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Sri Astuti Iriyani
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vkj.globalcendekia@gmail.com
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INDONESIA
Varied Knowledge Journal
ISSN : -     EISSN : 30265371     DOI : https://doi.org/10.71094/vkj
Varied Knowledge Journal (VKJ) is a multidisciplinary journal publish 4 issues a year with online version of E-ISSN 3026-5371 and can be accessed openly. This journal is a peer reviewed, open access, scientific and scholarly journal which publishes research papers, review papers, case reports, case studies, books review, thesis, dissertation works, etc. VKJ journal provides a means for ongoing discussion of relevant issues that fall within the focus and scope of the journal that can be examined empirically. This journal publishes research articles covering multidisciplinary sciences, including humanities and social sciences, education, religious sciences, philosophy, economics, engineering sciences, and health sciences.
Arjuna Subject : Umum - Umum
Articles 220 Documents
Dinamika Garap pada Irama Rangkep dan Pemaknaan Sosialnya: Studi Interaksi Musikal Pengrawit pada Sajian Gending Gaya Surakarta Ulung Alif Ghifari; Aton Rustandi Mulyana
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.222

Abstract

This study aims to examine the rangkep rhythmic pattern in Surakarta-style gending through an analysis of garap and the social meanings embedded in mirunggan performances. The study employs representation theory to understand how rangkep serves as a symbol of cultural values, alongside garap theory, creativity theory in karawitan musicality, cultural development theory, and rasa theory. Data were collected through a literature review, participant observation of mirunggan performances, audiovisual documentation, musical transcription, and in-depth interviews with pengrawit and sindhen. The analysis was conducted by relating the results of garap transcriptions of balungan, kendhangan, and vocal parts to emic narratives and the broader social context. The findings indicate that rangkep functions not only as a musical strategy that expands the scope of expression but also represents sacredness, collective identity, and solidarity within Javanese society. Its use in mirunggan performances demonstrates the interconnectedness of musical creativity, rasa experience, and cultural values embedded in the community. Thus, rangkep constitutes both a musical phenomenon and a cultural practice that reflects the close relationship between musical structure, aesthetic experience, and social meaning.
Teknik Angkat Séléh: Studi Unsur Pembentuk dalam Sindhénan Gaya Surakarta Ar Ribath Diin Nikhmah; Aton Rustandi Mulyana
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.223

Abstract

This study aims to examine the constituent elements of the angkat sèlèh technique in Surakarta-style sindhénan, positioning the sindhen as the primary subject in the process of musical interpretation and elaboration. The study views angkat sèlèh not merely as a normative vocal pattern but as a musical practice shaped by the interaction between the structure of karawitan and the sindhen’s performance experience. A qualitative approach was employed, using comparative analysis of recordings and sindhénan performances to identify angkat patterns, sèlèh duration, levels of improvisation, and their relationships with balungan, irama, and ricikan. A phenomenological approach was applied through in-depth interviews to explore the sindhen’s musical awareness, interpretive strategies, and aesthetic considerations. The findings indicate that angkat sèlèh is not formulaic but emerges from the dynamic relationship between balungan as the structural framework of the gending, irama as the temporal flow, and ricikan as a medium of musical interaction. Angkat functions to open musical space and guide expression, while sèlèh serves as a point of musical resolution that reinforces the structure and character of the performance. The novelty of this study lies in conceptualizing angkat sèlèh as an interpretive practice that enhances the flexibility of garap, musical sensitivity, and harmony between vocals and accompanying instruments in Surakarta-style sindhénan. These findings further affirm sindhénan as a dynamic, contextual, and practice-based musical process.
Analisis Kebutuhan Pengembangan Media Pembelajaran Berbasis Gamifikasi pada Mata Pelajaran Matematika di SMP Mar’atus Shalihah; Nurhikmah H; Abdul Hakim
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.226

Abstract

This study aims to analyze students’ needs for the development of gamification-based mathematics learning media in junior high schools (SMP). The study employed a qualitative descriptive approach involving 30 junior high school students as research participants. Data were collected using a Likert-scale questionnaire consisting of eight statements covering three indicators: the use of learning media, analysis of learning materials, and students’ interest in gamification. The results showed that students had a high need for learning media that are more engaging, interactive, and technology-based. A total of 75.8% of students strongly agreed that mathematics learning would be more interesting when supported by learning media, while 72.7% expressed a strong interest in using technology-based learning media. Regarding learning materials, 75.8% of students strongly agreed that mathematics is a difficult subject to understand, and 81.8% strongly agreed that they needed media to help them understand mathematical concepts. In terms of gamification, 81.8% of students strongly agreed that enjoyable learning could increase their enthusiasm for learning, while 78.8% strongly agreed that mathematics learning requires more engaging media innovations. These findings indicate that gamification-based learning media are highly relevant to students’ needs and can serve as a basis for developing mathematics learning media that are more interactive, enjoyable, and aligned with the characteristics of students in the digital era.
Analisis Kebutuhan Media Pembelajaran Interaktif Berbasis Canva untuk Mendukung Minat Belajar Siswa pada Mata Pelajaran PAI di SMP Fitriah Abubakar; Nurhikmah H; Abdul Hakim
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.227

