cover
Contact Name
Lutfiah Ayundasari
Contact Email
lutfiah.ayundasari.fis@um.ac.id
Phone
+6285646664559
Journal Mail Official
jpsi.journal@um.ac.id
Editorial Address
Jl. Semarang No.5 Kota Malang 65145, East Java
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Pendidikan Sejarah Indonesia
ISSN : -     EISSN : 26221837     DOI : -
Core Subject : Education, Social,
Jurnal Pendidikan Sejarah Indonesia (JPSI) publish original research papers, conceptual articles, review articles and case studies. The whole spectrum of history learning and history education, which includes, but is not limited to education systems, institutions, theories, themes, curriculum, educational values, historical heritage, media and sources of historical learning, and other related topics.
Articles 153 Documents
PEMBELAJARAN SEJARAH DI ERA REVOLUSI INDUSTRI 4.0 Dewa Agung Gede Agung
Jurnal Pendidikan Sejarah Indonesia Vol 4, No 1 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v4i1p1-8

Abstract

Industrial Revolution 4.0 influences historical learning both in substance and in the learning process. This development starts from materials, methods, media, innovative learning models, and especially substances that often cause controversy. The development of technology causes a variety of historical information easily obtained. History lessons should follow these developments, although not all of them have a positive impact on students, history teachers, and historians. They must be able to be selective in responding to various developments in the availability of historical information. Collaboration and elaboration between history and other fields of science are necessary to see various changes and developments in society.  History needs to be viewed in a multiperspective manner rather than a mono perspective. Thus, the learning history will provide comprehensive and integrated information that produces the total history. Therefore, this paper provides an alternative way of learning history in the Era of Industrial Revolution 4.0.
HISTORICAL THINKING SKILLS: PENERAPANNYA DALAM MEMBACA PRASASTI WURARE Susanto Yunus Alfian
Jurnal Pendidikan Sejarah Indonesia Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v3i2p100-114

Abstract

Pembelajaran-berbasis dokumen harus menjadi alternatif pembelajaran Mata pelajaran Sejarah. Prasasti sebagai dokumen sangat menantang untuk dijadikan sebagai bahan pembelajaran. Dengan mempelajari dokumen sejarah, dalam hal ini adalah prasasti, siswa akan terfasilitasi untuk mengembangkan keterampilan pemikiran historis, untuk melakukan inkuiri sejarah, dan untuk melakukan pembelajaran autentik. Lalu bagaimanakah pembelajaran-berbasis dokumen yang berupa kerja heuristik ini dilakukan? Tulisan ini akan menyajikan potret langkah-langkah heuristic tersebut.
DISTORY: PENGEMBANGAN KAMUS DIGITAL SEJARAH BERBASIS VISUAL BASIC PADA MATERI KERAJAAN TARUMANEGARA Muhammad Rofiul Alim
Jurnal Pendidikan Sejarah Indonesia Vol 4, No 1 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v4i1p73-85

Abstract

The transformation of learning in the 21st century requires an adjustment between the development of science and technology. Learning sources are part of the learning system that is transformed from conventional learning sources into digital-based learning sources. Digital-based learning sources are considered more practical than conventional learning sources. Digital-based learning sources can be applied to history, which many students get bored easily when studying. Therefore, the aim of this study is to develop a digital-based learning source for history that makes it easier for students to study it. Digital History Dictionary (Distory) is an application of a digital-based learning source that has been developed based on learning requirement analysis. Distory also can make it easier for students to find and learn history. The main purpose of the development of Distory is an innovation of digital-based historical learning sources that is economical, practical, flexible, and appropriate with learning objectives. The research methodology used in the research and development of Distory, was based on Sugiyono’s research model, namely: (1) potential and problems; (2) data collection; (3) product design; (4) design validation; (5) design revision; (6) small class trials; (7) product revision; (8) large class trials; (9) product revision; and (10) mass production. Distory is validated by experts as a basis for product improvement before field trials are carried out. Small and large class trials were carried out on the students of Madrasah Aliyah Negeri (MAN) Batu. The results of the validation of media experts, small class trials, and large class trials were 85 percent, 88.75 percent, and 89 percent, respectively. Based on these results, the development of Distory can be categorized as very decent and ready to be implemented.
PENGEMBANGAN APLIKASI “PONTIANAK HERITAGE” BERBASIS ANDROID SEBAGAI MEDIA PEMBELAJARAN SEJARAH Haris Firmansyah; Sarah Bibi
Jurnal Pendidikan Sejarah Indonesia Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v3i2p157-169

