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PELAKSANAAN INTERNALISASI KEJUJURAN DALAM PENDIDIKAN ANTIKORUPSI DI SMP KELUARGA KUDUS Rusdini, Siti Ekowati; Rachman, Maman; Handoyo, Eko
JESS (Journal of Educational Social Studies) Vol 5 No 1 (2016): Juni 2016
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jess.v5i1.13091

Abstract

Pendidikan antikorupsi menjadi sebuah jalan keluar bagi proses perbaikan bangsa dan Negara Indonesia. Situasi sosial yang ada menjadi alasan utama agar pendidikan antikorupsi segera dilaksanakan dalam lembaga pendidikan.Tujuan penelitian ini yaitu mendeskripsikan pelaksanaan internalisasi nilai kejujuran dalam pendidikan antikorupsi pada siswa di SMP Keluarga Kudus. Penelitian ini dilakukan dengan menggunakan pendekatan kualitatif. Hasil penelitian menunjukkan bahwa pelaksanaan internalisasi nilai kejujuran melalui pembelajaran pendidikan antikorupsi, Gerakan Anti Menyontek (GAM), program warung kejujuran, telepon kejujuran, pemakaian pin antikorupsi, Examen Conscientiae, serta peringatan Hari Antikorupsi dalam rangka menanamkan nilai kejujuran pada siswa. Simpulan penelitian ini adalah dengan pelaksanaan internalisasi nilai kejujuran dapat meningkatkan sikap jujur pada siswa yang dapat dilihat dalam buku transaksi warung kejujuran menunjukkan jumlah uang yang masuk dan barang yang keluar sudah sesuai, siswa malu untuk melakukan perbuatan menyontek serta siswa berani menegur teman yang berbuat curang.
Historical Exploration: Soerakarta Walking Tour as a Platform to Foster Historical Awareness of BSLady Solo Nurpratiwi, Hany; Amir, Nor Zana Binti Mohd; Mumpuni, Restu Ayu; Rusdini, Siti Ekowati
Journal of Educational Social Studies Vol. 14 No. 1 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jess.v14i1.24520

Abstract

The historical exploration program, initiated through a collaboration between BSLady Solo and Soerakarta Walking Tour, serve as a transformative model for integrating cultural heritage education with community engagement. Aimed at exchanging historical awareness among urban women's fashion communities, the program immerses participants in Solo's historical landscape while deepening their understanding of batik as cultural and philosophical artifact. Through guided exploration and narrative based learning, participants not only discover the craftsmanship that shapes Solo's identity. This initiative demonstrates how culturally immersive and participatory methods can bridge generational gaps, promote local wisdom and stimulate cultural continuity in rapidly modernizing society. The program underscores the potential of creative heritage collaborations in fostering a sustainable appreciation of local identity and in cultivating a sense of collective pride in cultural traditions. 
Communication Strategy of Social Studies Teachers in Integrating Climate Change Issues in Semarang Lukitawati, Lukki; Hermanto, Fredy; Rusdini, Siti Ekowati; Winanto, Zabidi Agus
Journal of Educational Social Studies Vol. 14 No. 1 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jess.v14i1.26855

Abstract

This study examines how Social Studies teachers in Semarang, Indonesia, frame and communicate climate change issues through the lenses of environmental communication and ecopedagogy. Drawing on a structured online survey of 116 I teachers from Musyawarah Guru Mata Pelajaran Ilmu Pengetahuan Sosial Semarang, the research identifies four perceptual constructs: awareness, knowledge, perception, institutional responsibility, and self-efficacy. It classifies the topics teachers choose into pragmatic mitigation measures or constitutive identity‐building issues and their strategies, e.g., class discussions, project-based learning, visual media, and policy advocacy. Descriptive analyses show that while teachers recognize climate change and its future risks (means ≥ 4.18/5), they tend to favor conventional, one-way informational methods alongside participatory projects. By mapping these practices onto Kahn's three-dimensional ecopedagogy, cosmological, technological, and organizational, the study reveals both strengths in building planetary consciousness and gaps, including overreliance on deficit-model framing and limited cultural contextualization. The findings underscore the need for IPS curricula to integrate deliberative, community-centered pedagogies and professional development that apply critical, context-sensitive ecopedagogical practice.
Fashion, Sustainability, and  Tourism: How Soerakarta Walking Tour Engages Muslim Community in Green Tourism Mumpuni, Restu Ayu; Nurpratiwi, Hany; Rusdini, Siti Ekowati; Sinaga, Syahrul Syah
Forum Ilmu Sosial Vol. 52 No. 1 (2025): June 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/fis.v52i1.19966

