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All Journal International Journal of Evaluation and Research in Education (IJERE) Inersia : Jurnal Teknik Sipil dan Arsitektur Jurnal Penelitian Pendidikan Jurnal Teknik Sipil dan Perencanaan Sainteknol : Jurnal Sains dan Teknologi MAGISTRA: Media Pengembangan Ilmu Pendidikan Dasar dan Keislaman EDUHUMANIORA: Jurnal Pendidikan Dasar Civil Engineering Journal Pendas : Jurnah Ilmiah Pendidikan Dasar Cetta: Jurnal Ilmu Pendidikan Reka Buana : Jurnal Ilmiah Teknik Sipil dan Teknik Kimia EDUKATIF : JURNAL ILMU PENDIDIKAN JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Autentik : Jurnal Pengembangan Pendidikan Dasar Edunesia : jurnal Ilmiah Pendidikan Journal of Vocational and Career Education Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika JOURNAL SCIENTIFIC OF MANDALIKA (JSM) Jurnal Visionary : Penelitian Dan Pengembangan Di Bidang Administrasi Pendidikan SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA INTERNATIONAL JOURNAL OF EDUCATION, INFORMATION TECHNOLOGY, AND OTHERS CITIZEN: Jurnal Ilmiah Mulitidisiplin Indonesia Jurnal Pendidikan dan Pembelajaran MAGISTRA: Media Pengembangan Ilmu Pendidikan Dasar dan Keislaman Prosiding Seminar Nasional Teknik Sipil UMS Journal of Innovation and Research in Primary Education Proceeding of International Conference on Science, Education, and Technology Jurnal Teknik Sipil International Journal of Research in Education (IJRE) Jurnal Abdimas International Journal of Active Learning Journal of Vocational and Career Education Journal of Community Empowerment Jurnal Pendidikan dan Sosial Humaniora
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KELAYAKAN E-BOOK BERBASIS CONTEXTUAL TEACHING LEARNING MATERI MATEMATIKA KELAS V SEKOLAH DASAR cahyanti, Windi; Sutopo, Yeri; Yuwono, Agus
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Process
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30766

Abstract

Materi matematika mengenai keliling dan luas bangun datar masih menjadi salah satu materi yang sulit dipahami oleh peserta didik. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan E-Book Berbasis Model Contextual Teaching Learning Pada Materi Keliling dan Luas Bangun Datar siswa kelas V Sekolah Dasar. Penelitian ini menerapkan pendekatan metode R&D (Penelitian dan pengembangan), yang dikembangkan oleh model ADDIE, yang terdiri dari lima tahap yaitu Analysis, Design, Development, Implementation, dan Evaluation. Unit analisis penelitian ini adalah E-Book Berbasis Model Contextual Teaching Learning. Hasil validasi menunjukkan bahwa E-Book berada pada kategori Sangat Layak dengan skor rata-rata 4,67 dari ahli media dan 4,65 dari ahli materi. Dengan demikian, E-Book berbasis CTL ini dinyatakan layak, cukup praktis, dan efektif untuk meningkatkan kemampuan kognitif peserta didik pada materi keliling dan luas bangun datar.
Research Trend of Digital Learning Media in Science and Social Studies Based on Problem-Based Learning for Critical Thinking Skills (2020-2025) Jihanifa, Firda Afita; Sutopo, Yeri; Subali, Bambang; Widiarti, Nuni
Journal of Innovation and Research in Primary Education Vol. 4 No. 3 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i3.1410

Abstract

Technological advances are driving the adoption of PBL-based digital media in elementary Science and Social Studies classes to cultivate critical thinking in line with the Merdeka Belajar curriculum and 21st-century skills. This study aims to map the publication trends of Science and Social Studies digital learning media based on Problem-Based Learning (PBL) and its influence on the critical thinking skills of elementary school students between 2020 and 2025. Using a Systematic Literature Review (SLR) with the PRISMA model, the authors identified 200 articles and selected 54 based on relevance, research design, and full-text accessibility. The synthesis focused on publication trends, research methods, media types, and skill targets. Results show that: (1) research publications peaked in 2024 (35.2%); (2) the dominant method was Research & Development (61.1%), particularly the ADDIE model; (3) most developed media were interactive multimedia and animated videos (each 20.4%); (4) PBL-based digital media effectively fostered critical thinking and other 21st-century skills. The study recommends developing teacher capacity, expanding the use of integrated media designs, and revising educational policies. Future research should explore AI-based adaptive learning platforms, investigate the long-term impact of PBL digital media, and expand qualitative or mixed-method studies to capture learners' in-depth experiences and contextual engagement.
Effectiveness of Edpuzzle-Based Learning Videos in Oriental Food Preparation Amanda, Nafisa Yustika; Sutopo, Yeri; Saptariana, Saptariana
Journal of Vocational and Career Education Vol. 10 No. 1 (2025): July 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v10i1.31870

