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Pendampingan Pembuatan Instrument Penilaian Kurikulum Merdeka Bagi Guru SMA Di Kota Lubuk Linggau Hudaidah Hudaidah; Sani Safitri; Syarifuddin Syarifuddin; Yudi Pratama
AKM Vol 4 No 2 (2024): AKM : Aksi Kepada Masyarakat Jurnal Pengabdian Kepada Masyarakat - Januari 2024
Publisher : Sekolah Tinggi Ekonomi dan Bisnis Syariah (STEBIS) Indo Global Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36908/akm.v4i2.969

Abstract

Pengabdian ini berujuan untuk Pendampingan dilakukan dalam bentuk sosialisasi untuk memberikan pengetahuan kepada guru sejarah tentang Pendampingan Pembuatan instrument Penilaian kurikulum merdeka bagi guru SMA di Kota Lubuk Linggau. "Kurikulum Merdeka". Metode pengumpulan data yang dilakukan menggunakan metode pre dan post tes mengenai bagaiamana pemahaman guru tentang evaluasi kurikulum merdeka. Berdasarkan dari survei analisis kebutuhan belajar dan wawancara serta hasil dari pre test dan post test dengan beberapa guru pendidikan sejarah yang ada di sma 5 lubuk linggau didapatkan hasil bahwa masih terdapat keterbatasan guru dalam membuat instrumen untuk penilaian kurikulum merdeka karena jarangnya diadakan pelatihan, mereka memahami bahwa guru perlu memahami secara menyeluruh konsep dan tujuan dari kurikulum merdeka. Mereka harus tahu bagaimana kurikulum ini berbeda dari pendekatan tradisional dalam pembelajaran dan bagaimana mengaplikasikannya dengan efektif. Sehingga pada pengabdian ini bertujuan untuk mengoptimalkan dari pembuatan instrument penilaian kurikulum merdeka bagi guru sma khususnya di sma 5 lubuk linggau.
ANALISIS KEBUTUHAN MEDIA PEMBELAJARAN LMS BERBASIS ARTICULATE STORYLINE PADA PPG PRAJAB Yudi Pratama; Bayu Kurniawan; Moch. Nurfahrul Lukmanul Khakim; Listyo Yudha Irawan
Raudhah - Proud To Be Professional مجلد 9 عدد 2 (2024): Raudhah Proud To Be Professionals: Jurnal Tarbiyah Islamiyah- Agustus 2024
Publisher : Sekolah Tinggi Agama Islam Raudhatul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.48094/raudhah.v9i2.722

Abstract

This research is aimed at analyzing how the learning media needs of PPG Students of IPS State University of Malang are to the content of LMS based on articulate storyline. The research method uses quantitative descriptives using the angket that has been filled by the graduates of the PPG University of Malaang State University IPS prajab wave II of 2024 of 30 students, the results of the Angket are then analyzed and described in order to obtain desired data about media needs learning media. The result of this survey is that the results of this research show that the students of PPG prajab IPS State University Malang have a significant need for interactive, dynamic, and easily accessible learning media in the teaching learning process. Articulate Storyline-based LMS content was rated highly effective in meeting this need, with a majority of respondents stating that the media facilitates deeper material understanding, increases learning motivation, and allows for more flexible learning. The findings underline the importance of further development and integration of Articulate Storyline into LMS as a means of supporting the success of teacher education by providing a more engaging and adaptive learning experience to student needs. The recommendations of this research encourage the use of innovative technology in learning media design to create a more effective learning environment and support the achievement of student competence
Pelatihan Pengolahan Limbah Tempe Menjadi Produk Nata De Soya Guna Menambah Nilai Ekonomis Masyarakat Sanan Neni Wahyuningtyas; Cinde Ririh Windayu; Yudi Pratama; Mirza Pradila Anggrelia
Jurnal Masyarakat Madani Indonesia Vol. 4 No. 4 (2025): November
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/g89qaz25