Abstract

The purpose of developing the Pontianak Heritage application as an Android-based historical learning media that is able to display the location of cultural heritage, descriptions, and images and Knowing how the quality of applications developed is based on ISO / IEC 25010 software quality testing standards. R&D). Research and development is a process or steps to develop a new product or improve existing products and can be accounted for. The results of this research that this research produces Pontianak Heritage application called Historoid as a history learning media for high school students who are able to display the location of cultural heritage in Pontianak, West Kalimantan, descriptions and images developed on the Android platform using Google Maps technology. The tool used in the application development process is Android Studio and the results of the Historoid application quality analysis results in functional suitability test results are very feasible because all application functions are running 100%. 
PENGARUH MODEL PROBLEM BASED LEARNING DAN KEMAMPUAN BERPIKIR KREATIF TERHADAP HASIL BELAJAR SEJARAH DI SMA KORPRI BEKASI Muhammad Irham Romadhon; Sarkadi Sarkadi; Abdul Syukur
Jurnal Pendidikan Sejarah Indonesia Vol 4, No 1 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v4i1p22-34

Abstract

This research aims to find out the effects of Problem Based Learning (PBL) and creative thinking skills on the instructional outcomes of the history of students at SMA KORPRI Bekasi. This research is a quantitative study using an experimental design of 2x2. The population consists of all students of class X IIS at SMA KORPRI Bekasi. The sample in this research consists of two classes, namely class X IIS 1 and X IIS 2 with a total of 60 students. A multiple-choice test was administered to measure students’ learning outcomes on history. A questionnaire was also used to uncover and categorize students' creative thinking. The results of this study indicate that: (1) students who were given problem-based learning models had higher learning outcomes in history compared to those who were given the direct learning models during historical instruction, (2) there was an interaction effect of learning models and creative thinking, (3) students who were given PBL and have high creative thinking skills had higher learning outcomes compared to those who were given a direct learning model and had high creative thinking skills, and (4) interestingly, a student with lower critical thinking skills got lower learning outcomes with PBL comparing those who had lower critical thinking skills and were given direct learning model. Hence, the result of this study indicates that there was an influence of the PBL model and creative thinking on the students learning outcomes in historical instruction at SMA KORPRI Bekasi.
NILAI EDUKASI TAMAN KOTA DI SIDOARJO J. Priyanto Widodo
Jurnal Pendidikan Sejarah Indonesia Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v3i2p115-125

Abstract

Sidoarjo is an important city in East Java and it has several city parks with unique features and values. This article aims to elaborate the educational values of a city park in Sidoarjo. The data were collected trough review of literature and observation. Among several city parks in Sidoarjo, this article focus on the Alun-alun  (city square) with Jayandaru Monument as its unique feature. The finding suggested that the city park in Sidoarjo has several educational values: (1) cultural values, (2) identity value, (3) sense of pride, (4) love to the city, (5) diversity and (6) tolerance.
PENGGUNAAN METODE BELAJAR BERBASIS GAME SEBAGAI UPAYA MEMECAHKAN PROBLEMATIKA DALAM PEMBELAJARAN SEJARAH Ananda Savira Vinidiansyah; Nurhaniah Nurhaniah; Andi Andi
Jurnal Pendidikan Sejarah Indonesia Vol 4, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v4i2p165-179

Abstract

This study aims to find out about the implemention of game-based learning methods that can be used by history teachers to create better and interesting learning activities, this is because many teachers are less skilled in using learning methods. In fact, if you look closely, there are various kinds of learning methods that can be used to lure students to be more active in creating a pleasant learning atmosphere, especially in history learning, such as the use of game-based learning methods. The method used in this study is a research method with a descriptive qualitative approach. The data sources used in this study are classified into two sources, namely primary data sources and secondary data sources. Primary data sources were obtained through interviews with informants, namely five students who had experience learning game-based history at the X, XI, and XII grades of SMAIT Mentari Ilmu Karawang, SMAI Al-Azhar Summarecon Bekasi, SMAN 13 Tangerang, SMAN 1 Teluk Jambe Timur, and SMAIT Al-Irsyad Karawang. Meanwhile, secondary data sources are obtained through documents in the form of books, scientific journals or studies that are relevant to the research theme. The results of this study indicate that from various schools, teachers in carrying out learning, especially in history subjects, have used game-based learning methods. Game-based learning used by teachers are games such as Kahoot, Quizizz, WorldWall, QuizWhizzer, Educandy and some even play guessing pictures. The game can be used easily without taking a long time. Learning history by using games can make the learning atmosphere more exciting and challenging. So game-based learning can be used by teachers to avoid monotonous and boring activities. With this game-based learning, especially in history lessons, it can change the public's view of the image of history which was previously considered to be of the view that learning history is not too exciting.
PEMETAAN POTENSI TINGGALAN ARKEOLOGI MASA KLASIK DI KABUPATEN SAROLANGUN Nainunis Aulia Izza; Ari Mukti Wardoyo Adi; Nugrahadi Mahanani
Jurnal Pendidikan Sejarah Indonesia Vol 4, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v4i2p229-247