Abstract

The low achievement of practical learning in food preparation, particularly in the topic of oriental food management, has been a concern. Previously, oriental food preparation was taught through live demonstrations, as there were no learning videos aligned with the learning achievement standards (CP) and learning objectives (ATP). Additionally, students who were positioned at the back of the class often had difficulty clearly observing the teacher's demonstration. Thus, there is a need for a solution in the form of developing an interactive learning video media based on the Edpuzzle application. This study aims to test the effectiveness of Edpuzzle-based learning videos on psychomotor skills in preparing oriental food. The research method used a quantitative approach with a two-group pretest-posttest design. The instruments used included pre- and post-test assessments as well as an evaluation sheet. Data were analyzed using normality tests, homogeneity tests, T-tests, n-gain tests, and user feedback questionnaires. The results showed that the use of video led to a significant improvement in students' skills, with a moderate effectiveness category based on the N-gain test results. Additionally, user feedback indicated that the video was practical and suitable for use in learning. Based on these results, it can be concluded that the developed learning video is effective as a media tool for teaching oriental food preparation, as evidenced by the improvement in pretest and posttest scores, categorized as moderate. This research is beneficial as a learning medium for culinary students, particularly in the area of oriental food preparation, and can enhance student learning outcomes.
Strengthening Digital Character and Social Skills Through Board Games in Social Impact Informatics Learning Puji, Nunuk Riza; Sutopo, Yeri; Supraptono , Eko; Arief, Ulfah Mediaty
International Journal of Active Learning Vol. 10 No. 2 (2025): October 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijal.v10i2.31678

Abstract

This study aims to develop Game-Based learning media, specifically a board game, as an innovative strategy to strengthen students' digital character and social skills in the context of the Social Impact of Informatics material. The development model used is ADDIE (Analysis, Design, Development, Implementation, Evaluation), with high school students as research subjects. The learning media were designed based on the learning outcomes of the Independent Curriculum with a focus on digital ethics, information literacy, and social responsibility as digital citizens. Validation results from material and media experts indicate that the developed board game media is feasible to use. Practical tests conducted by teachers and students demonstrated a high level of ease of use, clarity of instructions, attractiveness, and learning benefits. The effectiveness of the media was tested using a pretest-posttest design with N-Gain analysis and an independent t-test, which showed a significant increase in students' cognitive abilities and social attitudes. Observations during the learning process also strengthened aspects of cooperation, empathy, responsibility, and ethical reflection on the use of technology. This board game has been proven to facilitate cognitive understanding of the Social Impact of Informatics and foster wise digital character and relevant social competencies in the digital age. These findings contribute to contextual and meaningful informatics learning practices and offer a practical solution for values education in the digital transformation era.
Enhancing Digital Competence of Vocational School Teachers Through Website-Based Learning Management System (LMS) Latifah, Ana; Hudallah, Noor; Sutopo, Yeri; Anis, Samsudin
Journal of Vocational and Career Education Vol. 10 No. 2 (2025): December 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v10i2.31287

Abstract

The digital competence of teachers is a crucial aspect in supporting the success of technology-based learning implementation. However, at SMK Merdeka Ulujami, issues were found regarding the low use of effective digital media in the learning process, mainly due to limited training and the lack of integrated media. This study aims to develop a website-based Learning Management System (LMS) as a solution to improve the digital competence of teachers. This research is a type of R&D with the development model being ADDIE. The LMS was developed using the WordPress platform and the Tutor LMS plugin, designed to support blended learning. The research was conducted at SMK Merdeka Ulujami with a total of 20 teachers as participants. Normality testing was conducted using the Shapiro-Wilk method, which showed normal results. Data analysis used paired sample t-tests and Normalized Gain. The results showed a significant improvement in the digital competence of teachers after using the LMS, with a Normalized Gain score of 0.93 or 93%, which is categorized as effective. Observations and interviews indicated that the LMS helped teachers manage digital classrooms efficiently and in a structured manner. However, challenges remain, especially with older teachers who are less familiar with software, highlighting the need for continuous support.
Development of Electric Power Steering Devices to Improve Steering System Maintenance and Overhaul Abilities Zidni, Mukhammad Irfan; Wijaya, M. Burhan Rubai; Sutopo, Yeri
Journal of Vocational and Career Education Vol. 10 No. 2 (2025): December 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v10i2.32600

