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Implementasi Pendidikan Antikorupsi Dalam Rangka Penguatan Nilai Karakter Kejujuran Pada Peserta Didik Kelas VIII di SMP Negeri 1 Mojolaban Tahun 2022/2023 Niken Tri Prasetyowati; Sutoyo Sutoyo; Siti Supeni
Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan Vol 11 No 2 (2022): JURNAL GLOBAL CITIZEN JURNAL ILMIAH KAJIAN PENDIDIKAN KEWARGANEGARAAN
Publisher : Prodi PPkn Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (222.541 KB) | DOI: 10.33061/jgz.v11i2.7922

Abstract

              The objectives of this study were to: (1) find out how the implementation of anti-corruption education in order to strengthen the value of honesty character in class VIII students at SMP Negeri 1 Mojolaban (2) find out whether the implementation of anti-corruption education is correct to strengthen the value of honesty character in class VIII students. (3) Knowing the factors that support and hinder the implementation of anti-corruption education in order to strengthen the value of the character of honesty in class VIII students.This research was conducted at SMP Negeri 1 Mojolaban. The subjects of this research include principals, vice principals, PPKn teachers, and students. The data source uses primary data sources and secondary data sources. Data was collected through interviews, observation, and documentation. The validity of the data was tested by technique triangulation and source triangulation. The research data were analyzed using a qualitative descriptive analysis technique with an interactive model.             The results of the study can be concluded that: 1) SMP Negeri 1 Mojolaban has provided anti-corruption education lessons because anti-corruption education is very important to learn with anti-corruption education in the curriculum can teach students to be honest, responsible and teach things about the dangers of committing crimes. corruption, so that students in the future of our country can be free from corrupt behavior. 2) True anti-corruption education is a reinforcement of the character value of honesty. 3) there are 2 influencing factors, namely: a. supporting factors: teacher commitment, adequate school infrastructure, parental support, conducive environment, cooperation of all components, teachers working together, the role of BK teachers in dealing with students; b. Inhibiting factors: The Covid-19 outbreak, lack of motivation, differences of opinion, teachers feel overwhelmed, the ability of teachers to choose subjects, anti-corruption education has not been fully implemented, there are still some teachers who have not integrated, and students' low interest in learning.
THE MAKING OF EDUCATIONAL GAME AS A LEARNING MEDIA Paskalis Limur; Siti Supeni; Yudhistiro Pandu Widhoyoko
PROCEEDING ICTESS (Internasional Conference on Technology, Education and Social Sciences) 2022: PROCEEDINGS ICTESS
Publisher : PROCEEDING ICTESS (Internasional Conference on Technology, Education and Social Sciences)

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

Abstract

The purpose of this study is how the procedure for making learning media using Smart AppsCreator. This is done to make children interested in learning so that it has implications forincreased learning outcomes. The method of the research is Research and development usingprocedures as follows Analysis, Design, Development and Evaluation.The results of this study are first, making learning media is used by adjusting the ADDIEprocedure. Second, the learning media product is said to be interesting and feasible to use asshown by the validation results from the material expert in the Very Eligible category with ascore of 5. A score of 4 is categorized as Eligible. Entered in the Not Too qualification with ascore of 3. Infeasible category with a score of 2. And Very Inappropriate category with a scoreof 1.Keywords: Smart Apps Creator, Learning Media, Educational game
LOCAL INNOVATION SYSTEM IN WONOGIRI DISTRICT TO EMPOWER THE COMMUNITY THROUGH REGIONAL EXCELLENCE IN ASEAN ECONOMICS ERA Rahmawati Rahmawati; Sri Murni; Siti Supeni
Jurnal Abdimas Vol 22, No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/abdimas.v22i1.4135

Abstract

The acceleration of implementation, difusion, and innovation learning in all segments along with innovation outcomes in all segments will only take place when development planning that is integrated with local potency and excellence, which has competitiveness, and the availability of a comprehensive and accurate innovation data is exist. Sectoral paradigm along witha spatial and temporal development has to be revisited because the nature of development is human and environment as a whole (Santosa et al., 2012). The general purpose of this study is to formulate a model of local innovation system-sistem inovasi daerah (SIDa) of Wonogiri government. The approach to local development is done in systemic and systematic manner. Through this approach, all of the subjects, institutions, networks, partnerships, actions, production processes, and policies that affect the direction of development, velocity and difussion of innovation, and learning processed are considered in order to achieve the development of Wonogiri district. After the data collection, workshop, and Focus Group Discussion (FGD) is performed, then the draft of SIDa is ratified by the Regulation of Wonogiri Regent. The next steps are socialization and public examination.
Perancangan Game Edukasi “GEMA” Berbasis Mobile Pada Mata Pelajaran Matematika Materi Bangun Datar Kelas IV B Di SD Negeri Mojosongo III Wandera Putra, Aulia; Siti Supeni; Alfonsa Maria Sofia Hapsari
LOFIAN: Jurnal Teknologi Informasi dan Komunikasi Vol 4 No 1 (2024): Agustus
Publisher : Universitas Mandiri Bina Prestasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58918/lofian.v4i1.267

