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Efektivitas Penegakan Hukum Tindak Pidana Judi Online di Kalangan Mahasiswa Khalimy, Akhmad; Avissa, Avrilia Aurelia; Apriyanti, Afia; Triastuti, Rini
Bacarita Law Journal Vol 5 No 2 (2025): April (2025) BACARITA Law Journal
Publisher : Programs Study Outside the Main Campus in Law Pattimura University ARU Islands Regency

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/bacarita.v5i2.16949

Abstract

Online gambling has become a global phenomenon, especially because of its easy access so that it can be reached by various groups, including students. The purpose of this study was to determine the factors that cause students to use online gambling and the obstacles to enforcing online gambling among students. This study uses a descriptive qualitative research type with a sociological legal approach. The results of the study indicate that several factors that encourage students to play online gambling are basically related to economic factors, perceptions of winning opportunities, boredom, friendships, and venting. The variety of these factors shows that many students are caught in online gambling. The biggest obstacle in enforcing the law on online gambling crimes comes from the awareness of the students themselves. Among them, some feel safe playing online gambling because of anonymity, minimal law enforcement, and some are even aware of the criminal risks but still play. Therefore, the relevant parties are deemed necessary to make several preventive efforts aimed at preventing the occurrence of gambling crimes. Strengthening legal regulations, especially by expanding the scope of online gambling crimes, will ensure that all parties involved in online gambling can be subject to appropriate sanctions. Active and targeted socialization will increase students' awareness of the dangers and consequences of online gambling, while financial literacy programs will help students to be wiser in managing their finances and avoid the risk of falling into gambling. With the combination of these three efforts, it is hoped that an environment free from the negative influence of online gambling will be created for students.
Teachers and technology: The perspective of digital citizenship Triastuti, Rini
Jurnal Civics: Media Kajian Kewarganegaraan Vol 16, No 1 (2019)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (416.618 KB) | DOI: 10.21831/jc.v16i1.21521

Abstract

Perkembangan teknologi informasi dan komunikasi telah menghasilkan beragam produk baik dalam bentuk hardware dan software. Produk tersebut telah menawarkan berbagai kemudahan bagi penggunanya. Salah satu contoh di bidang komunikasi. Saat ini komunikasi dapat dilakukan setiap saat tanpa dibatasi oleh jarak dan waktu. Berbagai kemudahan yang ditawarkan bagi penggunanya membuat mereka sangat tergantung pada teknologi. Bahkan saat ini manusia tidak hanya berada dalam dunia nyata saja namun juga dalam dunia maya. Tulisan ini bermaksud menggambarkan karakteristik kewarganegaraan guru-guru pendidikan pancasila dan kewarganegaraan. Pendekatan yang digunakan adalah deskriptif kualitatif. Instrumen yang digunakan dalam penelitian adalah angket, wawancara dan studi pustaka. Data menunjukkan bahwa guru-guru merupakan warga digital dan digital immigrant.-------------------------------------------------------------------------------------------------------The rapid growth of information and communication technology has produced various forms of products in the form of hardware and software. These products have offered various conveniences for its users. One example is in the field of communication. Currently, communication can be done in real time without being blocked by distance and time. The various facilities provided to its users make them very dependent on technology. Even today humans do not only exist in the real world but in the virtual world. This paper is intended to describe the characteristics of digital citizenship for civic education teachers. The method used is descriptive qualitative. This study uses questionnaires, interviews and literature studies. The results show that teachers are digital citizens and digital immigrant.
Pengaruh Model Pembelajaran CORE dengan Media Bingo dan Kahoot! sebagai Strategi Meningkatkan Keterampilan Berpikir Kritis dalam Pembelajaran Pendidikan Pancasila Rizqi Utama, Yogandaru; Triastuti, Rini; Gunawati, Dewi
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 8 (2025): JPTI - Agustus 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.937

