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TEACHER STRATEGIES IN INSTILLING NATIONALIST VALUES IN THE MILLENNIAL GENERATION IN THE TECHNOLOGICAL ERA Muhammad Guruh Nuary; Budiman; Mohammad Saro’i; Andika Dirsa; Opan Arifudin
International Journal of Teaching and Learning Vol. 1 No. 9 (2024): International Journal of Teaching and Learning (INJOTEL)
Publisher : Adisam Publisher

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Abstract

Pedagogical competence is very important to build student character, a teacher must have pedagogical expertise. The local wisdom and culture that have developed in Indonesia have been lost to the millennial generation who are currently pursuing formal education. Teachers face difficulties in building students' character, especially nationalism. Teachers fail to understand the characteristics of the millennial generation, including moral and emotional, sociocultural, physical and intellectual aspects, as well as teachers' low interest in reading, which has an impact on students' level of knowledge. To build nationalistic character in the educational process, teachers must be able to master competencies as educators, including pedagogical, professional, social and personal competencies. Apart from that, because what we are facing is the millennial generation who cannot be separated from the world of the internet, teachers must also be able to operate digital- based learning methods and media. In achieving learning goals, especially building nationalistic character in the millennial generation, there are several indicators that need to be considered. This includes teachers having to create learning tools that suit the methods used, these methods having to be varied and digitally based, and students having to actively work together to discuss when given group assignments by their teachers from a collaborative perspective.
Analisis Kerentanan Keamanan pada Aplikasi Penyelenggara Pemilu Digital Menggunakan Metode Penetration Testing Rizky Maulana; Fohan Muzakir; Handry Eldo; Zulaida Rahmi; Muazziss Najmi; Budiman Budiman; Zainal Abidin
Jurnal Intelek Dan Cendikiawan Nusantara Vol. 3 No. 04 (2026): AGUSTUS - SEPTEMBER 2026
Publisher : PT. Intelek Cendikiawan Nusantara

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Abstract

Penelitian ini bertujuan untuk menganalisis celah keamanan pada aplikasi penyelenggara pemilu digital dengan menggunakan metode penetration testing berbasis standar Open Web Application Security Project (OWASP). Pengujian dilakukan melalui lima tahapan utama, yaitu reconnaissance, scanning, vulnerability assessment, exploitation, dan reporting. Hasil pengujian menunjukkan adanya celah keamanan kritis (critical) dan tinggi (high), termasuk kerentanan SQL Injection pada modul autentikasi dan lemahnya manajemen sesi pengguna. Celah tersebut memungkinkan penyerang ilegal mengambil alih hak akses administrator dan mengubah basis data perolehan suara. Sebagai langkah mitigasi, penelitian ini merekomendasikan penerapan input sanitization, penguatan enkripsi data menggunakan algoritma AES-256, serta implementasi Multi-Factor Authentication (MFA). Penambalan celah keamanan ini sangat penting untuk menjaga integritas data, kerahasiaan pemilih, dan kepercayaan publik terhadap hasil pemilu demokratis.
Analisis Dampak Program Makan Bergizi Gratis (MBG) terhadap Partisipasi Siswa dalam Pembelajaran Pendidikan Jasmani: Studi Kasus di SD Negeri 1 Bebesen Nopri Abadi Miko; Budiman; Birrul Walidaini; Arda Tonara
Jumper: Journal of Educational Multidisciplinary Research Vol 5 No 1 (2026): Jumper: Journal of Educational Multidisciplinary Research
Publisher : LSM Catimore dan Sahabat Jl. Paya Ilang/Pertamina Desa Lemah Burbana, Takengon, Aceh Tengah 24552

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56921/jumper.v5i1.368

Abstract

Quality education is influenced not only by pedagogical aspects but also by students’ physical readiness, which is closely related to nutritional status. This study aims to analyze the implementation of the Free Nutritious Meal Program (MBG) and its impact on student participation in Physical Education learning at SD Negeri 1 Bebesen. The research employed a qualitative approach with a case study design. Data were collected through observation, semi-structured interviews, and documentation, and analyzed using an interactive analysis model consisting of data reduction, data display, and conclusion drawing. Data validity was ensured through source and technique triangulation as well as member checking. The findings indicate an increase in students’ average attendance from 85% to 93% after the implementation of the program, along with a decrease in the number of students absent due to illness or fatigue. These changes are described based on observational and documentation data within the qualitative case study context. Observational results reveal improvements across all participation indicators, including active engagement in warm-up activities, endurance during core exercises, enthusiasm in games, and responsiveness to teacher instructions. Thematic analysis identified four main themes: increased physical energy, enhanced enthusiasm and motivation, active participation in physical activities, and improved attendance consistency. These findings suggest that the MBG program contributes not only to students’ physical well-being but also to psychological readiness, thereby supporting the effectiveness of Physical Education learning. Integrating school nutrition policies with activity-based learning represents a holistic approach to improving health-oriented educational quality.
PENGEMBANGAN MODEL PEMBELAJARAN ATLETIK LOMPAT TINGGI BERBASIS PERMAINAN UNTUK MENINGKATKAN KETERAMPILAN FISIK SISWA SEKOLAH MENENGAH ATAS Ashari Efendi; Fachrizal Ambia; Amrizal Amrizal; Budiman Budiman; Zainal Abidin
Jurnal Penjaskesrek Vol. 11 No. 2 (2024)
Publisher : Program Studi Pendidikan Jasmani, FKIP Universitas Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/penjaskesrek.v11i2.2962

