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COMPARATIVE RESEARCH: IMPLEMENTATION ANALYSIS OF AUDIOVISUAL MEDIA IMPLEMENTATION IN SOCIAL STUDY SUBJECT IN UNITED STATES OF AMERICA AND TURKISH Wirawan, Gandung; Hurri, Ibnu; Pandikar, Ernandia
JURNAL PENDIDIKAN ILMU SOSIAL Vol 27, No 1 (2018)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jpis.v27i1.10327

Abstract

This study presents the results of literature analysis on the application of audiovisual media in IPS learning in the United States and Turkey. The analysis is done so that the differences and advantages of audiovisual media used by each country can be known. This research uses literature method by tracing the sources of journals, scientific magazines, books, and internet sources. The results show that the United States and Turkey are concentrated in the development of Social Study learning media-based audiovisual. In addition, the use of audiovisual media in Social Study in the United States and Turkey can create a more active, innovative, creative, and fun learning atmosphere for learners.
KATAGORI DAN EKSPRESI LINGUISTIK WADAH BERBAHAN DASAR BAMBU PADA MASYARAKAT JAWA: KAJIAN ETNOLINGUSITIK Akhmad Dzukaul Fuad; Shendy Andrie Wijaya; Gandung Wirawan
JURNAL SOSIAL HUMANIORA (JSH) Vol 11, No 1 (2018)
Publisher : Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (381.363 KB) | DOI: 10.12962/j24433527.v11i1.3752

Abstract

This study aims to describe the form of lexicon in the Java language (bJ) which has the meaning of bamboo-based container. The description is based on the formation of lexicon not necessarily formed and spoken without considering the external aspects of the language (metabahasa) that exist in the community of speakers. Meta The language that became the starting point and the basis of categorization makes this research not only involves linguistic analysis but a combination of linguistics and anthropology and commonly called etnolinguistik. The lexicon categorization of bamboo-based containers in Javanese is adapted to the form, the domain of use and the meta aspects of the language reflected in each lexicon. From the analysis results obtained three domains of use and overall leksikon nouns.
The Urgency of Islamic Education Value in Social Studies Instruction at Madrasah Tsanawiyah Muhammadiyah Bandung Ibnu Hurri; Hamidi Rasyid; Gandung Wirawan; Ernandia Pandikar
JETL (Journal of Education, Teaching and Learning) Vol 8, No 2 (2023): Volume 8 Number 2 September 2023
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v8i2.3921

Abstract

This study intends to determine the significance of Islamic values education in social studies education in order to equip children from an early age with noble character (akhlaqul karimah). This is reflected in the Vision and Mission of Madrasah Tsanawiyah Muhammadiyah Bandung, as well as its curriculum and bylaws. The education of Islamic values in social studies learning at Madrasah Tsanawiyah Muhammadiyah Bandung is achieved through holistic social studies learning patterns, emphasizing the existence of social studies learning as general knowledge, and focusing on students' Islamic values in order to achieve learning goals. The research method used is qualitative research with a descriptive research design that outlines the conclusions of this study, namely the significance of incorporating the Islamic faith into social studies education. Data collection uses observation, documentation, interviews, and data analysis techniques using source and time triangulation. The results of this study are that Islamic values education has been carried out from an early age in Madrasah Tsanawiyah Muhammadiyah Bandung, both in the school environment and in the social studies learning process in the classroom, so that the link between general knowledge and Islamic values can be identified in achieving social goals. learn the purpose of learning, namely to produce good citizenship. Besides that, it can also bring up an understanding in students about positive values and avoid negative values.
Development of Mobile Games-Based Social Studies Instructional Media to Develop 21st Century Skills Gandung Wirawan; Aim Abdulkarim; Kokom Komalasari; Erlina Wiyanarti
JETL (Journal of Education, Teaching and Learning) Vol 8, No 2 (2023): Volume 8 Number 2 September 2023
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v8i2.3929