Abstract

Rendahnya keterampilan berpikir kritis dalam pembelajaran Pendidikan Pancasila menjadi permasalahan utama yang dihadapi di SMP Negeri 1 Lamongan. Namun proses ini menjadi tantang bagi guru untuk berinovasi mengunakan metode pembelajaran dan media ajar mampu menstimulasi kemampuan berpikir kritis siswa. Penelitian ini (1) Menganalisis pengaruh penerapan model pembelajaran CORE dengan media Bingo terhadap keterampilan berpikir kritis peserta didik pada pembelajaran Pendidikan Pancasila Kelas VII C di SMPN Negeri 1 Lamongan. (2) Menganalisis pengaruh penerapan model pembelajaran CORE dengan media Kahoot! terhadap keterampilan berpikir kritis peserta didik pada pembelajaran Pendidikan Pancasila Kelas VII D di SMPN Negeri 1 Lamongan. (3) Menganalisis perbedaan pengaruh penerapan media Bingo dan media Kahoot! terhadap keterampilan berpikir kritis peserta didik pada pembelajaran Pendidikan Pancasila Kelas VII di SMPN Negeri 1 Lamongan. Penelitian ini bertujuan untuk menganalisis pengaruh penerapan model pembelajaran CORE (Connecting, Organizing, Reflecting, Extending)yang diintegrasikan dengan media Bingo dan Kahoot! terhadap keterampilan berpikir kritis siswa. Metode yang digunakan adalah quasi-eksperimen dengan desain pretest-posttest, melibatkan dua kelas sebagai kelompok eksperimen. Hasil penelitian menunjukkan peningkatan keterampilan berpikir kritis yang signifikan, dengan nilai rata-rata kelas eksperimen I yang menggunakan media Bingo meningkat dari 53,78% menjadi 76,73%, sedangkan kelas eksperimen II yang menggunakan Kahoot! meningkat dari 56,62% menjadi 82,51%. Media Kahoot! menunjukkan efektivitas yang lebih tinggi dibandingkan dengan Bingo, dengan kontribusi terhadap peningkatan keterampilan berpikir kritis sebesar 71,4% dibandingkan 65,9% dari Bingo. Metode pembelajaran dan media pembelajaran tersebut berdampak positif untuk menggembangan ketrampilan berpikir kritis siswa dan peningkatan kualitas pembelajaran di bidang Pendidikan Pancasila, serta memberikan rekomendasi bagi guru Pendidikan Pancasila dalam memfasilitasi pembelajaran yang menarik.
Pelatihan Implementasi Pendekatan Pembelajaran Deep Learning untuk Meningkatkan Kompetensi Pedagogik Guru SD di Kota Surakarta Atmojo, Idam Ragil Widianto; Muzzazinah, Muzzazinah; Ekawati, Elvin Yusliana; Triastuti, Rini; Isnantyo, Fajar Danur; Sukarno, Sukarno; Ramadian, Rizqi Karisma
Jurnal Pengabdian UNDIKMA Vol. 6 No. 1 (2025): February
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v6i1.14507

Abstract

This community service activity aims to improve the pedagogical competence of elementary school teachers in Surakarta City through training in implementing the Deep Learning learning approach. Pedagogical competence includes the ability to understand student characteristics, design learning, and integrate technology to create a deep and enjoyable learning experience. The implementation method of this service included counseling, practice, and individual mentoring. The evaluation instruments used were pre-test and post-test which were analyzed descriptively. The results of this service showed that as many as 20 elementary school teachers in Surakarta showed an increase in the pedagogical ability of 45% in designing and implementing deep learning strategies that focus on critical thinking, creativity, and joyful learning. With the implementation of deep learning, especially joyful learning, teachers are able to create a dynamic and meaningful learning atmosphere for students.
Analysis of HOTS-Based TPACK Ability Based on Self-Assessment of Teacher Professional Education Students Atmojo, Idam Ragil Widianto; Isnantyo, Fajar Danur; Muzzazinah, Muzzazinah; Triastuti, Rini; Ekawati, Elvin Yusliana; Sukarno, Sukarno
Mimbar Sekolah Dasar Vol 12, No 2 (2025)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53400/mimbar-sd.v12i2.87027

Abstract

In the era of 21st-century education, mastery of Technological Pedagogical Content Knowledge (TPACK) is not enough without having higher-order thinking skills (HOTS). This study aimed to analyze HOTS-based TPACK ability in the field of Elementary School Teacher Education (ESTE). This study employed a quantitative descriptive approach with a survey design and data collection through self-assessment instruments. 1644 ESTE students of Teacher Professional Education (TPE) who filled out the instrument from various regions in Indonesia. The students consisted of 94 prospective teachers (Pre-service teachers of TPE) and 1550 TPE students who had become teachers (In-service teachers of TPE). The results showed that ESTE students of TPE showed very good mastery of HOTS-based TPACK. In the Content Knowledge aspect, 90% of students were categorized as having a high level of competence, indicating strong mastery. The ability to solve problems (53.7%) and evaluate student understanding (55.3%) were categorized as medium. In the Pedagogical Knowledge domain, the ability to manage classrooms (69.2%) and select appropriate learning strategies (66.5%) fell into the high category. For Technological Knowledge, 76.2% of students demonstrated a high ability to utilize technology effectively, although 16.9% still had difficulties in evaluating software, which was classified as low. Meanwhile, in the integrative TPACK aspect, 62.8% of students were in the high category in assessing student learning outcomes using a HOTS-based approach. In conclusion, ESTE students of TPE showed very good mastery of HOTS-based TPACK competencies, with high abilities in content knowledge, pedagogy, and technology even though challenges in evaluating software remain to exist. This study implies the need to strengthen training in technology evaluation and the application of higher-order thinking skills to ensure comprehensive and sustainable TPACK competence in teacher education programs.