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Penggunaan Media Pembelajaran Power Point Untuk Meningkatkan Minat Belajar Sejarah Siswa Pasca Pembelajaran Daring (COVID-19) Toni Nugroho Saputro; Yusuf Andre Prakoso; I Made Ratih Rosanawati
Keraton: Journal of History Education and Culture Vol 5, No 1 (2023)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/keraton.v5i1.4224

Abstract

This research aims to better understand student’s situation after online study due to Covid-19 pandemic and how to deal the problem that arise from it. This reserch uses observation, interview, and literature study to collect data, interpret the result, and find the solution to solve the problem dicoverd during the research. The result of this research showed that online study had caused student to lose interest in History Lesson and made student to heavily rely in gadget (smartphone in particular) to solve problems, answer questions, and used as reference for any school work. After the use of media such as Power Pointthat contained illustration and summary of each subject of History Lesson that stimulate student’s attention and imagination, interest in History Lesson improved. Based on this research it can be concluded that the use of media in History Lesson could stimulate student’s interest and further improve understanding in subject matter. It is also noted that student’s dependence on gadget had risen and while the use of technology in education is inevitable, dependence and misuse could instead harm the student themselves and thus further study and regulation must be done in order to ensure the quality of education and student’s growth and future.
ANALISIS PENGARUH METODE TIMES GAME TOURNAMENT TERHADAP KEMAMPUAN NUMERASI SISWA KELAS IV SEKOLAH DASAR NEGERI SIDOREJO 02 Siti Aisyah; I Made Ratih Rosanawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11970

Abstract

The purpose of this study was to determine the effect of the Times Game Tournament Method on the Numeracy Skills of Fourth-Grade Students at Sidorejo 02 Public Elementary School. Data collection methods were conducted through tests, observations, and documentation. The population in this study was all fourth-grade students at Sidorejo 02 Public Elementary School, totaling 13 students.This study employed a quantitative method with a quasi-experimental design in the form of a one-group pretest–posttest design. The subjects in this study were all fourth-grade students at Sidorejo 02 Public Elementary School. Data were collected through numeracy ability tests administered before (pretest) and after (posttest) the implementation of the Times Game Tournament learning model. Data analysis was carried out with prerequisite tests to ensure normality and hypothesis testing through paired sample t-tests. The results showed that the average value of students' numeracy skills increased from a pretest value of 58.84 to a posttest value of 81.92. The results of the paired t-test showed a significance value (Sig. 0.000 < 0.05), which means there was a significant difference between the pretest and posttest scores. Thus, it can be concluded that the application of the Times Game Tournament learning model has a positive effect on improving the numeracy skills of fourth-grade students at Sidorejo 02 Elementary School.
Pencegahan Perundungan dan Kekerasan Seksual di Lingkungan Sekolah Dasar: Pengabdian Mutiara Dana Elita; Geby Adellestia; I Made Ratih Rosanawati; Ferrinda Prafitasari; Rifqi Nur Cholis; Fuqohak Asmar
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 April - Juni
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.6364

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan, kesadaran, dan keterampilan praktis peserta dalam mengidentifikasi, mencegah, dan merespons kasus perundungan serta kekerasan seksual di lingkungan sekolah dan mengidentifikasi strategi yang efektif dalam menciptakan lingkungan belajar yang aman bagi peserta didik. Pengabdian ini menggunakan metode penelitian tindakan (action research). Subjek pengabdian ini meliputi guru dan karyawan di sekolah dasar. Hasil kegiatan menunjukkan peningkatan dalam pemahaman peserta mengenai definisi, bentuk-bentuk dan dampak perundungan serta kekerasan seksual peningkatan kesiapan dalam menerapkan prosedur penanganan kasus di lapangan. Kendala yang ditemukan meliputi resistensi psikologis terhadap topik kekerasan seksual yang masih dianggap tabu, kesenjangan persepsi mengenai batasan disiplin dan kekerasan, dan perbedaan latar belakang peserta. Kendala tersebut diatasi melalui pendekatan komunikatif berbasis regulasi, diferensiasi metode penyampaian, serta rekomendasi program pelatihan berkelanjutan kepada pihak sekolah. Kegiatan ini menegaskan bahwa penguatan kapasitas guru dan karyawan sekolah merupakan investasi strategis yang paling mendasar dalam membangun ekosistem sekolah yang aman dari segala bentuk kekerasan.
Pelatihan Pembuatan Media Pembelajaran bagi Guru Kelas Menggunakan Aplikasi Canva Mutiara Dana Elita; Moefty Mahendra; I Made Ratih Rosanawati; Geby Adellestia; Kevin Fanreza Ardiansyah; Fikrun Najih Hidayat
Educate: Journal of Community Service in Education Vol 5 No 1 (2025): Educate: Journal of Community Service in Education
Publisher : Universitas Veteran Bangun Nusantara