Abstract

This research aims to analyze the need for developing interactive learning media based on Canva to support students' interest in learning Islamic Religious Education at the junior high school level. This research uses a Research and Development (R&D) approach by adopting the ADDIE model, but is limited to the analysis stage. The research subjects consisted of 33 seventh-grade students as survey respondents and one Islamic Religious Education teacher as the interview source. Data were collected thru a four-point Likert scale questionnaire and semi-structured interviews. The questionnaire data were analyzed descriptively quantitatively thru the calculation of average scores and percentages, while the interview data were analyzed descriptively qualitatively thru data reduction, data presentation, and conclusion drawing. The research results show that the current condition of PAI learning obtained a percentage of 78.03% with a high category, student learning interest obtained a percentage of 81.06% with a very high category, and the need for interactive learning media based on Canva obtained a percentage of 75.76% with a high category. Interview findings indicate that PAI learning has utilized simple digital media, such as PowerPoint, videos, and Canva displays, but has not yet been developed interactively and structurally. Therefore, interactive learning media based on Canva is needed to present PAI material in a more visual, engaging, concise manner, and to involve students thru features such as images, colors, simple animations, navigation buttons, as well as quizzes or exercises. This research provides a foundational basis for the development of Canva-based PAI learning media that meets the needs of students and the learning conditions in junior high schools.
Analisis Kesiapan Implementasi LKPD Berbasis Gamifikasi dalam Pembelajaran Bahasa Indonesia: Perspektif Guru dan Siswa Mila Karmila; Nurhikmah H; Abdul Hakim
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.228

Abstract

This study aims to analyze the readiness for implementing gamification-based Student Worksheets (LKPD) in Indonesian language learning from the perspectives of students and teachers as an effort to enhance student engagement. The study employed a descriptive survey with qualitative support approach using a quantitative descriptive method supported by qualitative data. The participants consisted of 30 eleventh-grade students and one Indonesian language teacher at SMA Negeri 28 Bone. Data were collected through a Likert-scale questionnaire and structured interviews. The research instrument consisted of 25 statements that demonstrated satisfactory validity, with item correlation coefficients exceeding the critical r-value of 0.361, and very high reliability, with a Cronbach’s Alpha coefficient of 0.91. Data were analyzed using descriptive percentages, mean scores, and qualitative data analysis involving data reduction, data presentation, and conclusion drawing. The results showed that students’ learning motivation was categorized as moderate (61%), student engagement was low (59%), and the use of learning media was low (57%). In contrast, students’ responses to gamification were high (81%), while the need for innovative Student Worksheets was very high (89%). The gap between the current condition of learning media and students’ ideal needs reached 32%. Interview findings indicated that the teacher was receptive to instructional innovation, although implementation was constrained by limited school facilities. These findings highlight the strong potential of gamification-based Student Worksheets as an adaptive instructional innovation to enhance student engagement and support sustainable Indonesian language learning.
Analisis Kebutuhan Pengembangan Media Pembelajaran Digital Berbasis Microlearning dan Gamifikasi pada SMA/SMK Sunarti Rasdin; Nurhikmah H; Abdul Hakim; Arfan Arfan; Aswangga Aswangga
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.229

Abstract

This study aims to analyze the development needs of microlearning and gamification-based learning media at the Senior High/Vocational School (SMA/SMK) level. A descriptive quantitative approach was employed using a questionnaire instrument distributed to 32 respondents (teachers and students). The instrument consisted of 23 items covering five aspects: (1) learner characteristics, (2) current learning conditions, (3) microlearning content needs, (4) gamification feature needs, and (5) technical support and infrastructure. Reliability testing using Cronbach's Alpha yielded a value of 0.937, classified as highly reliable. Validity testing using Pearson correlation indicated that 21 out of 23 items were valid (rhitung > rtabel = 0.349). Descriptive analysis results showed an overall mean of 4.08 (high category) with an average achievement percentage of 81.8%. The highest needs were identified in the aspects of concise and dense content format (M = 4.62; 92.5%), active student engagement (M = 4.56; 91.2%), and achievement badges in gamification (M = 4.50; 90.0%). These findings confirm that the development of microlearning and gamification-based learning media is highly needed in SMA/SMK to enhance student motivation and learning engagement.
Analisis Kebutuhan Media Pembelajaran Berbasis Gamifikasi Dalam Meningkatkan Partisipasi dan Hasil Belajar Bahasa Inggris Pada Siswa SMP Intan Gemelia Fau; Wirda Wiwik La Otje; Adiati Tomia; Ruslan Effendi Kilkoda; Nurhikmah H; Abdul Hakim
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.230

