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Discovery Learning Model As a Forum For Emancipatory Thinking in Social Studies Learning In Digital Era Felia Siska; Irwan Irwan; Asnimawati; Maria Magdalena Beatrice Sogen; Neffi Sulkaisi
Criksetra: Jurnal Pendidikan Sejarah Vol. 14 No. 1 (2025)
Publisher : Sriwijaya University in collaboration with  Perkumpulan Program Studi Pendidikan Sejarah Se-Indonesia (P3SI) dan Masyarakat Sejarawan Indonesia (MSI). 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jc.v14i1.43

Abstract

 The purpose of this writing is to analyze the learning model of discovery learning as a forum for emancipatory thinking in social studies learning in the digital era. The research method used is Library Reasearch. The results showed that the discovery learning model is needed in social studies learning both at the elementary school level in the digital era. Through this model, students are able to think critically and have creativity in solving problems and connecting social phenomena that occurred in the past. In addition, being able to improve critical ways of thinking and provide opportunities for students to develop creativity in Social Studies learning in the present condition by thinking emancipatorically, this way of thinking departs from the critical theory developed by Jurgen Habermas of the Frankfurt School. This thinking raises the question of emancipatory as a link between the past and the present so that students are able to take the right creative development in solving problems.
Pengaruh Media Pembelajaran Interaktif Berbasis Website Terhadap Kompetensi Digital Siswa pada Mata Pelajaran Koding dan Kecerdasan Artifisial Javiardi Dima; Maria Magdalena Beatrice Sogen; Jhon Enstein
EDUTIC Vol 13, No 1: 2026
Publisher : Universitas Trunodjoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v13i1.34554

Abstract

Abstrak merupakan gambaran lengkap terkait penelitian yang ditulis secara ringkas dan jelas. Penelitian ini dilatarbelakangi oleh rendahnya kompetensi digital praktis siswa, seperti kekakuan motorik dasar dan lemahnya kemampuan troubleshooting mandiri, akibat dominasi metode konvensional yang berpusat pada guru di jenjang vokasi. Solusi yang diusulkan adalah implementasi media pembelajaran interaktif berbasis website yang mengintegrasikan Canva, Wayground, dan Kahoot, serta dilengkapi asisten virtual cerdas (AI Chat). Metode penyelesaian masalah menggunakan pendekatan kuantitatif kuasi-eksperimen (Pretest-Posttest Control Group Design) yang dilaksanakan di SMK Negeri 1 Kupang dengan sampel sebanyak 72 siswa (36 kelas eksperimen dan 36 kelas kontrol). Kontribusi dari usulan ini adalah terciptanya ekosistem belajar mandiri yang mampu merangsang error-based learning tanpa ketergantungan fisik pada pendidik. Tujuan penelitian ini adalah mengukur pengaruh penerapan media tersebut terhadap kompetensi digital siswa pada mata pelajaran Koding dan Kecerdasan Artifisial. Hasil yang diperoleh menunjukkan rata-rata nilai post-test kelas eksperimen melonjak menjadi 88,44 dibandingkan kelas kontrol (61,31), dengan efektivitas N-Gain berkategori tinggi sebesar 70,98%. Pengujian hipotesis Mann-Whitney U menghasilkan nilai signifikansi 0,001. Kesimpulannya, integrasi media interaktif berbasis website memberikan pengaruh positif yang sangat signifikan dalam mendongkrak kemampuan teknis operasional dan kemandirian pemecahan masalah siswa SMK.
Validation of a Transformative Learning Model Based on Marosok Local Wisdom for Strengthening Students' Entrepreneurial Character Felia Siska; Novidya Yulanda; Maria Magdalena Beatrice Sogen; Irwan Irwan; Darius Yonatan
Jurnal Mamangan Vol 14, No 1 (2025): Jurnal Ilmu Sosial Mamangan Accredited 2 (SK Dirjen Ristek Dikti No. 0173/C3/DT
Publisher : LPPM Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/mamangan.v14i1.9372

