subject of debate. This research employs a Systematic Literature Review and meta-analysis to analyze 15 empirical studies. The primary objective is to evaluate the impact of DGBL on cognitive load, identify research trends, and determine the factors that moderate its effectiveness. The meta-analysis definitively demonstrates that DGBL has a significant and medium effect on reducing students' cognitive load in mathematics learning. Further analysis reveals that the type of mathematics content and game genre act as significant moderators. Specifically, DGBL exhibits superior effectiveness in reducing cognitive load with algebra and geometry material compared to arithmetic, percentages, patterns, number lines, and graphs. Moreover, simulation and puzzle genres prove more effective than role-playing and adventure genres. This research highlights the importance of carefully considering the selection of content and game genre when implementing DGBL to optimize the reduction of cognitive load in elementary schools. These findings provide valuable insights for educators and educational software developers in designing more effective learning interventions tailored to students’ needs.
PELATIHAN PROJECT BASED LEARNING BERBASIS WAYANG SEBAGAI UPAYA OPTIMALISASI PENDIDIKAN KARAKTER Supeni, Siti; Sumaryati, Sri; Handini, Oktiana
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 1 (2025): Februari
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i1.28228

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Abstrak: Pendidikan karakter merupakan sebuah upaya penting yang dilakukan dalam rangka mempersiapkan peserta didik yang siap menghadapi perubahan yang terjadi. Fasilitasi pendidikan melalui pembelajaran proyek dapat memantik kreatifitas guru dalam merancang pembelajaran. Berangkat dari permasalahan ini, diperlukan pelatihan dan pendampingan menyusun perangkat pembelajaran sekaligus implementasi pembelajaran berbasis proyek dengan memanfaatkan karakter wayang. Metode pelaksanaan kegiatan adalah pelatihan dan pendampingan kepada 25 guru SD di Surakarta. Hasil dari kegiatan ini adalah meningkatnya kompetensi guru dalam merancang perangkat pembelajaran berbasis proyek dengan memanfaatkan wayang sebagai media penokohan karakter.Abstract: Character education is an important effort made in order to prepare students who are ready to face the changes that occur. Educational facilitation through project learning can spark teachers' creativity in designing learning. Departing from this problem, training and assistance are needed to prepare learning tools as well as the implementation of project-based learning by utilizing puppet characters. The method of implementing the activity is training and mentoring to 25 elementary school teachers in Surakarta. The result of this activity is an increase in teachers' competence in designing project-based learning tools by utilizing puppets as a character building medium.
Prevention of Bullying Behavior Tendencies Among Adolescents in Surakarta City Rejekiningsih, Triana; Sumaryati, Sri; Sari, Dewi Ika; Ariana, Yudi
Jurnal Ilmiah Pendidikan Pancasila dan Kewarganegaraan Vol 10, No 2 (2025): Juli 2025
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um019v10i2p%p

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The purpose of this study is to analyze the forms of bullying, influencing factors, and efforts to address bullying among students. This study used a mixed methods approach, combining qualitative and quantitative approaches. The results indicate that the most common forms of bullying among students are verbal bullying, cyberbullying, and physical bullying. Verbal bullying has a relatively high prevalence rate of 22.1 percent to 59.4 percent, cyberbullying has a moderate prevalence rate of 23.2 percent to 37.4 percent, and physical bullying has a low prevalence rate of 10 percent to 16.1 percent. Bullying among students is influenced by two factors: psychosocial factors, including emotional regulation and empathy, and social environmental factors, including peer pressure, interaction culture, and digital ethics. Prevention and handling of bullying at the school level can be achieved through several strategies: internalizing anti-bullying attitudes through character education, strengthening reporting and monitoring systems, and cross-sector collaboration to address bullying.
Financial Empowerment Through Mindful Spending Program Among Indonesians in Japan Sari, Dhany Efita; Hidayati, Isnaya Arina; Suranto; Sumaryati, Sri; Sukmana, Septian Enggar; Sa’adah, Nur Aeni
Jurnal Pengabdian UNDIKMA Vol. 7 No. 2 (2026): May
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v7i2.19761