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

Abstract

The implementation of learning that utilizes interactive technology-based learning media is a form of technological development in the world of education. This can help teachers in implementing fun learning. So the role of learning media is becoming increasingly important. Thus, teachers are required to hone their abilities in creating interactive learning media. The creation of learning media can utilize applications. This can be proof that technology can be an intermediary in delivering learning so that learning objectives are maximized. This community service aims to train teachers to create interactive learning media. Thus, learning activities can carry out learning activities more interestingly. This activity is carried out for 1 week. The Community Service Program uses the Participatory Learning and Action (PLA) method. The PLA method is implemented through three stages of activity, namely socialization, discussion, and practice so that it can increase the involvement of community service participants actively. The results of this community service increase teacher creativity in creating learning media. After the training, teachers became aware that teachers can use all the features on the Canva application for free if accessed with aku belajar.id. The conclusion of this community service is that the Canva application has proven to be a potential tool for improving the quality of learning, as long as it is supported by good resource management in the school environment
TRACING THE EARLY EMERGENCE AND DEVELOPMENT OF THE CONCEPT OF HISTORICAL LITERACY IN THE 20TH CENTURY: Menelusuri Awal Kemunculan dan Perkembangan Konsep Literasi Sejarah Pada Abad ke-20 Wildhan Ichzha Maulana; I Made Ratih Rosanawati; Fauzi Rachman; Ira Pramudawardhani; Miskawi
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 10 No 2 (2026): SANTHET: (JURNAL SEJARAH, PENDIDIKAN DAN HUMANIORA) 
Publisher : Proram studi pendidikan Sejarah Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/santhet.v10i2.7657

Abstract

Historical literacy studies have so far tended to focus on its implementation in schools, but the emergence and theoretical development of this concept in the 20th century have not been widely discussed. In fact, the conceptualization of historical literacy in the 20th century serves as a reference its implementation of historical literacy today in almost all schools worldwide, including in Indonesia. It adopts a qualitative library research method, then analyzes the data using Klaus Krippendorff's content analysis model, and strengthens the credibility of the data through source triangulation. The results illustrate that the concept of historical literacy was first formulated by Harry Scheiber in 1978, emphasizing the importance of in-depth knowledge of historical content. In 1989, Diane Ravitch also formulated a similar concept, emphasizing the importance of understanding and remembering the accumulation of historical facts (especially those related to official American history) to improve students' historical knowledge in America, which had declined drastically. In 1991, the concept of historical literacy was refined by Sam Wineburg, emphasizing the strengthening of historical methodological skills such as heuristics, verification, and contextualization. Meanwhile, in the context of current history learning in Indonesia, the concept of historical literacy formulated by Sam Wineburg is apparently relevant to the objectives of history learning in the ‘2013 Curriculum’ and the ‘Merdeka Curriculum’, which both emphasize historical thinking skills through research-based inquiry processes and strengthening historical literacy.
Nilai-nilai Pendidikan Karakter dalam Tradisi Lokal Solo I Made Ratih Rosanawati; Sri Marmoah; Farida Nurhasanah; Muhlis Fajar Wicaksana
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 11, No 3 (2023): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jkc.v11i3.78012

Abstract

Tujuan dari penelitian ini adalah 1) untuk mendeskripsikan tentang bentuk tradisi lokal yang dianut oleh masyarakat Kota Solo, 2) untuk mendeskripsikan karakter apa sajakah yang ada di dalam tradisi lokal yang dianut oleh masyarakat Kota Solo, dan 3) untuk menganalisis relevansi kajian tradisi lokal dengan upaya peningkatan kesadaran sejarah bagi generasi muda di Kota Solo. Penelitian ini menggunakan metode deskriptif kualitatif, sehingga dalam menjawab rumusan masalah harus dilakukan melalui pengkajian secara teoretik maupun empirik. Kajian teoretik menggunakan studi pustaka dan literatur yang relevan, data yang diperoleh di lapangan, disertai dengan tehnik trianggulasi data. Nilai kearifan tradisi lokal memegang fungsi penting bagi pembentukan karakter pada generasi muda, bisa memunculkan sikap yang menjunjung tinggi nilai serta kearifan lokal. Nilai kearifan lokal berpotensi dapat menyadarkan generasi muda akan pentingnya meningkatkan kesadaran sejarah demi terwujudnya persatuan dan kesatuan karena sadar akan perannya bagi Bangsa Indonesia. Pembentukan jati diri nasional dapat didasari oleh pendidikan yang didasarkan pada "genius lokal" atau kearifan lokal. Kearifan lokal adalah sumber budaya suatu negara
IMPLEMENTASI GAMIFIKASI BERBASIS WAYGROUND DALAM MOTIVASI BELAJAR PENDIDIKAN PANCASILA SISWA KELAS V SEKOLAH DASAR NEGERI PUHGOGOR 01 Aura sekar; I Made Ratih Rosanawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.14461

Abstract

This study aims to describe the implementation of Wayground-based gamification in the motivation of learning Pancasila Education of fifth-grade students at Puhgogor 01 Public Elementary School. The study used a descriptive method with a qualitative approach. The research subjects consisted of teachers and fifth-grade students of Puhgogor 01 Public Elementary School. Data collection techniques were carried out through interviews, observation, and documentation. Data validity was tested using source triangulation and method triangulation. Data analysis was carried out through the stages of data collection, data reduction, data presentation, and conclusion drawing. The results showed that the implementation of Wayground-based gamification was carried out systematically through the stages of planning, implementation, and evaluation of learning. During the implementation stage, students were actively involved in interactive discussion groups through game features, scores, and leaderboards. The use of Wayground was able to increase student learning motivation as shown by increased enthusiasm, interest, active involvement, and the desire to achieve the best results. Supporting factors for implementation include thorough learning planning, Wayground interactive features, teacher ability to manage learning, and a conducive classroom atmosphere. Inhibiting factors include technical constraints, limited facilities and infrastructure, and limited Wayground features. The conclusion of this study indicates that Wayground-based gamification can be an effective alternative learning medium to support increased motivation to learn Pancasila Education in elementary school students.