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Contact Name
Moh Salimi
Contact Email
salimi_guru@yahoo.co.id
Phone
-
Journal Mail Official
shes@mail.uns.ac.id
Editorial Address
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Location
Kota surakarta,
Jawa tengah
INDONESIA
Social, Humanities, and Educational Studies (SHEs): Conference Series
ISSN : 26209284     EISSN : 26209292     DOI : -
Core Subject : Education, Social,
Social, Humanities, and Educational Studies (SHEs): Conference Series is a peer-reviewed interdisciplinary journal with broad coverage, consolidate basic and applied research activities by publishing the proceedings of the conference in all areas of the social sciences, humanities and education.
Arjuna Subject : -
Articles 3,397 Documents
Development of Wordwall Educative Games Applications as Learning Media For Understanding PJOK Materials For Elementary Students Sukartini Nani Saputri; Nur Arifah Drajati; Fatma Sukmawati
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80034

Abstract

This article discusses the design and product development of PJOK learning media in elementary schools in the form of wordwall educational game applications and to determine the effectiveness of using wordwalls in PJOK learning as measured by students' understanding of PJOK material using wordwalls. The research was conducted to support teacher competency in Technological Pedagogical Content Knowledge (TPACK) abilities. The research approach used is a mixed method with a 4-D development model design, namely define, design, develop, and disseminate. Data obtained by means of questionnaires, documentation, and interviews. The results of the study were 1) wordwall product designs were made based on an analysis of teacher needs for learning media in elementary schools and based on curriculum analysis in the form of Basic Competency analysis and its compatibility with the characteristics of grade 2 elementary school students, 2) the resulting product from the research was wordwall educational games in 4 types of games, namely maze chase, airplane, balloon pop, and open the box, and students' ability to understand PJOK material very well through the help of wordwall games. Based on the research results, the wordwall application can be recommended for further development in other Basic Competencies accompanied by learning videos.
Problem-Based Mathematics Learning to Analyze The Mathematical Literacy Ability of VIII Class Students Reviewed Based on Minimum Competence Assessment Type (AKM) Daystera J. Lawalata; Marcellinus A. Rudhito
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.79889

Abstract

This study aims to determine the trajectory of learning that is oriented towards mathematical literacy skills and to find out the results of learning that are oriented towards mathematical literacy abilities with problem-based learning in terms of AKM-type questions. This type of research is design research, descriptive model. The research subjects were 20 students in the experimental class and 7 students in the research class. The results of the study were obtained by carrying out 2 learning meetings and 1 meeting for the test. In general, the steps of the research carried out are: (1) provide real problems related to opportunity material on the topic of sample space and sample points, (2) provide problems related to opportunity material on the topic of opportunity events, (3) provide a final test in the form of real problems presented with the AKM type. The learning outcomes after undergoing a problem-based mathematics learning process are: (1) Students can mention the sample space and sample point of an event, (2) students can mention the formula for the probability of an event and the probability of not happening, (3) Students have not fulfilled the 3 basic competencies of mathematical literacy.
Digital Marketing Training to Increase Community Agricultural Products Sales Volume Nglarangan Village Moh. Abdul Manan; Sudiyanto Sudiyanto; Triana Rejekiningsih
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80029

Abstract

The development of digital technology has significantly changed the way business is done, including in the field of marketing. Digital marketing is increasingly crucial for communities to achieve their business goals in this digital era. This study aims to explore the effectiveness of digital mark eting training in increasing sales of agricultural products in Nglarangan Village. In a modern era dominated by digital technology, digital marketing training emerges as an effective solution to expand mark ets and increase sales of agricultural products locally. The research method involves delivering digital mark eting training to the Nglarangan Village community, including farmers, local businesses, and individuals involved in the production of agricultural products. The training will cover a basic understanding of digital technology, social media utilization, the creation of engaging content, and the management of e-commerce platforms. This research uses qualitative methods by applying interviews and participatory observation. The data collected will be thematically analyzed to identify patterns and findings during and after the training. A pre- and post-training sales evaluation will be conducted to understand the impact on business success and increased sales. The results of this study are expected to increase understanding of the effectiveness of digital mark eting training in the context of local agriculture. An important implication of this research is to provide guidance to the government and related parties in developing digital marketing training programs that suit the needs of Nglarangan Village and improve the community's skills and knowledge in digital marketing as well as the sales volume of their agricultural products.
LTAD Concept Learning To Train Stage of Taekwondo Sport: Narrative Study Nur Styasih; Sugiyanto Sugiyanto; Hanik Liskustyawati; Slamet Riyadi
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80091