Abstract

Penelitian ini membahas potensi tinggalan Arkeologi dari masa klasik (Hindu-Buddha) di wilayah Kabupaten Sarolangun. Pada tahun sebelumnya telah dilakukan penelitian serupa dengan cakupan Kecamatan Sarolangun dan hasilnya mengindikasikan adanya tinggalan Arkeologi klasik yang padat. Penelitian ini menggunakan metode predictive modeling yang dilaksanakan dengan Langkah awal penentuan titik-titik yang menurut toponim berkaitan dengan istilah klasik. Penelitian ini dilandasi oleh fenomena keberadaan kota-kota dan pemukiman di sepanjang aliran DAS Batanghari. Kabupaten Sarolangun dipilih karena sangat potensial menjadi tempat pendirian situs-situs masa klasik, terlebih lagi apabila dihubungkan dengan wilayah Kecamatan Sarolangun yang memiliki sensitivitas temuan masa klasik yang tinggi, indikasi toponim, dan keberadaan situs-situs serupa di wilayah sekitar, wilayah Kabupaten Sarolangun sangat penting untuk diteliti. Hasilnya menunjukkan adanya sebaran wilayah dengan sesitivitas tinggalan Arkeologi klasik yang tinggi pada berbagai wilayah Sarolangun, Selain itu, wilayah dengan sensitivitas tinggi di Kabupaten Sarolangun juga berkaitan erat dengan situs klasik Karangbrahi yang dewasa ini masuk wilayah Kabupaten Merangin yang berbatasan dengan Sarolangun.
TANTANGAN PENGEMBANGAN DESAIN PEMBELAJARAN SEJARAH LOKAL BERBASIS KEHIDUPAN DI MASA PANDEMI COVID 19 Ulfatun Nafi'ah; Lutfiah Ayundasari; Blasius Suprapta; Joko Sayono; Zainul Hasan
Jurnal Pendidikan Sejarah Indonesia Vol 4, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v4i2p180-191

Abstract

The Covid-19 pandemic hit Indonesia since mid-March 2020 and caused changes to various fields. One of the areas affected is education. Learning activitiess that were originally done face-to-face or directly, are now turning into distance learning or online learning. In the study of history, especially local history, online learning experienced quite complex challenges.  This research aims to analyze the problems or challenges experienced by history teachers in East Java in developing life-based history learning designs. This research uses qualitative descriptive methods. The subject of this study is a high school history teacher in East Java. Data collection techniques are carried out using observations, interviews and documentary studies. Data analysis is done by collecting data reduction data, presenting data and verifying the resulting data. As a result, there are obstacles faced by teachers and make learning designs such as doing learning planning, determining, material, choosing media, teaching materials to learning resources. The solution to the challenges faced is to make adjustments to existing conditions by making local history learning designs based online. The initial stage is to analyze basic competencies on the syllabus. The second stage is to determine the indicator of competency achievement (ICA). After the teacher has a ICA, it can determine the material, media, learning resources to learning strategies to create local history learning based on life.
EFEKTIFITAS PEMBELAJARAN SEJARAH INDONESIA MELALUI BLENDED LEARNING TIPE FLIPPED CLASSROOM DI SMKN 1 NGAWI PADA MASA PANDEMI COVID 19 Murdianto Murdianto
Jurnal Pendidikan Sejarah Indonesia Vol 4, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v4i2p250-259

Abstract

Tujuan penelitian ini : 1) mengetahui efektivitas pelaksanaan pembelajaran sejarah Indonesia melalui  blended learning tipe flipped classroom di SMKN 1 Ngawi. Metode kuantitatif tipe One Group Pretest-Posttest Design dipakai   di dalam penelitian ini.  Sebanyak 72  siswa dari  program keahlian teknik elektro  kelas x SMKN 1 Ngawi tahun pelajaran 2021/2022 menjadi subyek dalam penelitian ini  . Instrumen yang dipakai dalam penelitian ini adalah tes hasil belajar materi konsep-konsep dasar manusia, ruang, waktu, diakronis (kronologi), sinkronis, guna sejarah, sejarah dan teori sosial, metode penelitian sejarah, serta sejarah lokal. Di akhir penelitian diketahui bahwa pembelajaran Blended Learning tipe flipped classroom sangat  efektif  guna  diterapkan di jenjang  pendidikan menengah kejuruan. Hal tersebut bisa dilihat dari hasil perhitungan tabel 8.7> 1.67, karena t> tabel>, maka Blended Learning tipe flipped classroom efektif dalam meningkatkan nilai prestasi siswa. Syarat mutlak yang wajib  dipenuhi agar hasilnya optimal adalah : 1)  perencanaan dan fasilitas system yang baik; 2)  isi materi  yang lengkap dan menarik; dan 3) pengawasan  serta  penilaian secara berkala dalam proses pembelajaran.

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