Rini Afriani
Universitas Negeri Padang

Published : 5 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 5 Documents
Search

Standarization of Experiential Learning Facilitator in West Sumatera Endang Sepdanius; Anton Komaini; Rini Afriani
Jurnal Cakrawala Pendidikan CAKRAWALA PENDIDIKAN EDISI JUNI 2018, TH.XXXVII, NO.2
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (754.319 KB) | DOI: 10.21831/cp.v37i2.19745

Abstract

Abstract: The purpose of this research was to standardize experiential learning (EL) facilitators in outdoor activities in West Sumatera. The result of this research is expected that the EL facilitator is competent with the issuance of professional certificate by the National Agency for Profession Certification (BNSP). This research uses quantitative method with analytic descriptive approachand has been done in two stages. First, Implementation of workshop program for experiential learning facilitators and produce recommendations for workshop participants. Second, conductied a competency test of EL facilitators by the National Agency for Profession Certification (BNSP). The number of respondents was 20 facilitators from 4 providers (n=20). Data were collected using Indonesian national competence standard of tourism sector in the field of outbound / experiential learning facilitator and BNSP test. The data were processed using descriptive statistical analysis technique.  The results of the study showed that 19 participants were declared competent and 1 incompetent participant. The results of the study showed that 19 participants were declared competent and 1 participants declared incompetent by the National Agency for Profession Certification (BNSP). These results indicate that the EL workshop program resulted 19 participants have been declared competent in guiding outdoor activities using experiential learning approach.Keyword: facilitator of experiential learning, standardization, outbound training Standarisasi Pada Fasilitator Experiential Learning di Sumatera Barat Abstrak: Tujuan penelitian ini adalah melakukan standarisasi pada fasilitator experiential learning (EL) dalam kegiatan outdoor di Sumatera Barat. Hasil penelitian diharapkan dapat memberikan masukan untuk dikeluarkannya sertifikat profesi oleh Badan Nasional Sertifikat Profesi (BNSP) kepada fasilitator EL karena memenuhi syarat kompetensi. Penelitian ini menggunakan metode kuantitatif dengan pendekatan deskriptif analitik dilakukan dalam dua tahap: (1) melaksanaan program workshop bagi fasilitator EL dan memberikan rekomendasi pada peserta, (2) melakukan uji kompetensi fasilitator EL oleh BNSP. Jumlah responden adalah 20 orang fasilitator dari 4 provider (n=20). Data dikumpulkan menggunakan standar kompetensi kerja nasional Indonesia sektor pariwisata bidang kepemanduan outbound/fasilitator experiential learning dan pelaksanaan test profesi oleh BNSP. Data diolah menggunakan teknik analisis statistik deskriptif. Hasil dari penelitian menunjukan bahwa 19 fasilitator dinyatakan lulus dan 1 orang dinyatakan tidak lulus oleh BNSP. Hasil ini menunjukan bahwa program workshop EL menghasilkan 19 peserta yang kompeten dalam memandu kegiatan outdoor menggunakan pendekatan experiential learning. Kata Kunci: fasilitator experiential learning, standarisasi, outbound training
Pengembangan LKPD Berbasis Augmented Reality untuk Meningkatkan Imajinasi Sejarah pada Siswa Kelas X SMA Dewa Meuro Pangihutan; Rini Afriani
Jurnal Kronologi Vol 8 No 1 (2026): Jurnal Kronologi
Publisher : Jurusan Sejarah FIS UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jk.v8i1.1070

Abstract

Penelitian ini bertujuan mengembangkan LKPD berbasis Augmented Reality (AR) pada materi Kehidupan Sosial, Politik, dan Kebudayaan Kerajaan Majapahit untuk peserta didik kelas X SMA, serta menganalisis kelayakan dan kepraktisannya. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Produk dikembangkan menggunakan aplikasi Assemblr Edu dengan sistem marker-based dan didesain menggunakan Canva. Validasi dilakukan oleh empat orang ahli (dua ahli media dan dua ahli materi), sementara uji praktikalitas melibatkan satu guru dan 30 peserta didik kelas X E 8 SMAN 2 Payakumbuh. Instrumen pengumpulan data berupa angket skala Likert dengan empat alternatif jawaban. Hasil penelitian menunjukkan bahwa: (1) LKPD berbasis AR berhasil dikembangkan melalui tahapan model ADDIE dan memuat aktivitas berpikir historis yang terstruktur, (2) LKPD dinyatakan sangat layak berdasarkan validasi ahli media dengan rata-rata skor 3,44 dan ahli materi dengan rata-rata skor 3,76, serta (3) LKPD dinyatakan sangat praktis berdasarkan penilaian guru dengan rata-rata 3,8 dan peserta didik dengan rata-rata 3,79. Dengan demikian, LKPD berbasis AR yang dikembangkan layak dan praktis digunakan sebagai bahan ajar inovatif untuk mendukung imajinasi sejarah peserta didik dalam kerangka Kurikulum Merdeka.
Analisis Kebutuhan Pengembangan Journey of Spices Game untuk Meningkatkan Minat Belajar Sejarah Siswa SMK Negeri 4 Padang Annisa Farizky; Rini Afriani
Jurnal Kronologi Vol 8 No 1 (2026): Jurnal Kronologi
Publisher : Jurusan Sejarah FIS UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jk.v8i1.1020