Abstract

Proses produksi tempe tentunya menghasilkan limbah karena dalam pembuatan tempe terdapat proses pencucian, perebusan, perendaman dan peragian kedelai. Limbah yang didapatkan setelah melalui proses pencucian yaitu limbah padat dan cair. Limbah cair jika terus menerus dibuang ke aliran sungai maka akan berdampak bagi lingkungan sekitar. Hal tersebut nantinya akan menimbulkan gangguan kesehatan karena menghasilkan zat beracun dan berbahaya. Oleh karena itu tim memiliki inisiatif untuk membantu mengatasi permasalahan limbah dengan mengolah menjadi produk olahan Nata De Soya. Metode pelaksanaan yang digunakan untuk membantu memecahkan permasalahan yang ada di kawasan industri tempe Sanan RT 05 RW 16 Kota Malang melalui tiga tahap yakni tahap persiapan, tahap pelaksanaan, dan tahap tindak lanjut. Tahap persiapan tim akan melakukan analisis kebutuhan untuk mengidentifikasi masalah dan koordinasi dengan rumah industri mengenai kegiatan pelatihan. Tahap pelaksanaan meliputi kegiatan pelatihan pembuatan Nata De Soya yang diikuti oleh 20 peserta pelaku industri maupun ibu rumah tangga. Tahap tindak lanjut dilakukan untuk mengevaluasi hasil dari kegiatan yang telah dilaksanakan. Hasil menunjukkan bahwa kegiatan yang dilaksanakan berjalan dengan lancar dan terdapat 5 peserta yang memiliki minat untuk membuta produk baru Nata De Soya.
Bridging Digital Technology and Local Heritage: An E-Magazine Model for Contextual History Learning in Post-Colonial Urban Spaces Muhammad Bagas Riyanto; Abdul Rozaq; Dafina Pramuditya; Hany Nurpratiwi; Yudi Pratama
Indonesian Journal of History Education Vol. 10 No. 2 (2025): Digital History Pedagogy
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijhe.v10.i2.40000

Abstract

This study develops and evaluates "SERAYA," a digital e-magazine integrated with Google Street View, designed as an innovative medium for cultural heritage education and local history learning in Semarang, Indonesia. Employing the Research and Development (R&D) method with the ADDIE model, the research involved needs analysis, expert validation, and a limited trial with 30 members of a historical organization. Results from material and media expert validation confirmed the product's high feasibility. User trials indicated that SERAYA effectively enhanced understanding of Semarang's history and culture, raised awareness of heritage preservation, and stimulated interest in visiting historical sites. The integration of Google Street View provides dynamic, cost-effective visual documentation, supporting sustainable monitoring. This study contributes to the discourse on media innovation in history education by offering a replicable model that leverages digital technology to foster historical literacy, connect communities with local heritage, and support preservation in a post-colonial urban context.
Immersive Reconstruction of the Sriwijaya Kingdom: Developing a Metaverse-Based Learning Environment for Cultural Preservation Yudi Pratama; Neni Wahyuningtyas; Bayu Kurniawan
Fajar Historia: Jurnal Ilmu Sejarah dan Pendidikan Vol 10 No 1 (2026): April
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/fhs.v10i1.32933