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This community service program aims to enhance financial confidence and mental resilience among Indonesians in Japan through a mindful spending intervention that integrates financial literacy with emotional awareness. Mindful spending emphasizes conscious financial decision-making by aligning spending behavior with personal priorities and psychological well-being. The program was implemented through two online educational sessions and one face-to-face (F2F) workshop using a Brief Intervention Training approach. A total of 29 participants attended the online sessions, which covered the theoretical foundations of mindful spending, financial mental health, and contextual financial practices in Japan. Furthermore, 15 participants participated in the F2F workshop held at the Indonesian Mosque in Tokyo, where they engaged in scenario-based exercises involving promotional discounts, lifestyle spending, and competing financial priorities. Participants documented their responses and reflected on their decision-making processes during group discussions. Data were collected through post-program questionnaires and analyzed using descriptive statistics and correlation analysis. The findings revealed high levels of mindful spending (M = 4.08), mental resilience (M = 4.06), and financial confidence (M = 4.04). Strong positive correlations were identified between mental resilience and financial confidence (r = .80), as well as between financial responsibility and financial confidence (r = .77). Overall, participants reported improved financial awareness and emotional regulation after the program. These results indicate that integrating financial literacy with psychological resilience through mindful spending is an effective approach to empowering the Indonesian diaspora in managing financial challenges abroad.
E-Module as Learning Media to Improve Management Skills of Village-Owned Enterprises (BUMDes): Preliminary Study Wibowo, Ari; Sumaryati, Sri; Sudiyanto, Sudiyanto
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.79887

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The world becomes more connected and information technology develops quickly, good management skills are the main key in managing village-owned enterprises (BUMDesa) so that they can develop and compete in an increasingly competitive market. This study aimed to analyze the needs of e-modules that are used to improve the management skills of village-owned enterprises. This research was descriptive exploratory research with a sample of 74 respondents. The results of the study indicate the need for e-modules based on indicators of preference and reasons for respondents using digital media for management learning. Respondents assumed that in improving BUM-Des management skills it would be more practical to create content in the form of digital media. A study of student survey data revealed that re-spondents needed more digital teaching materials in the form of modules in order to support their learning activities. The results of this study are ex-pected to be a reference for the development of e-modules that can support the improvement of participants' skills.
PENGARUH PENGGUNAAN VIDEO TUTORIAL APLIKASI E-SPT PADA MATA PELAJARAN PERPAJAKAN TERHADAP KETERLIBATAN PESERTA DIDIK Inggrianti, Tiara; Sumaryati, Sri; Nurhaini, Lies
Jurnal Pengembangan Pendidikan Akuntansi dan Keuangan (JPPAK) Vol 4, No 1 (2023): JPPAK
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jppak.v4i1.92772