Abstract

The Soerakarta Walking Tour (SWT) is an innovative urban tourism initiative that integrates cultural preservation, environmental sustainability, and inclusivity. This study examines how SWT's promotes green tourism through a mixed-methods approach, combining quantitative surveys and qualitative interviews with participants. The quantitative findings reveal high levels of participant satisfaction, including understanding green tourism principles and satisfaction with cultural storytelling. Qualitative data complement these results, highlighting participants’ appreciation for Muslim-friendly facilities, opportunities for cultural learning, and the promotion of local economic and environmental sustainability. The study applies the frameworks of Integrated Marketing Communication (IMC) and Social Marketing to analyze how SWT delivers consistent and engaging messages while fostering behavioral change. The findings show that SWT successfully inspires participants to adopt sustainable practices, though some variability in the visibility of green tourism principles suggests room for improvement.
Pengaruh Model Pembelajaran Gamifikasi Educaplay terhadap Motivasi Belajar Siswa pada Pembelajaran IPS di SMP N 22 Semarang Safitri, Agyana Mutiara; Rusdini, Siti Ekowati
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 1 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (1)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i1.3516

Abstract

Latar belakang penelitian didasarkan pada temuan observasi di SMP N 22 Semarang yang mengindikasi rendahnya motivasi belajar siswa kelas IX, ditandai dengan kurangnya inisiatif untuk bertanya, sangat bergantung pada arahan dari guru, lebih memilih sibuk sendiri mengobrol dengan teman sebangku, sering izin dijam pembelajaran dan kurang keterlibatan dalam kegiatan pembelajaran IPS secara konvensional. Penelitian ini bertujuan untuk mengukur pengaruh implementasi model pembelajaran gamifikasi Educaplay terhadap perbandingan motivasi belajar siswa pada pembelajaran Ilmu Pengetahuan Sosial (IPS). Peneliti menggunakan pendekatan kuantitatif dengan desain Quasi-Eksperimen (Non- Equivalent Control Group Design). Penelitian ini menggunakan metode kuantitatif, dengan pendekatan eksperimen serta dua kelas IX sebagai kelompok eksperimen (menggunakan Educaplay) dan kelompok kontrol (metode konvensional) dengan jumlah 60 orang.  Instrumen pengumpulan data utama adalah angket motivasi belajar yang didasarkan pada indikator-indikator motivasi dan didukung kerangka Self-Determination Theory (SDT). Pengumpulan data dilaksanakan dengan beberapa macam teknik, yaitu dokumentasi, penyebaran angket kuesioner melalui google form, serta observasi. Data dianalisis secara inferensial menggunakan uji Independent Sampel t-test dengan bantuan SPSS versi 27, setelah melalui uji normalitas, uji homogenitas dan uji independent simple t-test. Hasil penelitian menunjukan pengaruh positif dan signifikan (Sig. 2-Tailed) sebesar 0,015 ). Temuan ini mengindikasikan bahwa penerapan model pembelajaran gamifikasi Educaplay terbukti berhasil meningkatkan motivasi belajar siswa pada pembelajaran IPS.
Pengaruh Metode Pembelajaran Crossword Puzzle terhadap Hasil Belajar Siswa pada Pembelajaran IPS di SMP Negeri 11 Semarang Istiqomah, Ayu; Rusdini, Siti Ekowati
EduInovasi:  Journal of Basic Educational Studies Vol. 5 No. 3 (2025): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