Abstract

Observations indicate that student learning processes still lack adequate teaching aids as learning reference sources. During the learning process, students' learning outcomes on electric power steering are still lacking, which can impact learning outcomes. This study aims to analyze the feasibility of the teaching aids, evaluate their effectiveness, and assess student improvement. This study uses the ADDIE (Analysis, Define, Design, Development, Implementation, and Evaluation) development model. The results of this study are teaching aids that are suitable for use. The feasibility of the teaching aids was determined by product trials with experts and potential users. The product's feasibility test by material experts was 3.88 (very feasible) and media experts was 3.86 (very feasible). The product was tested for practical use in the learning process, with user response results indicating that the teaching aid was practical. The study showed an increase in student competency after using the teaching aid, as indicated by an average score of 45.78 for learning outcomes in the electric power steering competency. Furthermore, the independent sample t-test showed a significant difference in competency in the post-test score, with t count = 8.874. The N-gain test also showed a gain of 0.73 (high improvement category).
Pengembangan Media Digital Interaktif Berbasis Kearifan Lokal Tarian Jaran Eblek untuk Meningkatkan Keterampilan Berpikir Kritis Siswa pada Materi Sistem Gerak Manusia Shofa Rahayu; Yeri Sutopo; Agus Yuwono
Khatulistiwa: Jurnal Pendidikan dan Sosial Humaniora Vol. 4 No. 4 (2024): Desember: Jurnal Pendidikan dan Sosial Humaniora
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/khatulistiwa.v4i4.8140

Abstract

This study aims to develop interactive digital media based on the local wisdom of the Jaran Eblek dance as an innovative learning tool to improve the critical thinking skills of elementary school students, especially in the material of the human movement system. The background of this study is based on the importance of integrating local culture in science learning so that students not only gain a cognitive understanding of concepts, but also internalize the values ​​of local wisdom. The development model used is ADDIE, which includes five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 5 media experts, 5 material experts, 15 teachers, and 85 sixth grade elementary school students who became the trial group. The research instruments were in the form of validation sheets, practicality questionnaires, and critical thinking skills tests designed according to learning indicators. The validation process carried out by media experts resulted in an average score of 4.74 with a very feasible category, while the assessment from material experts obtained a score of 4.47 with a very feasible category. The practicality test involving teachers and students showed that the interactive digital media was included in the very practical category with a score of 92.29%. Meanwhile, the effectiveness test using N-Gain analysis showed that the experimental class using the media obtained a score of 76.94% with an effective category, while the control class only achieved 33.13%. The results of further statistical tests proved a significant difference (p < 0.05) between the two classes, which indicates that this interactive digital media is able to have a positive impact on improving students' critical thinking skills. Thus, this study concludes that interactive digital media based on local wisdom of the Jaran Eblek dance is feasible, practical, and effective for use in learning.
Planning for the Management of A Boarding School Based Flagship School Program at SMA Negeri Taruna Kasuari Nusantara Papua Barat Muhammad Arizal Ikhsan Matoka; Yeri Sutopo
Jurnal Visionary : Penelitian dan Pengembangan dibidang Administrasi Pendidikan Vol. 13 No. 2 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/vis.v13i2.17467