Abstract

Penelitian ini menerapkan metode Research and Development (R&D) dengan menggunakan model ADDIE untuk pengembangan. Proses pengumpulan data dilakukan melalui wawancara, kuesioner, dan dokumentasi. Pengujian game dilakukan dengan menggunakan metode Blackbox Testing, sementara validasi oleh ahli dilakukan dengan konversi hasil menggunakan Skala Likert. Penelitian ini bertujuan untuk: (1) Mendesain game edukasi "GEMA" yang berfokus pada materi bangun datar dalam mata pelajaran matematika; (2) Menguji kelayakan penggunaan game edukasi "GEMA" di SD Negeri Mojosongo III sebagai media bantu dalam pemahaman materi bangun datar. Penelitian ini dilaksanakan di kelas IV B SD Negeri Mojosongo III dengan melibatkan 20 siswa sebagai populasi. Hasil penelitian menunjukkan bahwa game "GEMA" dianggap sangat layak sebagai alat bantu pembelajaran. Penilaian dari ahli media menetapkan tingkat kelayakan game ini pada angka 82,5%. Selain itu, validasi oleh ahli materi memberikan tingkat kelayakan sebesar 95%, yang juga termasuk dalam kategori sangat layak. Penilaian dari pendidik menunjukkan tingkat kelayakan 95% dengan kriteria sangat layak, sedangkan penilaian dari siswa mencapai 98% dengan kriteria yang sama. Dengan demikian, game "GEMA" dinilai efektif sebagai media pembelajaran dan sebagai alat hiburan dalam proses belajar mandiri bagi peserta didik, kapan saja dan di mana saja.
PERAN GURU DALAM INTERNALISASI KARAKTER PEDULI SOSIAL MELALUI KEGIATAN PALANG MERAH REMAJA DI SMP N 7 SURAKARTA TAHUN 2025 Aliffi Tarisa Pramesti; Anita Trisiana; Siti Supeni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43262

Abstract

This study aims to describe the implementation, analyze the forms of activities, and examine the role of Civics (PPKn) teachers in internalizing social care values through Youth Red Cross activities at SMP N 7 Surakarta in 2025. The research employed a descriptive qualitative approach involving the principal, vice principals, Youth Red Cross advisor, Civics teachers, and students as research subjects. Data were collected through observation, interviews, and documentation, and validated using source and method triangulation. The data were analyzed through the stages of data collection, data reduction, data display, and conclusion drawing. The findings indicate that Youth Red Cross activities enhance students’ knowledge, skills, and attitudes of social care, reflecting civic responsibility and civic virtue. The activities include in-school programs such as the Tri Bhakti experience and out-of-school activities such as donations, evacuation training, social services, and first aid treatment for minor injuries. Furthermore, Civics teachers play roles as educators, instructors, and mentors in fostering students’ social care character, ensuring that the internalization of these values is carried out in a structured and sustainable manner.
URGENSI PENDIDIKAN PANCASILA DALAM MEMBENTUKKARAKTER SISWA TANGGUH MENGHADAPI TANTANGAN HOAKS DI ERA DIGITAL PADA SISWA KELAS 8 SMP NEGERI 7 KOTA SURAKARTA TAHUN 2025 Melinda Budi Ayu; Trisiana, Anita; Siti Supeni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43628

Abstract

In the face of digital challenges rife with misinformation and fake news, Pancasila education is crucial in helping students develop their character. However, its use in the classroom often prioritizes knowledge over developing students' moral resilience. The purpose of this study is to examine how Pancasila education is used to help eighth-grade students at SMP Negeri 7 Surakarta City build resilient character in the face of lies in the digital age. This research employed a case study and qualitative methodology. Semi-structured interviews, participant observation, and documentation were used to collect data, which was then evaluated interactively using a triangulation approach to ensure data accuracy. According to the research findings, Pancasila education is implemented holistically through improvements in the curriculum, school culture, school policies, and learning that are relevant to contemporary situations. Students' ability to verify information, control their emotions, and understand the social impact before sharing knowledge is an indicator of their resilience. In summary, Pancasila education provides a flexible framework and moral foundation for digital citizenship. It is recommended that schools and families continue to collaborate to improve the integration of digital literacy.
PERANCANGAN GAME EDUKASI DESCRIPTIVE TEXT BERBASIS MOBILE DI SMP MUHAMMADIYAH 1 GATAK Ressa Melasovic; Siti Supeni; Yudhistiro Pandu Widoyoko
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46634

Abstract

The objectives of this research are: 1) To determine the design of a mobile-based educational game for Descriptive text material at SMP Muhammadiyah 1 Gatak; 2) To determine the feasibility of the designed mobile-based educational game to be used as a learning medium in English language subjects for Descriptive text material at SMP Muhammadiyah 1 Gatak. This research was conducted at SMP Muhammadiyah 1 Gatak. This study uses the Research and Development method with the ADDIE development model. Data collection used observation, interviews, questionnaires, and documentation, and also employed the Blackbox Testing system and feasibility validation by experts, as well as student response results to provide feedback regarding the feasibility of the learning medium. Product feasibility validation was analyzed and converted using a Likert Scale to determine the percentage score for the feasibility of the "JUNGLE DASH" educational game learning medium and passed the blackbox testing. The results of this study are: (1) producing an educational game-based learning media product called "JUNGLE DASH" which functions to assist students as a learning medium and to help teachers in delivering material through educational game-based learning media as a means to increase student enthusiasm for learning at SMP Muhammadiyah 1 Gatak. Based on the results of the Blackbox Testing conducted, the learning media can be operated properly; (2) The "JUNGLE DASH" Educational Game obtained an average feasibility percentage score of 86% in the highly feasible category from media experts, an average feasibility percentage score of 94% in the highly feasible category from material experts, and an average feasibility percentage score of 89% in the "highly feasible" category from the teaching teacher.