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

Abstract

Low students' learning outcomes are still an issue in junior high school social studies instruction. This is due to teaching methods that do not involve student participation. Therefore, teachers need to select and apply innovative teaching methods to improve students' understanding of concepts. This study intends to explore the influence of crossword puzzles as a learning method on the learning results of seventh graders in IPS subjects at SMP N 11 Semarang. This study uses quantitative techniques and a nonequivalent control group design, which is a variation of a quasi-experimental design. The study’s sample comprised two classes, each with thirty-two students, Class VII B was the experimental group, and class VII D was the control group. The methods used to collect data included pre-test and post-test with essays and multiple-choice questions. The research instruments had undergone validity and reliability tests. Normality tests were used to analyze the data, homogeneity tests, and hypothesis tests with independent sample t-tests using SPSS version 25. The results showed that the average post-test score of the experimental class was 77.59, which was higher than that of the control class, which was 69.78. The hypothesis test showed a significance value of 0.010 (< 0.05), so H0 was rejected and Ha was accepted. Therefore, it can be said that the crossword puzzle learning approach significantly and favorably improves the social studies learning result of students at SMP N 11 Semarang.
Tradisi Saparan sebagai Akulturasi Budaya dan Nilai Kearifan Lokal di Dusun Ploso, Kota Salatiga Adhani, Lin Lin; Rusdini, Siti Ekowati
SENTRI: Jurnal Riset Ilmiah Vol. 5 No. 2 (2026): SENTRI : Jurnal Riset Ilmiah, Februari 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/sentri.v5i2.5608

Abstract

This study examines the symbolic meanings and cultural acculturation embodied in the Saparan Tradition practiced in Ploso Hamlet, Salatiga City, through Clifford Geertz’s interpretive anthropological approach. The Saparan Tradition represents an important form of Javanese cultural heritage that integrates Islamic values with local wisdom and continues to be preserved across generations. Using a descriptive qualitative method, data were collected through participatory observation, in-depth interviews, and documentation involving traditional leaders, religious figures, and community members. The findings indicate that each stage of the Saparan ritual ranging from the determination of auspicious timing, preparation of offerings, village cleansing activities, to the communal feast contains symbolic meanings that reflect a harmonious relationship between humans, nature, and God. A central finding reveals a syncretic integration between Islamic values and local Javanese elements, where doa and tahlil led by religious leaders coexist with traditional offerings (sesaji) without negating their respective meanings. Islamic prayers function as expressions of gratitude and devotion to God, while offerings symbolize respect for nature, ancestors, and cosmic balance, forming a shared system of meaning within the community. Cultural symbols such as palawija, pala pendem, roasted chicken, and other ritual elements convey social, moral, and spiritual values, reinforcing gratitude, mutual cooperation, social solidarity, environmental awareness, and respect for ancestral heritage. Furthermore, the Saparan Tradition functions as a cultural mechanism that strengthens intergenerational bonds and preserves local identity amid globalization and modernization. These values also demonstrate relevance as contextual learning resources for Social Studies education based on local wisdom.
PENERAPAN GAME BASED LEARNING GIMKIT UNTUK MENINGKATKAN KARAKTER KOLABORASI DALAM PEMBELAJARAN IPS DI SMP Andini, Luthfiyah Nisrina; Rusdini, Siti Ekowati
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i2.10401