Abstract

This study aims to analyze the management planning of boarding school-based flagship school programs at SMA Negeri Taruna Kasuari Nusantara, West Papua. The background of this research is based on the need to integrate academic education, character development, and discipline through 24-hour structured activities that support the formation of characterful, independent, and competitive students. The research uses a qualitative approach with case studies, involving observation, interviews, and documentation as primary and secondary data sources. Data analysis was carried out through reduction, presentation, and conclusion drawn, and validity was tested using credibility, transferability, dependability, and confirmability. The results of the study show that planning at SMA Taruna Kasuari Nusantara is carried out systematically and participatory, involving the Education Office, school principals, teachers, dormitory coaches, and TNI partners. Planning includes the preparation of vision-mission, educational calendar, academic and non-academic schedules, character education base periods, mandatory extracurricular activities, and student life regulations (PERDUPSIS). Students' daily activities are designed to balance academics, worship, physical exercise, and character building. Despite the limitations of facilities and educators, government support through budgets and infrastructure is a key factor in the sustainability of the program. Overall, this planning management has succeeded in integrating goals, activities, and character values, so that it is expected to produce graduates who are faithful, disciplined, responsible, with leadership character, love for the homeland, and competitive in the global era. Keywords: Planning, Management of Boarding School, Flagship School Program.
ANALISIS STABILITAS BANGUNAN SABO DAM GE-C13 KALI GENDOL MERAPI Madiastuti, Sri; Sutopo, Yeri; Sutarto, Agung; Utomo, Karuniadi Satrijo
JURNAL TEKNIK SIPIL Vol 9, No 1 (2020): Volume 9 Nomor 1 Mei 2020
Publisher : Jurusan Teknik Sipil, Fakultas Teknik, Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jts.v9i1.15462

Abstract

Bangunan Pengendali Sedimen Sabo dam bangunan Gendol Check Dam -13 (GE-C13) merupakan salah satu bangunan yang mengalami kerusakan akibat erupsi merapi pada tahun 2010 dan pada tahun 2018 bangunan pengendali sedimen GE-C13 telah selesai di perbaiki karena hal tersebut peneliti ingin mengetahui bagaimanakah stabilitas bangunan Sabo Dam GE-C13. Tujuan penelitian ini adalah untuk menganalisis Stabilitas Bangunan terhadap Gaya Guling, Geser dan Daya Dukung Tanah bangunan saat terjadi Banjir dengan kala ulang 50 tahun (Q50). Metode yang dilakukan dengan survei yang dilakukan di lokasi penelitian , dokumentasi dengan mengumpulkan data berupa data hujan, Gambar Bangunan Sabo dam GE-C13 dan uji laboratorium dilakukan dengan pengambilan sampel tanah dan pengujian di laboratorium. Analisis yang dilakukan dimulai dengan perhitungan debit banjir rancangan dengan metode Hidograf satuan sintesis (HSS) Nakayasu dengan kala ulang 50 tahun (Q50) dan untuk Analisis Stabilitas Sabo Dam sesuai SNI 2851-2015. Hasil debit banjir rancangan dengan kala ulang 50 tahunan sebesar 51,401 m3/det. Analisis Stabilitas pada saat keadaan banjir nilai stabilitas guling;Geser;Daya dukung tanah sebesar (6,392;2,21 1,5;10,741,5 (aman)).
Systematic Literature Review: The Implementation of Gamification in Mathematics Learning at Primary Schools Tonioka, Nadya Hesty; Sutopo, Yeri; Ellianawati, Ellianawati; Avrilianda, Decky; Kurniawan, Yunda
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.1877

