Fredy Hermanto
Universitas Negeri Semarang

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PENGUATAN PENDIDIKAN LITERASI DIGITAL BERBASIS VIRTUAL REALITY BAGI GURU IPS DI KABUPATEN KUDUS Asep Ginanjar; Sony Zulfikasari; Aisyah Nur Sayidatun Nisa; Fredy Hermanto; Noviani Achmad Putri; Aan Probo Wiranto; Diah Ayu Puji Lestari; Rafi Larepa Almanda; Tio Putra Refiyan
Harmony: Jurnal Pembelajaran IPS dan PKN Vol. 9 No. 1 (2024): Volume 9 Nomor 1 Mei 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmony.v9i1.21723

Abstract

Era teknologi dan informasi yang semakin maju ini, budaya dengan kearifan lokal tidak boleh dilupakan. Peran kearifan lokal secara kritis mengubah dan membentuk budaya global menjadi bermakna dan sesuai dengan kehidupan sosial dan budaya masyarakat, termasuk di dalamnya dunia pendidikan. Maka dari itu guru saat ini dituntut untuk mampu melestarikan nilai-nilai lokal ditengah arus kemajuan teknologi yang begitu deras. Salah satu upaya yang dapat dilakukan melalui kegiatan pembelajaran dengan menggunakan Virtual Reality oleh guru IPS di Kabupaten Kudus. Kabupaten Kudus kaya akan kearifan lokal yang dapat dimanfaatkan sebagai sumber belajar IPS seperti Masjid Menara Kudus, Museum Kretek, Situs Pati Ayam, Rumah Tradisional Kudus, dll. Melalui Virtual reality berbasis kearifan lokal ini diharapkan dapat melatih peserta didik untuk melestarikan nilai-nilai konservasi sosial budaya melalui kearifan lokal yang ada di Kabupaten Kudus. Metode pelatihan dalam kegiatan ini yaitu Praktek Pengembangan Masyarakat atau Community Development Practice. Kemampuan dalam mengembangkan media pembelajaran digital yang relevan dengan jaman tentunya merupakan keterampilan yang sangat dibutuhkan oleh guru pada era digital ini. Melalui kegiatan pengabdian kepada masyarakat ini, guru dapat meningkatkan keterampilan dalam mengembangkan media pembelajaran berbasis viritual reality. Guru dapat mengemas materi kearifan lokal dalam bentuk digital yang tentunya akan lebih sesuai dengan generasi native digital yang saat ini mendominasi bangku sekolah. In this increasingly advanced era of technology and information, culture and local wisdom must not be forgotten. The role of local wisdom is to critically change and shape global culture to make it meaningful and appropriate to the social and cultural life of society, including the world of education. Therefore, teachers are currently required to be able to preserve local values ​​amidst the rapid flow of technological progress. One effort that can be made is through learning activities using Virtual Reality by social studies teachers in Kudus Regency. Kudus Regency is rich in local wisdom which can be used as a social studies learning resource such as the Kudus Tower Mosque, Kretek Museum, Chicken Starch Site, Kudus Traditional House, etc. Through virtual reality based on local wisdom, it is hoped that it can train students to preserve socio-cultural conservation values ​​through local wisdom in Kudus Regency. The training method in this activity is Community Development Practice. The ability to develop digital learning media that is relevant to the times is certainly a skill that is really needed by teachers in this digital era. Through this community service activity, teachers can improve their skills in developing virtual reality-based learning media. Teachers can package local wisdom material in digital form which will certainly be more suitable for the digital native generation that currently dominates school.
Pola Interaksi Sosial Generasi Alpha di Kota Semarang pada Era Society 5.0 Ahmad Fariz Alfarizi; Fredy Hermanto
Jurnal Humanitas: Katalisator Perubahan dan Inovator Pendidikan Vol 12 No 3 (2026): September
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jhm.v12i3.35148