Abstract

The Marosok tradition is one of the local wisdoms of the Minangkabau culture that upholds the values of honesty, trust, responsibility, work ethic, and empathy. Due to globalization, the Marosok tradition is increasingly unfamiliar to school-aged generations. In fact, this tradition embodies entrepreneurial character values of Minangkabau traders. This study aims to elevate local community traditions as content in Social Studies education (IPS) while also preserving the local wisdom inherited from the Minangkabau society. The objective of this research is to develop a transformative learning model based on Marosok local wisdom and to produce a valid transformative learning model for Social Studies education. This research employs the Research and Development (R&D) method following the Borg & Gall model. Data collection techniques include questionnaires, focus group discussions (FGDs), interviews, and observations. The data analysis technique uses descriptive statistics. The research findings indicate that the development of a transformative learning model based on local wisdom results in seven syntax stages: Bapatuik, formulating essential questions, designing the project, implementing the project, assessing the results, decision-making, and constructing new meaning perspectives. Model validation was carried out in two stages: Focus Group Discussion and expert validation using questionnaires. The FGD stage recommended that the learning model could proceed to the implementation phase with a suggestion to reduce the decision-making syntax stage. The results of the model and learning tools validation by experts in model design, content, language, and practicing teachers indicated an average validity score of 93%, confirming that the transformative learning model based on Marosok local wisdom is valid for school implementation. The conclusion of this study is that the Marosok-based local wisdom learning model has been developed and is valid for use in Social Studies learning at the junior secondary level (SMP/MTs), with the potential to strengthen students’ entrepreneurial character
PELATIHAN MEDIA AJAR BERBASIS GAME EDUKASI UNTUK SISWA KELAS VIII SMPN 15 KOTA KUPANG Diana Yanni Ariswati Fallo; Maria Magdalena Beatrice Sogen; Aryanto Toda; Imelda Devirsa
Masyarakat: Jurnal Pengabdian Vol. 3 No. 1 (2026)
Publisher : Yayasan Pendidikan Dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/m-jp.v3i1.739

Abstract

Transformasi pendidikan digital di Kota Kupang pasca pandemi menghadapi tantangan berupa kesenjangan literasi digital dan rendahnya motivasi belajar siswa. Analisis situasi di SMPN 15 Kota Kupang menunjukkan bahwa siswa kelas VIII memiliki ketergantungan tinggi pada gawai untuk hiburan non-edukatif, sementara guru kesulitan mengembangkan media ajar interaktif yang mampu mengakomodasi materi abstrak. Permasalahan ini diperburuk dengan adanya fenomena loss material dan keterbatasan infrastruktur perangkat pribadi. Kegiatan pengabdian ini bertujuan untuk meningkatkan kompetensi dan motivasi belajar siswa melalui pelatihan media ajar berbasis Game-Based Learning (GBL). Metode pelaksanaan meliputi tahap observasi, koordinasi, persiapan materi, sosialisasi literasi digital, pelatihan teknis, demonstrasi platform Gimkit dan ZooGame, serta pendampingan praktik mandiri. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada atensi dan kemandirian belajar siswa. Data evaluasi mencatat pengetahuan kemandirian belajar meningkat dari 30% menjadi 80% setelah pelatihan. Platform Gimkit efektif menciptakan suasana kompetitif yang sehat melalui fitur leaderboard, sedangkan ZooGame berhasil memvisualisasikan konsep biologis yang kompleks secara dinamis. Selain itu, terjadi pergeseran positif pada pola penggunaan teknologi siswa dari sekadar hiburan menjadi alat pendukung akademik, serta terciptanya interaksi sosial yang kolaboratif di ruang kelas. Kesimpulannya, integrasi media GBL sangat layak dan efektif dalam menjembatani kesenjangan digital serta meningkatkan kualitas pembelajaran di wilayah Nusa Tenggara Timur.