Abstract

Mathematics education at the primary level faces significant challenges in maintaining student engagement and motivation, particularly with traditional teacher-centered approaches. Gamification, defined as the application of game elements to non-game educational contexts, has emerged as a promising solution to enhance mathematics learning outcomes. However, systematic examination of gamification research trends and effectiveness in primary mathematics education remains limited. This systematic literature review analyzed 15 peer-reviewed articles published between 2020 and 2025 focusing on gamification implementation in primary school mathematics education. Articles were systematically searched using Google Scholar with keywords "Gamification" and "Mathematics Learning." Inclusion criteria required studies to focus on primary education mathematics with quantitative, qualitative, or research and development methodologies. Data were extracted and analyzed to identify trends in research methods, publication years, learning media types, and educational outcomes. The analysis revealed that quantitative methodologies dominated the field (53.3%), followed by research and development approaches (26.7%) and qualitative methods (20.0%). Research activity peaked in 2024 (33%), indicating growing scholarly interest in gamification applications. All reviewed studies focused exclusively on gamification-based learning media implementation. Educational outcomes were predominantly positive, with 86.7% of studies reporting effective results in improving student learning achievements, motivation, and engagement, while 13.3% showed no significant effects. The findings validate theoretical frameworks supporting gamification's effectiveness in mathematics education while revealing implementation challenges. The high success rate supports the inherent compatibility between game-based approaches and mathematical learning processes. However, variability in outcomes emphasizes the importance of proper design alignment with learning objectives and consideration of individual student characteristics for successful implementation.
Co-Authors Abdul Malik Ade Novi Nurul Ihsani Adhi Kusumastuti Adi, Muhammad Hamas Adi, Muhammad Hamas Adisasongko, Nur Aentika, Ika Nisa Agung Sutarto Agus Yuwono Agus Yuwono Agustina, Rina - Ahmad Fahrul Lafit Alfian, Rangga Dino Ali Sunarso Amanda, Nafisa Yustika Andhika, Pedro Aprilian, Johan Andric Arief Yulianto Arif Hidayat Aris Budiyanto Azizi, Muhammad Aqil Bambang Subali Bambang Yulistyanto Basyirun , Basyirun Budi Wignyosukarto Cahyani, Yustin Sagita Dwi cahyanti, Windi Decky Avrilianda DENI SETIAWAN Dewa, Pramaditya Putra Komala Dewi Kartikasari Dian Priambudi Djuniadi Djuniadi Dwi Handoko Dwi Setiani Dwi Widjanarko Dwi Wijanarko Edy Siswanto Eka Sari Pancasilawati Eko Supraptono Ellianawati, Ellianawati Ely Rudyatmi, Ely Endang Susilaningsih Enggar Jati Pratikto Fajar Haryadi Fauzi, Yoyon Fernandez, Yulius Jimmi Fitra, Kurniati Rezki Fuad, Muhammad Nur Handayani, Sri Harianingsih, Harianingsih Harianingsih, Tri Haryono Haryono Hidayattullah, Ardhana Luthfi Ida Zulaeha Imam Sudrajad Inggit Prasetyo Utami Istianingsih, Yen Ruri Istiarto Istiarto Jerry Puspitasari Jihanifa, Firda Afita Joko Sutarto Karend, Khanza Azizah Abas Karuniadi S. Utomo, Karuniadi S. Karuniadi Satrijo Utomo Karuniadi Satrio Utomo Khumaedi, Muhammmad Kosasih, Yeny Kuntjoro, Yoh. Sasmito Kurnianto, Fahrizal Joko Kurniasari, Winda Kurniawan, Galang Wahid Kurniawan, Yunda Latifah, Ana M. Burhan Rubai Wijaya Madiastuti, Sri Maulana, Nadya Kintantrie Mohamad Irfan, Mohamad Muhammad Arizal Ikhsan Matoka Muhammad Khumaedi Mushthofaina Al Akhyar, Zidane Naufal Tinov Noor Hudallah Noviyanti Noviyanti Nuni Widiarti Nur Qudus Nurfitriyani, Sintya Andryati Nurokhman -, Nurokhman Nurrokhman , Tedi Nurul Fadhilah Nurvitasari, Fitria Priambudi, Dian Priyatna, Bambang Sugeng Puji, Nunuk Riza Purwismaningsih , Purwismaningsih PUTRI, CHATERINE PRATAMI Putriana, Megawati Eko Ramadhan, Juniawan Renanda Anggriaswati Riezky Tazkia Pratiwi Rini Kusumawardani, Rini Riski, Via Rodia Syamwil Rohman, Shohihatur S, Salam Sofan S. Z. Ghifari, S. Z. Sahmanita, Riqqah Salsabila Samsudi . Samsudi Samsudi Samsudi Samsudi Samsudin Anis Sandra Titihalawa Saptariana - Sarwi Setiyanto, Denny Firman Shagira, Rizky Yanda Shofa Rahayu Siti Zulaikhah Sonhaji Sonhaji Sri Endah Wahyuningsih Sri Sumartiningsih St. Nurjihan Supraptono , Eko Suprayogi, Sidiq Supriyadi Supriyadi Supriyadi Supriyadi Surya, Rizky Gheni Praba Surya Susilo, Budhi Suwanda, Adhi Suwito Eko Pramono SYAIKHONI, AHMAD Tamamudin, Mukhammad Taripah, Taripah Togani Cahyadi Upomo, Togani Cahyadi Tonioka, Nadya Hesty Tukiman Tukiman Ulfah Mediaty Arief Utomo, Eko Prasetyo Wahyu Lestari Wardani, Aditya Wasino Wasino Widiari, Nuni Wirawan Sumbodo Woro Sumarni Y primadiyanto Yuliyani, Dewi Zakiyyah, Hana Zidni, Mukhammad Irfan