Abstract

Facts show that not all educators are able to optimize information technology facilities according to the learning needs and characteristics of students in social studies learning after the Covid-19 pandemic. Social studies learning will have a number of significant issues if it is not adjusted to the characteristics of students of generation Z, by which their daily life is influenced and dependent on gadgets. The purpose of this research is to produce a mobile game based social studies instructional media that is able to develop students’ 21st century skills. This study uses the Research and Development method with research stages using the ADDIE design model (Analysis, Design, Development Implementation and Evaluation). The results showed that the media get recommendations with eligibility criteria for use from experts of media and social studies materials validators with an average score of 4.11. The study is implemented with a quasi-experimental design in class 8A as the Experiment class and Class 8C as the control class. With the significance of 0.000 < 0.05, social studies instructional media based on mobile games is effectively used to develop 21st century skills. It is concluded that mobile game-based social studies instructional media has been proven to effective in developing students' 21st century skills.
Implementation Of Discovery Learning In Increasing Students' Activity and Creativity Andika, Andika; Wirawan, Gandung; Fuad, Akhmad Dzulkaul
Jurnal Kiprah Pendidikan Vol. 4 No. 3 (2025): Jurnal Kiprah Pendidikan | Juli 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i3.p341-349

Abstract

The The problem in this research is that students are less active and less creative in learning History due to the use of inappropriate teaching methods. The implementation of History learning as expected in the Merdeka curriculum can facilitate students to engage actively and creatively in the learning process. The discovery learning method is an alternative teaching method that can facilitate students to engage actively and more creatively in the History learning process. The objective of this research is to enhance the activity and creativity of learning History by using the discovery learning method among the students of class X IPS 1 at Madrasah Aliyah Darun Najah. The implementation of the research began in April and continued until May 2023. The subjects of this research are the students of class X IPS 1, with a total of 32 students. The indicators that will be studied in this research are student learning activity and creativity. The students' learning activity in the classical setting in cycle 1 was 57.81%, in cycle 2 it increased by 12.03% to 69.84%, and in cycle 3 it increased by 8.6% to 78.44%. The students' learning creativity in cycle 1 was 54.84%, in cycle 2 it increased by 11.57% to 66.41%, and in cycle 3 it increased by 10.93% to 77.34%. Based on the explanation above, it can be concluded that the application of the discovery learning method can enhance students' learning activity and creativity, especially in history subjects.
Implementation Of Discovery Learning In Increasing Students' Activity and Creativity Andika, Andika; Wirawan, Gandung; Fuad, Akhmad Dzulkaul
Jurnal Kiprah Pendidikan Vol. 4 No. 3 (2025): Jurnal Kiprah Pendidikan | Juli 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i3.p341-349

Abstract

The The problem in this research is that students are less active and less creative in learning History due to the use of inappropriate teaching methods. The implementation of History learning as expected in the Merdeka curriculum can facilitate students to engage actively and creatively in the learning process. The discovery learning method is an alternative teaching method that can facilitate students to engage actively and more creatively in the History learning process. The objective of this research is to enhance the activity and creativity of learning History by using the discovery learning method among the students of class X IPS 1 at Madrasah Aliyah Darun Najah. The implementation of the research began in April and continued until May 2023. The subjects of this research are the students of class X IPS 1, with a total of 32 students. The indicators that will be studied in this research are student learning activity and creativity. The students' learning activity in the classical setting in cycle 1 was 57.81%, in cycle 2 it increased by 12.03% to 69.84%, and in cycle 3 it increased by 8.6% to 78.44%. The students' learning creativity in cycle 1 was 54.84%, in cycle 2 it increased by 11.57% to 66.41%, and in cycle 3 it increased by 10.93% to 77.34%. Based on the explanation above, it can be concluded that the application of the discovery learning method can enhance students' learning activity and creativity, especially in history subjects.
Improving Students' Digital Literacy Skills Through the Use of Online Learning Resources Assisted by Collaborative Discussions Rozana, Rossy Alivia; Emyus, Ahmad Zaki; Wirawan, Gandung
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12306