Abstract

This study aims to conduct a needs analysis for the development of a learning medium, the Journey of Spices Game, intended to enhance students’ interest in learning history at SMK Negeri 4 Padang. The study was motivated by the low level of students’ engagement in history learning, which is still dominated by lecture-based instruction and conventional media such as textbooks and presentation slides. Such conditions result in students being less motivated and less actively involved in the learning process. The research employed a descriptive qualitative method, with data collected through observation, interviews, and needs analysis questionnaires involving history teachers and tenth-grade students. The findings indicate that students need interactive, visual, and enjoyable learning media to help them understand the topic of the Indonesian spice routes and the arrival of Western nations. Teachers also emphasized the necessity of technology-based innovations that align with the characteristics of digital-native learners. Based on these findings, the development of the Journey of Spices Game is considered relevant as an effective alternative learning medium to increase students’ interest in learning history. This medium not only provides a more engaging and interactive learning experience but also helps students understand historical material contextually, making them more actively involved in the learning process.
Analisis Kebutuhan Pengembangan E-Modul Sejarah Indonesia untuk Meningkatkan Keterampilan Berpikir Kausalitas Peserta Didik Amanda Ismi; Rini Afriani
Jurnal Kronologi Vol 8 No 1 (2026): Jurnal Kronologi
Publisher : Jurusan Sejarah FIS UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jk.v8i1.1022

Abstract

This study aims to analyze the needs for developing an e-module designed to enhance students’ causal thinking skills in Indonesian history learning. The research employed a descriptive qualitative approach as the initial stage (Analyze) of the ADDIE development model. The subjects consisted of history teachers and 11th-grade students at MAN 3 Kota Padang. Data were collected through observation, interviews, and documentation to identify learning needs, challenges encountered, and the availability of supporting facilities. The findings revealed that history learning at MAN 3 Kota Padang remains conventional and teacher-centered, relying on unattractive materials that do not effectively stimulate higher-order thinking skills. Most students demonstrated low causal thinking abilities, particularly in understanding cause-and-effect relationships among historical events. Based on these findings, it is necessary to develop an interactive, contextual, and easily accessible digital e-module to support more meaningful history learning and improve students’ causal thinking skills.
Analisis Kebutuhan Pengembangan Media Mind Mapping untuk Meningkatkan Keterampilan Berpikir Kausalitas pada pembelajaran Sejarah di SMA Dhea Aningrum Putri; Rini Afriani
Jurnal Kronologi Vol 8 No 1 (2026): Jurnal Kronologi
Publisher : Jurusan Sejarah FIS UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jk.v8i1.1032

Abstract

ABSTRACT This research is motivated by the low causal thinking skills of students in understanding the History learning material delivered by teachers, especially in the material on the Japanese Occupation of Indonesia in the Merdeka Curriculum. This study aims to analyze the need for Mind Mapping media development to improve causality skills in History learning in high school. The method used is a mixed method involving 30 grade XI students and a history teacher at SMA Negeri 2 Kota Sungai Penuh. Data were collected through observation, interviews and questionnaires via Google Form, then analyzed quantitatively and qualitatively. The results of the study indicate that the level of causal thinking of students in History learning is still low, characterized by difficulty analyzing the cause and effect of a Historical event. Teachers and students stated the need for learning media that can help visualize history learning materials more systematically and interestingly. Based on the results of the needs analysis, mind mapping media is considered to have the potential to be developed as a learning medium that can help students organize information, understand cause and effect relationships, and improve causal thinking skills, especially in History learning.