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Abstract This study aims to examine (1) the effect of using e-SPT application video tutorials on student engagement in behavioral aspects; (2) the effect of using e-SPT application video tutorials on emotional aspects of student engagement; (3) the effect of using e-SPT application video tutorials on student engagement in cognitive aspects; (4) the effect of using e-SPT application tutorial videos on student engagement. This research uses an experimental method with a quantitative approach. The population in this study was 108 learners. The sampling technique in this study used a cluster random sampling technique obtained a research sample of 72 students. Data collection techniques with questionnaires and documentation. The prerequisite tests of analysis in this study are normality test and homogeneity test. Hypothesis testing in this study is the Independent Sample t-Test test. The results of this study are (1) there is an effect of using e -SPT application video tutorials on student involvement in behavioral aspects with Sig. (2-tailed) 0.004 < 0.05; (2) there is an influence of the use of e-SPT application video tutorials on the involvement of emotional aspects of students with Sig. (2-tailed) values of 0.000 < 0.05; (3) there is an effect of using e-SPT application video tutorials on student engagement in cognitive aspects with Sig. (2-tailed) values of 0.000 < 0.05; (4) there is an effect of using e-SPT application video tutorials on student engagement with Sig. (2 -tailed) values of 0.000 < 0.05. Keywords: Video Tutorials, e-SPT Application, Student Engagement Abstrak Penelitian ini bertujuan untuk menguji (1) pengaruh penggunaan video tutorial aplikasi e-SPT terhadap keterlibatan peserta didik pada aspek perilaku; (2) pengaruh penggunaan video tutorial aplikasi eSPT terhadap keterlibatan peserta didik pada aspek emosional; (3) pengaruh penggunaan video tutorial aplikasi e-SPT terhadap keterlibatan peserta didik pada aspek kognitif; (4) pengaruh penggunaan video tutorial aplikasi e-SPT terhadap keterlibatan peserta didik. Penelitian ini menggunakan metode eksperimen dengan pendekatan kuantitatif. Populasi dalam penelitian ini sebanyak 108 peserta didik. Teknik pengambilan sampel dalam penelitian ini menggunakan teknik cluster random sampling diperoleh sampel penelitian sebanyak 72 peserta didik. Teknik pengumpulan data dengan kuesioner dan dokumentasi. Uji prasyarat analisis dalam penelitian ini adalah uji normalitas dan uji homogenitas. Pengujian hipotesis pada penelitian ini adalah uji Independent Sample t-Test. Hasil penelitian ini adalah (1) terdapat pengaruh penggunaan video tutorial aplikasi e-SPT terhadap keterlibatan peserta didik aspek perilaku dengan nilai Sig. (2-tailed) 0,004 < 0,05; (2) terdapat pengaruh penggunaan video tutorial aplikasi e-SPT terhadap keterlibatan peserta didik aspek emosional dengan nilai Sig. (2-tailed) 0,000 < 0,05; (3) terdapat pengaruh penggunaan video tutorial aplikasi e-SPT terhadap keterlibatan peserta didik aspek kognitif dengan nilai Sig. (2-tailed) 0,000 < 0,05; (4) terdapat pengaruh penggunaan video tutorial aplikasi e-SPT terhadap keterlibatan peserta didik dengan nilai Sig. (2-tailed) 0,000 < 0,05. Kata Kunci: Video Tutorial, Aplikasi E-SPT, Keterlibatan Peserta Didik
PENERAPAN MODEL TEAMS GAMES TOURNAMENT BERBANTU SMART APPS CREATOR UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA Apriyanti, Nur; Sumaryati, Sri; Muchsini, Binti
Jurnal Pengembangan Pendidikan Akuntansi dan Keuangan (JPPAK) Vol 3, No 1 (2022): JPPAK
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jppak.v3i1.84576

