Sasmiyarti, Sasmiyarti
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Exploring the Nature of Humanity and Its Relationship with Education in Shaping the Character and Civilization Hendrizal, Hendrizal; An Shoriah, Kamilah; Lovita, Nuria; Putri, Rini Irmata; Asmelawati, Asmelawati; Sasmiyarti, Sasmiyarti; Wati, Juliarika
The Future of Education Journal Vol 4 No 2 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i2.416

Abstract

This study aims to explore the essence of humanity and its connection to education in shaping character and civilization. The focus of the research is to understand how education can develop cognitive, emotional, social, and moral dimensions that contribute to building strong character and advancing civilization. The methodology used is a qualitative descriptive approach with a literature review, analyzing educational theories and literature from various experts, such as Hattie (2022), Dweck (2022), and Freire (2020). The findings indicate that holistic education, which encompasses both cognitive and moral aspects, is crucial in shaping individuals who are not only intelligent but also responsible and ethical. The concepts of growth mindset, character education, as well as social awareness and inclusivity play key roles in forming individuals who are ready to face the challenges of the era. Integrative education, which includes digital literacy and respect for diversity, has also proven to prepare individuals to contribute to social improvement and the development of civilization. This study concludes that education that emphasizes the development of character and moral values will shape individuals who are more adaptable and capable of building a better society.
Pengaruh Media Linimasa Sejarah Berbasis Card Game Terhadap Hasil Belajar dan Karakter Kerjasama Siswa pada Pembelajaran IPS di Kelas VI SDN 7 Batu Ajung Sasmiyarti, Sasmiyarti; Aisyah, Siti; Yulastri, Weni
Al-Madrasah: Jurnal Ilmiah Pendidikan Madrasah Ibtidaiyah Al-Madrasah Vol. 10, No. 2 (April 2026)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (SIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/am.v10i2.6489

Abstract

Tujuan penelitian ini adalah untuk mengetahui: (1) Perbedaan hasil belajar siswa pada mata pelajaran IPS antara kelompok yang diajar menggunakan media Linimasa Sejarah Berbasis Card Game dan kelompok yang diajar dengan media konvensional di Kelas VI SDN 7 Batu Ajung; dan (2) Pengaruh penggunaan media Linimasa Sejarah Berbasis Card Game terhadap karakter kerjasama siswa pada pembelajaran IPS di Kelas VI SDN 7 Batu Ajung. Metode yang digunakan dalam penelitian ini adalah eksperimen semu (Quasi Experimental Design) dengan desain Nonequivalent Control Group Design. Populasi penelitian adalah seluruh siswa Kelas VI SDN 7 Batu Ajung. Sampel penelitian diambil menggunakan teknik purposive sampling. Data hasil belajar diperoleh melalui tes pilihan ganda (pre-test dan post-test), sementara data karakter kerjasama siswa dikumpulkan melalui observasi menggunakan lembar penilaian. Teknik analisis data yang digunakan adalah uji-t (uji hipotesis) untuk hasil belajar dan analisis deskriptif untuk karakter kerjasama. Hasil penelitian menunjukkan bahwa: (1) Terdapat perbedaan yang signifikan antara hasil belajar kelompok eksperimen dan kelompok kontrol. Nilai rata-rata post-test kelompok eksperimen lebih tinggi yaitu 87,13% secara signifikan dibandingkan kelompok kontrol yaitu 78,33%, menunjukkan bahwa penggunaan media Linimasa Sejarah Berbasis Card Game efektif dalam meningkatkan hasil belajar kognitif siswa. (2) Penerapan media Linimasa Sejarah Berbasis Card Game memberikan pengaruh positif terhadap peningkatan karakter kerjasama siswa.