Abstract

Pendidikan jasmani di tingkat Sekolah Menengah Atas (SMA) memegang peranan penting dalam membentuk keterampilan fisik, kebugaran, serta karakter siswa. Salah satu cabang olahraga yang diajarkan di mata pelajaran pendidikan jasmani adalah atletik, khususnya lompat tinggi. Lompat tinggi merupakan cabang olahraga yang membutuhkan teknik khusus, seperti koordinasi tubuh, kekuatan otot, kelincahan, dan daya tahan. Meskipun lompat tinggi memiliki banyak manfaat untuk perkembangan fisik siswa, pengajaran teknik ini di banyak sekolah cenderung masih menggunakan pendekatan yang tradisional dan monoton, seperti teknik latihan berulang yang kurang variatif dan interaktif. Penelitian ini bertujuan untuk mengembangkan model pembelajaran pendidikan jasmani. Agar siswa tidak jenuh dalam proses pembelajaran. Penelitian ini menggunakan metode R&D untuk mengembangkan dan menguji model pembelajaran atletik lompat tinggi berbasis permainan. Instrumen yang digunakan mencakup panduan permainan dan lembar validasi untuk menilai kelayakan model. Pengumpulan data dilakukan melalui lembar validasi yang diisi oleh ahli dan praktisi pendidikan untuk mengevaluasi kualitas model yang dikembangkan. Subjek dalam penelitian ini adalah siswa kelas XI SMA Negeri 2 Bandar Kabupaten Bener Meriah berjumlah 30 siswa. Analisis data yang digunakan dalam penelitian ini menggunakan analisis dengan program Statistical Package for Social Sciense, (SPSS). Berdasarkan hasil penelitian yang diperoleh yang tercantum pada bagian analisis dan pembahasan, maka dapat disimpulkan bahwa pengembangan model pembelajaran atletik nomor lompat tinggi berbentuk permainan untuk siswa SMA yang terdiri dari 3 jenis permainan yaitu 1. Permainan lompat kotak 2. Permainan lompat tali 3. Permainan lompat gawang, dengan jumlah pernyataan masing-masing permainan 20 butir pernyataan yang memiliki nilai validitas dengan poin indeks skor 0,98 dan reliabilitas dengan nilai indeks skor 0,94. Hasil analisis statistik dimana rhitung < r table, sehingga dapat digunakan untuk pengembangan model pembelajaran atletik nomor lompat tinggi berbentuk permainan untuk siswa SMA.AbstractPhysical Education at the High School level plays an important role in shaping students' physical skills, fitness, and character. One of the sports taught in physical education is athletics, specifically high jump. High jump is a sport that requires specific techniques, such as body coordination, muscle strength, agility, and endurance. Although high jump has many benefits for students' physical development, the teaching of this technique in many schools tends to still use traditional and monotonous approaches, such as repetitive training techniques that lack variation and interactivity. This study aims to develop a physical education learning model so that students do not feel bored during the learning process. The research uses the R&D method to develop and test a game-based high jump learning model. The instruments used include a game guide and a validation sheet to assess the feasibility of the model. Data collection was carried out through validation sheets filled out by experts and education practitioners to evaluate the quality of the developed model. The subjects in this study were 30 students from grade XI at SMA Negeri 2 Bandar, Bener Meriah District. Data analysis was performed using the Statistical Package for Social Sciences (SPSS) program. Based on the research results presented in the analysis and discussion section, it can be concluded that the development of the high jump athletic learning model in the form of games for high school students consists of 3 types of games: 1. Box jump game 2. Rope jump game 3. Hurdle jump game, with each game containing 20 statements that have a validity score index of 0.98 and a reliability score index of 0.94. The statistical analysis result showed that the calculated r-value was less than the r-table, indicating that the model can be used for the development of a game-based high jump athletic learning model for high school students.