Abstract

LTAD was initiated by Balyi has stages, one of which is the learning to train stage aged 8-12 years. This stage is entering the golden age and crucial, as coaches need to understand this basic concept. But some previous studies say there is still a need for information and evidence to support this concept. The purpose of this study is to provide information about the concept of LTAD learning to train taekwondo stage through literature review studies as a research method. Based on document analysis in the form of relevant articles and ebooks, the learning to train stage emphasizes self-control, respect, perfecting basic technical skills with a playful approach, developing tactical and practical knowledge and learning basic strategies for defense and attack. Develop special skills, develop speed, agility, balance, eye and hand coordination. It has begun to introduce exercise tools such as medicine balls and other tools. Emphasis on concentration, emotional control, self-confidence. Practice is about 70% and match is 30%. At this stage, the main goal is not to win, but the athlete can integrate the exercises that have been obtained. The author hopes that this study will provide information for taekwondo practitioners and academics related to the LTAD concept of learning to train. This study is only narrative, future research needs to use experimental and longitudinal methods to test the effectiveness of the LTAD concept
Analysis of the Needs of Game-based Learning Media for Learning Javanese in Elementary Schools Alvin Mujahid; Munawir Yusuf; Abdul Haris Setiawan
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.79884

Abstract

At present there are many students who cannot fulfill the rules in communi-cating in Javanese according to applicable norms. Therefore, this study aimed to identify the needs of game-based learning media that are able to fa-cilitate students learning Javanese both in theory and practice. The research method is quantitative research, with a survey type. The collection instru-ment used was a questionnaire. The sample involved in this research consist-ed of 40 elementary school students. Responses from the questionnaire were then analyzed descriptively with percentages. The results of this research in-dicate that students have fairly good skills in operating smartphones, on their cellphones they also have various games installed that they often play with a duration of about >60 minutes to play a game without feeling bored, some of them then provide suggestions regarding the components that need to be in an educational game, namely pictures of material and questions accompa-nied by discussion. Through this research, it was identified that game-based learning media has the potential and opportunities to be applied to Javanese language learning so that students are skilled and understand the learning ma-terial.
The Effectiveness of Cinema Therapy in Merdeka Curriculum to Increase Elementary Students’ Learning Motivation Hintang Susilo; Roemintoyo Roemintoyo; Sarwanto Sarwanto
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80024

Abstract

Learning motivation is a psychological state that stimulates individuals to en-gage in the process of acquiring knowledge. The level of motivation varies amongstudents, influenced by internal factors and external factors surround-ing them. In the Merdeka curriculum, the emphasis is placed on nurturing students' interests and talents, with the teacher assuming the role of a facilita-tor. The teacher has the freedom to utilize various learning media, including the incorporation of film media, also known as cinema therapy, to enhance the learning motivation of elementary school students. This research aims to investigate the impact of learning motivation by enacting therapeutic cinema as part of the Merdeka curriculum for elementary school students. The study employed a quantitative approach through pre-experiment with one group pretest-posttest design, with elementary school students serving as the partic-ipants. Questionnaires were used as the data collection technique. This study revealed therapeutic cinema in the Merdek a curriculum increased student learning motivation. This study was evident from the comparison between the post-test questionnaire results and the pre-test questionnaire results. The use of therapeutic cinema in the Merdeka curriculum proved to be effective in enhancing the learning motivation of elementary school students.
Learning Media Chatbot: Technology Innovation for Stunting Prevention Umu Sholihah; Sarwanto Sarwanto; Fatma Sukmawati
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80040

Abstract

Stunting remains a global health issue at present. One important factor in preventing stunting is adequate nutrition from early stages. However, access to accurate and timely nutritional information continues to be a challenge, especially in remote and rural areas. In response, this qualitative study aimed to analyze the use of Chatbots as a facility for accessing nutritional information in an ef fort to prevent stunting. The data were collected through questionnaires and interviews. It involves 40 mothers with toddlers actively participating in the local integrated health posts (posyandu) as research subjects, selected specifically using purposive sampling. The data obtained from this research will be analyzed using the Miles and Huberman model. The research findings indicate that the current methods of delivering nutritional information, such as lectures and guidebook s, have limited impact in preventing stunting. Therefore, a chatbot emerges as a suitable medium for providing accessible nutritional information. This study contributes to addressing the global health issue of stunting and offers a potential technological solution to enhance access to nutritional information.
Analysis Of The Need For Using Mobile Games To Increase Environmental Awareness For Early Childhood Endriyati Endriyati; Abdul Haris Setiawan; Fatma Sukmawati
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.79895