Abstract

ABSTRAK Penelitian ini dilatar belakangi oleh rendahnya karakter kolaborasi siswa dalam pembelajaran IPS yang ditandai dengan kurangnya partisipasi aktif, interaksi antar siswa, serta pembagian tugas yang belum merata dalam kegiatan kelompok. Oleh karena itu, diperlukan inovasi pembelajaran yang mampu mendorong keterlibatan siswa secara lebih aktif. Penelitian ini bertujuan untuk menganalisis penerapan Game Based Learning menggunakan platform Gimkit dalam meningkatkan karakter kolaborasi siswa pada pembelajaran IPS di SMP Negeri 40 Semarang. Penerapan pembelajaran ini sejalan dengan teori konstruktivisme sosial yang dikemukakan oleh Lev Vygotsky yang menekankan pentingnya interaksi sosial dalam membangun pengetahuan. Penelitian ini menggunakan pendekatan kualitatif. Informan penelitian meliputi guru mata pelajaran IPS, wakil kepala sekolah bidang kesiswaan dan kurikulum, serta siswa kelas VIII E dan VIII F. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi. Analisis data dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa penerapan Game Based Learning menggunakan platform Gimkit mampu meningkatkan karakter kolaborasi siswa yang terlihat dari meningkatnya partisipasi dalam diskusi kelompok, pembagian tugas sesuai kemampuan, serta interaksi yang lebih aktif antar siswa selama pembelajaran.  Kata Kunci: Game Based Learning, Gimkit , Karakter Kolaborasi   ABSTRACT This study was motivated by the low level of collaboration among students in social studies learning, which was characterized by a lack of active participation, interaction among students, and uneven distribution of tasks in group activities. Therefore, learning innovations that can encourage more active student involvement are needed. This study aims to analyze the application of Game-Based Learning using the Gimkit platform in improving students' collaborative character in social studies learning at SMP Negeri 40 Semarang. The application of this learning is in line with the social constructivism theory proposed by Lev Vygotsky, which emphasizes the importance of social interaction in building knowledge. This study uses a qualitative approach. The research informants include social studies teachers, the vice principal in charge of student affairs and curriculum, and students from classes VIII E and VIII F. Data collection techniques were carried out through observation, interviews, and documentation. Data analysis was conducted through data reduction, data presentation, and conclusion drawing. The results of the study indicate that the application of Game-Based Learning using the Gimkit platform is able to improve students' collaborative character, as seen from increased participation in group discussions, division of tasks according to ability, and more active interaction between students during learning.
IMPLEMENTASI MEDIA BOARD GAME ULAR TANGGA ‘SOSIOFUN’ DALAM PEMBELAJARAN IPS UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA DI SMP Purnawati, Tri Indah; Rusdini, Siti Ekowati
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i2.10479

Abstract

In an effort to improve the quality of social studies education at the junior high school level, education plays a crucial role in shaping students who are active and highly motivated to learn. However, in practice, social studies instruction often remains monotonous and fails to actively engage students, resulting in low student motivation. This issue calls for innovation in the use of teaching methods and media capable of creating a more engaging and meaningful learning environment. This study aims to describe the implementation of the “Sosiofun” snakes and ladders board game, analyze its impact on learning motivation, and identify the factors influencing students’ learning motivation in Social Studies at Ibu Kartini Junior High School in Semarang. This study employs a descriptive qualitative approach using data collection techniques such as observation, interviews, and documentation. The data obtained were analyzed through source triangulation to obtain a comprehensive picture of the application of this learning medium. The results of the study indicate that the implementation of the “Sosiofun” snakes and ladders board game is capable of creating a more interactive and student-centered learning experience. Furthermore, the use of this medium has been proven to increase students’ learning motivation, as evidenced by increased attention, interest, engagement, and self-confidence during the learning process. ABSTRAK Dalam upaya meningkatkan kualitas pendidikan IPS di tingkat SMP, pendidikan memiliki peran penting dalam membentuk peserta didik yang aktif dan memiliki motivasi belajar yang baik. Namun dalam praktiknya, pembelajaran IPS masih sering berlangsung secara monoton dan kurang melibatkan siswa secara aktif, sehingga berdampak pada rendahnya motivasi belajar siswa. Permasalahan ini menuntut adanya inovasi dalam penggunaan metode dan media pembelajaran yang mampu menciptakan suasana belajar yang lebih menarik dan bermakna. Penelitian ini bertujuan untuk mendeskripsikan implementasi media board game ular tangga “Sosiofun”, menganalisis dampaknya terhadap motivasi belajar, serta mengidentifikasi faktor-faktor yang memengaruhi motivasi belejar siswa pada mata pelajaran IPS di SMP Ibu Kartini Semarang. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data berupa observasi, wawancara, dan dokumentasi. Data yang diperoleh dianalisis melalui triangulasi sumber untuk mendapatkan gambaran yang komprehensif mengenai penerapan media pembelajaran tersebut. Hasil penelitian menunjukkan bahwa implementasi media board game ular tangga “Sosiofun” mampu menciptakan pembelajaran yang lebih interaktif dan berpusat pada siswa. Selain itu, penggunaan media ini terbukti dapat meningkatkan motivasi belajar siswa yang ditandai dengan meningkatnya perhatian, minat, keaktifan, serta kepercayaan diri selama pembelajaran berlangsung.