Abstract

This research's purpose is to create and subsequently confirm the efficacy of a virtual world-based learning experience representing a bygone civilization, specifically the Srivijaya Empire, as part of a project to digitally preserve and teach about historic events. The research used research and development techniques based on the 4-D model which includes a definition, design, development, and validation phase. The final products being developed include virtual reality (VR), augmented reality (AR) and other forms of virtual representations such as 3D models, and will also include an immersive video format with 360° views which can be viewed via YouTube in order to make them more widely available as well as accessible to more people. The needs analysis showed there were problems with the way history has been traditionally taught, especially when trying to provide local historical heritage in terms of what happened and how it happened within the context of that particular location. The design phase focused on creating a narrative reconstruction that depicts the maritime trading network and socio/cultural/religious life that existed during the time of the Srivijaya Kingdom, based on both historiography and archaeological evidence. During the development phase, there was a validation process for the two media specialists and the two content specialists who validated the content by completing a limited practicality test with sixty students. Validation results were very positive in each tested area: visual design, navigation systems; use of technology, and historical accuracy (scores averaged above 4.5 on a 5-level Likert scale). Students perceived the research materials as highly practical, especially regarding usability and their ability to increase their historical contextual knowledge. At present this research represents an initial phase limited to validation and practicality testing, and thus has not provided an assessment of learning effectiveness through experimental comparison. This research creates a prototype for immersive digital heritage learning, utilizing historical reconstruction based on metaverse principles and combining these elements and theories for instructional design. Therefore, the results will create a framework that can serve as a basis for further development toward supporting the preservation of digital cultural heritage through educational systems.
Jawafriend: Adaptive preservation of Javanese culture in digital platform Yudi Pratama; Neni Wahyuningtyas; Bayu Kurniawan
Curricula: Journal of Curriculum Development Vol. 4 No. 2 (2025): Curricula: Journal of Curriculum Development
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/curricula.v4i2.91463

Abstract

This study examines the development of a website-based learning media, Jawafriend.org, as an adaptive strategy to preserve Javanese culture in the digital era. The purpose of this study is to design, develop, and evaluate digital learning media that integrate Javanese cultural values with contemporary technological features to strengthen students' cultural understanding. This study employs a modified ADDIE model, comprising needs analysis, content and interface design, media development, implementation, and evaluation. Data were obtained through expert validation involving media, language, and material experts, using an assessment sheet that was analyzed descriptively and quantitatively to determine product feasibility by calculating validity and practicality scores using a Likert scale, with points 1-4. The results showed that Jawafriend.org achieved a validity score of 91% and a practicality score of 92%, both of which fall within the very valid and convenient categories. This platform can present cultural materials, including history, traditional houses, arts, traditional clothing, and folk games, through interactive maps, cultural quizzes, and multimedia narratives. These findings indicate that Jawafriend.org is a viable and innovative tool for cultural learning, enhancing cultural literacy, and supporting the sustainability of Javanese culture amidst globalization.   Abstrak Penelitian ini mengkaji pengembangan media pembelajaran berbasis situs web, Jawafriend.org, sebagai strategi adaptif untuk melestarikan budaya Jawa di era digital. Tujuan penelitian ini adalah merancang, mengembangkan, dan mengevaluasi media pembelajaran digital yang mengintegrasikan nilai-nilai budaya Jawa dengan fitur teknologi kontemporer untuk memperkuat pemahaman budaya murid. Penelitian ini menggunakan model pengembangan ADDIE yang dimodifikasi, meliputi analisis kebutuhan, desain konten dan antarmuka, pengembangan media, implementasi, dan evaluasi. Data diperoleh melalui validasi pakar yang melibatkan pakar media, bahasa, dan materi, menggunakan lembar penilaian yang dianalisis secara deskriptif dan kuantitatif untuk menentukan kelayakan produk dengan perhitungan skor validitas dan kepraktisan menggunakan skala likert menggunanakan poin 1-4. Hasil penelitian menunjukkan Jawafriend.org mencapai skor validitas 91% dan skor kepraktisan 92%, yang keduanya termasuk dalam kategori sangat valid dan sangat praktis. Platform ini dapat menyajikan materi budaya termasuk sejarah, rumah adat, kesenian, pakaian adat, dan permainan rakyat melalui peta interaktif, kuis budaya, dan narasi multimedia. Temuan ini menunjukkan bahwa Jawafriend.org merupakan perangkat yang layak dan inovatif untuk pembelajaran budaya, meningkatkan literasi budaya, dan mendukung keberlanjutan budaya Jawa di tengah globalisasi. Kata Kunci: budaya Jawa; pelestarian budaya; platform digital