Abstract

Abstract This research aims to improve learning motivation with the implementation of the Teams Games Tournament model assisted by Smart Apps Creator based on Basic Accounting lessons. This research used the classroom action research with two cycles. Each cycle consists of four stages, namely: planning, implementation, observation, and reflection. The research subjects were 36 students in grade X AKL SMK. Data collection used interviews, observation, and questionnaires. Validity testing used the triangulation method. The data analysis technique used comparative description. The results of this research conclude that the implementation of the Teams Games Tournament model assisted by Smart Apps Creator can improve the learning motivation in Basic Accounting lessons. The percentage of indicators of learning motivation from the results of observations is persistence 77,8%, tenacity 79,4%, interest 79,2%, independence 71,4%, students get bored quickly with routine task by 81,1%, defending opinions 75,8%, confidence 73,9%, and active 80,6%. While the percentage of indicators of learning motivation from the results of the questionnaire is perseverance 79,3%, tenacity 80,0%, interest 79,4%, independence 72,9%, students get bored quickly with the routine task 88,8%, defending opinion 77,9%, confidence 75,6%, and active 80,7%. Keywords: Teams Games Tournament, Smart Apps Creator, Learning Motivation Abstrak Penelitian ini bertujuan untuk meningkatkan motivasi belajar dengan penerapan model Teams Games Tournament berbantu Smart Apps Creator pada pelajaran Akuntansi Dasar. Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan dalam dua siklus. Setiap siklus terdiri dari kegiatan perencanaan, pelaksanaan, pengamatan, dan refleksi. Subjek penelitian adalah 36 siswa X AKL SMK. Pengumpulan data menggunakan wawancara, observasi dan angket. Uji validitas menggunakan validitas triangulasi metode. Teknik analisis data menggunakan teknik deskriptif komparatif. Hasil penelitian menunjukkan bahwa penerapan model Teams Games Tournament berbantu Smart Apps Creator dapat meningkatkan motivasi belajar Akuntansi Dasar. Persentase indikator motivasi belajar dari hasil observasi yaitu ketekunan sebesar 77,8%, keuletan sebesar 79,4%, minat sebesar 79,2%, mandiri sebesar 71,4%, siswa cepat bosan dengan tugas rutin sebesar 81,1%, mempertahankan pendapat sebesar 75,8%, kemampuan siswa mempertahankan keyakinan sebesar 73,9%, dan keaktifan siswa sebesar 80,6%. Sedangkan persentase indikator motivasi belajar dari hasil angket yaitu ketekunan sebesar 79,3%, keuletan sebesar 80,0%, minat siswa sebesar 79,4%, mandiri sebesar 72,9%, siswa cepat bosan dengan tugas rutin sebesar 88,8%, mempertahankan pendapat sebesar 77,9%, kemampuan siswa mempertahankan keyakinan sebesar 75,6%, dan keaktifan siswa sebesar 80,7%. Kata kunci: Teams Games Tournament, Smart Apps Creator, Motivasi Belajar
Co-Authors - Artianningsih - Ngadiman - Siswandari - Sukirman - Susilaningsih - Susilawati ., Jaryanto ., Sudiyanto Agiel Puji Damayanti Agus Efendi Aldila, Aldila Anitah Diah Mawarni, Anitah Diah Anna Puji Rahayu Anna Yahya Anna, Jesica Martogi Anugrawati, Marina apriyanti, Nur Ari Wibowo Ariana, Yudi Arif Budianto Arifuddin Fathoni Aris Fita Bayu Arnelis Djalil Asri Diah Susanti Binti Muchsini Cut Misni Mulasiwi Damayanti, Lutfiah Endah Dewi Ika Sari Dewi Puspita Sari Dhany Efita Sari Dini Oktoria Djono Djono Dwi Hastuti Eka Fitriana Elvia Ivada Fahrunisa, Liana Fajarwati, Rista Dewi Fatma Sukmawati, Fatma Fina Oktafiani Fitri Sita Pambudi Fitria Novitasari Gunahardi Handayani, Gustina Handini, Oktiana Inggrianti, Tiara Isnaya Arina Hidayati Jaryanto, Jaryanto Joharistima, Kalila Rahma Kurniati, Kiki Kusuma, Alfiana Rosita Laras Kusuma, Anila Kusumawardani, Seftia Laili Faiza Ulfa Leny Noviani Leo Agung S Lestari, Atika Fina Lies Nurhaini Linda Erviyana Luthfi Isna Nur Aini, Luthfi Isna Nur M Rosyid Ali Ridho, M Rosyid Ali Masruri, Muhammad Agil Mufti Zahroh Latifah Auladana Muhtar Muhtar Ngadiman ., Ngadiman Novi Tri Angga Nuraini, Amelia Eka Nurhasan Hamidi Oktaviana, Charisma Nur Permatasari, Sinta Dewi Prajanti Kusuma Ningrum Pujiastuti, Royani Puspitasari, Lia Pebriana Puteri, Nabella Visi Diana Qodr, Taufiq Subhanul Rahmawati, Lisa Kartika Reda Taradipa Retno Kadarsih Rifaldi, Naufal Dzaki Rini Asnawati Rio Wahyudi Rita Nurhamsah, Rita Rizki Rahmawati, Rizki Romadhoni, Wulan Sa'ida Rahma, Citra Nailus Safirah, Dina Saharsini, Astuning Sari, Damar Fatika Sari, Febriyana Munika Sa’adah, Nur Aeni Selano, Yohanes Parsaoran Septian Enggar Sukmana Seto, Bayu Sigit Santosa Sigit Santosa Sigit Santoso Siswandari *, Siswandari Siswandari - Siswandari Siswandari, Siswandari Siti Supeni Sohidin Sohidin, Sohidin Sri Witurachmi Sudiyanto -, Sudiyanto Sudiyanto Sudiyanto Sudiyanto Sudiyanto Sunardi Suranto Susanti, Asri Diah Susilaningsih *, Susilaningsih Susilaningsih - Susilaningsih Susilaningsih, Susilaningsih Sutimin, Leo Agung Tiarani, Mukhamad Khasan Triana Rejekiningsih dkk Ulkhafid, Jihan Anisak Wahyu Adi Wiedy Murtini Yola Firiana Yulianti, Melvira Yuniarti, Tuti Zahro, Rafikha Tuzz Zarror, Afif Fauzan