Abstract

This study aims to improve students’ digital literacy skills through the utilization of online learning resources combined with collaborative discussions. The research employed Classroom Action Research (CAR) with two cycles involving 32 eighth-grade students of MTsN 2 Jember, divided into 16 small groups. Each group carried out structured discussions with specific role distribution, namely information seeker, information evaluator, recorder, and presenter, so that each member had a clear responsibility. Data were collected through observation, interviews, and documentation, then analyzed descriptively and qualitatively. The findings revealed a significant improvement in four indicators of digital literacy. The ability to access digital information increased from 66% in the first cycle to 87% in the second cycle; the ability to evaluate information rose from 29% to 52%; ethical use of information improved from 31% to 60%; and the ability to create digital content increased from 43% to 72%. These results demonstrate that a learning strategy based on online learning resources combined with structured group discussions can foster students to become more critical, ethical, and creative in utilizing digital technology. Therefore, this model is relevant to be applied in developing students’ digital literacy skills while preparing them to face the challenges of the 21st century.
Exploring Students' Perceptions of Mobile Game-Based Social Studies Learning Model Wirawan, Gandung; Abdulkarim, Aim; Komalasari, Kokom; Wiyanarti, Erlina
Yupa: Historical Studies Journal Vol. 6 No. 2 (2022)
Publisher : Program Studi Pendidikan Sejarah FKIP Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/yupa.v6i2.3379

Abstract

This research explores students' perceptions of mobile game-based learning models in social studies instruction. A descriptive quantitative design was used, with a questionnaire survey given to 31 students with experience with mobile game-based learning models. The research results show that students generally have a positive perception of mobile game use in Social Studies learning, with the majority agreeing that mobile games increase their engagement and motivation. The study also identified several factors influencing student engagement and motivation, such as the relevance and quality of game content, the level of interactivity and feedback provided, and integration with the curriculum. The findings show that the mobile game-based learning model can potentially increase students' enthusiasm for learning social studies, especially for Generation Z students accustomed to using digital devices in their everyday lives.
PENINGKATAN KEMAMPUAN GURU DALAM PEMANFAATAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY Triwahyuni, Eges; Wirawan, Gandung
PARADIGMA PENGABDIAN Vol 2 No 1 (2025): EDISI : MARET
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Abdurachman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/paradigma.v2i1.6143

Abstract

Pendidikan merupakan kunci utama dalam menghasilkan sumber daya manusia yang berkualitas. Peranan guru dalam kegiatan belajar mengajar merupakan salah satu bagian utama dalam proses pendidikan. Masih banyak guru yang belum memanfaatkan teknologi dalam kegiatan belajar mengajar. Oleh sebab itu perlu adanya peningkatan kompetensi guru mengenai pemanfaatan teknologi melalui kegiatan Pengabdian Kepada Masyarakat (PKM). Tridarma perguruan tinggi merupakan wujud peran serta dosen dan mahasiswa, sebagai salah satu bentuk tridarma adalah PKM. Pada era industri 5.0 Guru dituntut untuk memiliki kemampuan lebih dalam memanfaatkan teknologi sebagai sumber pembelajaran. Peningkatan Kemampuan Guru Dalam Pemanfaatan Media Pembelajaran Barbasis Augmented Reality dipilih sebagai media pendukung pembelajaran agar dapat menghasilkan suatu pembelajaran yang menarik dan tidak membosankan berbasis visual dan grafis. Kegiatan PKM dilaksanakan pada SDN Gunungsari 1 Umbulsari Kabupaten Jember. Artikel ini ditulis menggunakan pendekatan kualitatif dengan menggunakan data dan paparan yang bersumber dari hasil pelatihan Guru Serta bersumber dari kajian literature yang relevan. Dengan dilaksanakan kegiatan ini para guru memiliki kompetensi lebih dalam pemanfaatan teknologi dan telah berhasil membangun media pembelajaran sendiri. Selain itu kreativitas guru menjadi meningkat dengan adanya kegiatan ini.