Abstract

This study aims to analyze the needs for developing gamification-based learning media to improve students’ participation and learning outcomes in English learning at the junior high school level. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the analysis stage. The subjects of the study consisted of 32 seventh-grade students and two English teachers at SMP Negeri 40 Seram Bagian Timur. Data were collected through questionnaires and interviews. The questionnaire instrument consisted of 21 statements covering aspects of learning motivation, student participation, the use of learning media, interest in educational games, and the need for gamification-based learning media. Instrument validity was tested using Corrected Item Total Correlation, while reliability testing used Cronbach’s Alpha. The results showed that 17 out of 21 items were valid, and the reliability coefficient reached 0.859, indicating high reliability. Qualitative findings revealed that English learning was still dominated by conventional teacher-centered methods, causing students to become passive and less motivated in the learning process. Students showed a high interest in interactive and game-based learning. In addition, teachers supported the development of gamification-based learning media to create a more engaging and enjoyable learning environment. Therefore, gamification-based learning media are considered relevant and feasible to improve students’ motivation, participation, and English learning outcomes at the junior high school level.
Analisis Kebutuhan Media Pembelajaran Berbasis Webgame dengan Model Discovery Learning untuk Meningkatkan Motivasi dan Hasil Belaja Matematika Siswa SMP Wirda Wiwik La Otje; Intan Gemelia Fau; Adiati Tomia; Ruslan Efendi Kilkoda; Nurhikmah H; Abdul Hakim
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.231

Abstract

This study aims to analyze the needs for developing webgame-based learning media integrated with the Discovery Learning model to improve students’ motivation and mathematics learning outcomes at the junior high school level. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the analysis stage. The subjects of the study consisted of 31 junior high school students and three mathematics teachers. Data were collected through questionnaires and interviews. The questionnaire instrument consisted of 20 statements covering aspects of learning motivation, mathematics learning difficulties, the use of learning media, interest in educational games, and the need for webgame-based learning media. Instrument validity was tested using Corrected Item–Total Correlation, while reliability testing used Cronbach’s Alpha. The results showed that 17 out of 20 items were valid, and the reliability coefficient reached 0.87, indicating high reliability. Qualitative findings revealed that mathematics learning was still dominated by conventional teacher-centered methods, causing students to become passive and less motivated in the learning process. Students showed a high interest in interactive learning using webgames. In addition, teachers supported the development of webgame-based learning media integrated with the Discovery Learning model to create a more engaging, interactive, and meaningful learning environment.
Manajemen Program Double Track sebagai Upaya Peningkatan Kompetensi Lulusan di SMA Negeri Ana Faidatul Izza; Nurul Ulfatin; Ahmad Nurabadi; Ali Imron
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.232

Abstract

High school education is generally oriented toward academic knowledge, encouraging graduates to pursue higher education. However, not all students have the opportunity or desire to continue their studies due to factors such as economic conditions and limited access to information. Consequently, some graduates enter the workforce lacking adequate skills. To address this issue, the East Java Government introduced the "Double Track Program." This study aims to analyze the management of the Double Track Program in enhancing graduate competence at SMAN 1 Rejotangan. A qualitative descriptive approach was employed, utilizing data collection methods such as interviews, observation, and document analysis. Data analysis techniques included data reduction, data presentation, and conclusion drawing. The findings reveal the management practices involved in enhancing graduate competence through the program, the factors supporting and hindering its implementation, and the outcomes regarding graduate competence. By specifically identifying the management functions and contextual factors that determine the program's success, this study offers a practical reference for implementing similar vocational skills programs in other schools. Thus, the Double Track Program serves as an alternative strategy for schools to prepare graduates who are more competitive and possess practical skills.competencies.
Analisis Kebutuhan Video Pembelajaran Animasi Untuk Meningkatkan Pemahaman Konsep Siswa SD Ruslan Effendi Kilkoda; Adiati Tomia; Intan Gemelia Fau; Wirda Wiwik La Otje; Nurhikmah H; Abdul Hakim
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.235

Abstract

This study aims to develop and evaluate the quality of an animated learning video as an instructional medium to improve elementary school students’ conceptual understanding. The study focuses on examining the validity and practicality of the developed animated learning video. A descriptive quantitative approach was employed, involving elementary school teachers and students as research subjects. Data were collected through a closed-ended questionnaire using a five-point Likert scale and analyzed descriptively with the assistance of Microsoft Excel. The results indicate that the animated learning video has a high level of validity in terms of the appropriateness of the content, presentation, language, and visual design in relation to the learning objectives and the characteristics of elementary school students. The practicality of the media also received positive responses from both teachers and students, particularly regarding ease of use, visual appeal, clarity of material presentation, and the benefits of the media in supporting conceptual understanding. Based on these findings, the animated learning video is considered feasible for use as an instructional medium. It can serve as an engaging, interactive, and age-appropriate learning alternative to support elementary school students in developing conceptual understanding more effectively.