Abstract

Changes in the way the Alpha Generation socializes are not only seen in their closeness to gadgets, but also in how they move conversations between home, school, and digital spaces. This study aims to describe the social interaction patterns of the Alpha Generation in Semarang City in the Society 5.0 era from students’ perspectives, as well as to identify the factors that influence them. This research used a descriptive qualitative approach with a multisite case study design. The informants consisted of eight eighth-grade students from four schools with different characteristics: a public junior high school, a state Islamic junior high school, a national private junior high school, and an internationally oriented private junior high school. Data were collected through semi-structured interviews, observation, and documentation, then analyzed through data reduction, data display, conclusion drawing, and verification. The analysis used Soerjono Soekanto’s concept of social interaction, which places social contact and communication as the main requirements for social interaction. The findings show that the social interaction patterns of the Alpha Generation are hybrid. Direct social contact appears in family communication, peer interaction at school, group work, and conflict resolution, while indirect social contact occurs through WhatsApp, Instagram, TikTok, Discord, Roblox, and online games. Digital communication helps students maintain relationships and continue conversations after school, but it also creates misunderstandings because written messages do not fully show tone, expression, and intention. These findings indicate that technology expands students’ interaction spaces but does not replace their need for face-to-face communication.
PENGARUH GAMED BASED LEARNING MELALUI KAHOOT TERHADAP HASIL BELAJAR KELAS VII SMP MUHAMMADIYAH MARGASARI Rizqi Hanifah; Fredy Hermanto
Sosiolium: Jurnal Pembelajaran IPS Vol. 8 No. 1 (2026): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sosiolium.v8i1.30039

Abstract

Penerapan game based learning melalui kahoot menjadi salah satu alternatif dalam mengatasi permasalahan pembelajaran IPS yang masih sering menggunakan metode konvensional sehingga kurang menarik dan kurang memotivasi siswa untuk terlibat aktif, ini juga dapat dijadikan sebagai variasi metode pembelajaran agar tidak monoton. Penelitian ini bertujuan untuk mengetahui pengaruh game based learning melalui kahoot terhadap hasil belajar kelas VII SMP Muhammadiyah Margasari. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian quasi experimental design bentuk non equivalent control group design. Sampel yang digunakan kelas VII A (25 siswa) dan VII ICT 1 (24 siswa) menggunakan teknik purposive sampling. Pengumpulan data menggunakan tes dan dianalisis menggunakan IBM SPSS Statistic 27. Hasil penelitian menunjukkan terdapat pengaruh game based learning melalui kahoot terhadap hasil belajar siswa kelas VII ICT 1 sebagai kelas eksperimen dengan hasil pretest sebesar 39,13 dan meningkat menjadi 71,13 pada posttest. Berdasarkan uji paired sample t-test mendapatkan nilai sig. (2-tailed) sebesar 0,000 < 0,05 yang artinya terdapat peningkatan hasil belaja setelah diberikan perlakuan berupa penerapan game based learning melalui kahoot.  The implementation of game-based learning through Kahoot is considered an alternative solution to overcome issues in Social Studies learning, which still frequently uses conventional methods. These traditional approaches tend to be less engaging and fail to motivate students to actively participate in the learning process. Game-based learning offers a more engaging, enjoyable learning environment and serves as a variation to avoid monotonous instruction. This study aims to examine the effect of game-based learning through Kahoot on Social Studies learning outcomes among seventh-grade students at SMP Muhammadiyah Margasari. A quantitative approach was used with a quasi-experimental design, specifically the non-equivalent control group design. The research sample consisted of Class VII A (25 students) and Class VII ICT 1 (24 students), selected using the purposive sampling technique. Data were collected using tests and analyzed with IBM SPSS Statistics 27. The results revealed a significant effect of game-based learning on student achievement. The experimental class (VII ICT 1) showed an increase in the average score from 39.13 (pretest) to 71.13 (posttest). The paired sample t-test showed a significance value of 0.000 < 0.05, indicating that the treatment had a statistically significant impact. It can be concluded that game-based learning using Kahoot positively influences student learning outcomes. 
Sosialisasi Inovasi Minuman: Teh Kulit Kopi untuk Gaya Hidup Sehat di Desa Tleter Kecamatan Kaloran Kabupaten Temanggung Anindi Putri Safira Wulandari; Mazida Nurmania Rizki; Fredy Hermanto; Haryono Haryono
Jurnal Bina Desa Vol. 8 No. 1 (2026): Vol 8 No 1 (2026)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jurnalbinadesa.v8i1.12685

Abstract

Coffee husk waste in Tleter Village, Temanggung Regency is usually only used for fertilizer, animal feed, and sometimes thrown away immediately. Processing coffee skins into nutritious tea drinks is an innovation and a new step in processing coffee skin waste. The method in this article is counseling or socialization. This outreach activity consists of several stages, namely presentation, discussion and presentation of product samples. The aim of this outreach is to provide education regarding the use of coffee husk waste into products that are good for health. The result of this activity is understanding and information about the benefits of coffee skin served in tea form for body health. The discussions held showed the enthusiasm and interest of PKK women in developing cascara tea as a new product, which has great potential to increase their income. Presenting product samples allowed participants to experience cascara tea directly and understand the importance of attractive packaging.