Abstract

Based on their basic needs, children can recognize the natural environment (animals, plants, weather, soil, water, rocks, etc.). In addition to increasing knowledge of the natural environment, children are expected to have responsible behavior, appreciation and concern for the surrounding environment so that later they become intelligent people, have positive values and always maintain safety and cleanliness, especially in the village environment. The aims of this study were to obtain: 1) an overview of the use of mobile game media as a means of learning about the environment for early childhood students, 2) views and constraints faced by students in increasing environmental awareness, 3) learning media formulations that need attention that can developed in increasing environmental awareness. The results of the observations were in the form of an instrument for assessing the needs of Early Childhood students which were analyzed descriptively qualitatively. The researcher found that the use of learning media as a learning resource in the process of understanding environmental awareness has been carried out in the field, but has not been implemented optimally.
Analysis of the Needs for Audio-Visual Media Based on the Canva Application in Social Studies Learning for Grade VI Elementary Schools in Sumberrejo District, Bojonegoro Regency Sumunik Sumunik; Herry Widyastono; Eka Budhi Santosa
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80035

Abstract

This study aims to describe the needs of teachers regarding audio-visual media based on the Canva application in social studies learning for class VI SD with the sub-theme of Defending Independence. This type of descriptive analytical research is in the form of a survey. Respondents of all social studies teachers at grade VI in the Sumberrejo District were 40 teachers. Data was collected by questionnaire using google form, analyzed by descriptive statistics, especially percentages in graphical form. The results of the study show the experience of teachers using electronic media mostly uses the zoom platform. The teacher's assessment of students' learning motivation when participating in online learning is mostly low. Factors causing low student learning motivation because teachers only use PowerPoint media during online learning. The information technology learning media used by the teacher to be able to increase student motivation according to the teacher is powerpoint accompanied by audio-visual. In general, teachers are not familiar with the Canva application. Interesting audio-visual media content developed with the Canva application is narration with powerpoint and audio-visual, especially YouTube. In general, teachers' difficulties in developing audio-visual media based on the Canva application are limited visual references (images) and audio-visual, especially YouTube. Therefore it is necessary to conduct a study on the development of audio-visual media based on the Canva application in social studies learning for class VI elementary schools for teachers in the study location.
Penerapan Model Discovery Learning dalam Pembelajaran Menelaah Struktur dan Kebahasaan Fabel pada Peserta Didik Kelas VII SMP PGRI Karangampel Indramayu Hamdan Ramadhan; Ade Apriyanto; Ade Hasanudin
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 4 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i4.80385

Abstract

Penelitian ini bertujuan untuk meningkatkan keterampilan menelaah struktur dan kebahasaan fabek peserta didik kelas VII di SMP PGRI Karangampel melalui model pembelajaran discovery learning. Penelitian ini merupakan penelitian eksperimen. Alat pengumpul data berupa alat tes dan lembar observasi. Hasil penelitian menunjukkan bahwa penggunaan model discovery learning pada kelas eksperimen dalam pembelajaran menelaah struktur dan kebahasaan fabel mampu meningkatkan hasil belajar dan aktivitas pembelajaran. Hal ini dilihat dari peningkatan persentase hasil belajar siswa dan aktivitas pembelajaran. Hasil uji penelitian dapat dilihat nilai t-hitung sebesar 10,730 lebih besar daripada t-tabel sebesar 2,018 yang artinya ada pengaruh model discovery learning dalam pembelajaran menelaah struktur dan kebahasaan teks fabel. Aktivitas guru dalam menggunakan model discovery learning kategori baik sekali, perbedaan juga dapat dilihat pada aktivitas pembelajaran siswa. Aktivitas pembelajaran siswa kelas eksperimen kategori tinggi sedangkan aktivitas pembejaran siswa kelas kontrol kategori cukup.

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