{"title":"RELEVANSI IDE THE OPEN SOCIETY KARL POPPER DAN MULTIKULTURALISME DALAM PEMBELAJARAN SEJARAH","authors":"Azril Azifambayunasti","doi":"10.17977/um0330v5i1p37-48","DOIUrl":"https://doi.org/10.17977/um0330v5i1p37-48","url":null,"abstract":"The Open Society by Karl Popper is an idea that opposes any kind of oppression and to-talitarianism, so that what is called an open society will be realized, a society that priori-tizes freedom but remains in the corridor of law and ethics. The Open Society is an idea that opposes socialism and capitalism at the same time. As an important idea in the modern age, The Open Society Popper must be able to use in life, just like knowledge that has an axiological basis. This idea is also closely related to democracy which up-holds individual freedom while still being controlled by law. On the one hand, The Open Society can be implemented in the education democracy movement, which is then called multicultural education, with kind of values that accommodate the freedom and equality of individual rights in society. The purpose of this study is to discuss the idea of The Open Society and its relevance to historical education, especially regarding multiculturalism. This discussion was reviewed using the literature study method. The results of this analysis show that The Open Society Popper can be used as a basis for multicultural education because it gives high respect to individual freedom and opposes domination by certain groups, while still respecting the law.Open Society menurut Karl Popper adalah sebuah gagasan yang menentang segala bentuk penindasan dan totalitarianisme, sehingga akan terwujud apa yang disebut masyarakat terbuka, masyarakat yang mengutamakan kebebasan namun tetap dalam koridor hukum dan etika. Masyarakat Terbuka adalah sebuah ide yang menentang sosialisme dan kapitalisme pada saat yang bersamaan. Sebagai sebuah ide penting di era modern, The Open Society Popper harus dapat digunakan dalam kehidupan, seperti halnya pengetahuan yang memiliki landasan aksiologis. Gagasan ini juga erat kaitannya dengan demokrasi yang menjunjung tinggi kebebasan individu dengan tetap dikendalikan oleh hukum. Di satu sisi, Masyarakat Terbuka dapat diimplementasikan dalam gerakan demokrasi pendidikan, yang kemudian disebut pendidikan multikultural, dengan nilai-nilai yang mengakomodasi kebebasan dan persamaan hak individu dalam masyarakat. Tujuan penelitian ini adalah membahas mengenai gagasan The Open Society dan relevansinya dengan pendidikan sejarah, khususnya perihal multikulturalisme. Pembahasan ini dikaji menggunakan metode studi pustaka. Hasil analisis i menunjukkan bahwa The Open Society Popper dapat dimanfaatkan sebagai landasan pendidikan multikultural karena memberikan penghargaan yang tinggi terhadap kebebasan individu dan menentang penguasaan oleh kelompok tertentu, dengan tetap hormat pada hukum.","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121853564","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENGEMBANGAN MODUL DIGITAL TENTANG PERISTIWA G30S/PKI UNTUK MENINGKATKAN MINAT BELAJAR DAN BERPIKIR KRITIS SISWA","authors":"Eki Robbi Kusuma","doi":"10.17977/um0330v5i1p100-109","DOIUrl":"https://doi.org/10.17977/um0330v5i1p100-109","url":null,"abstract":"This study aims to develop teaching materials in the form of modules with the latest media, namely digital books with G30S/PKI materials to increase students' interest in learning and critical thinking skills. This research is a type of R&D research that uses the Borg & Gall development procedure which was modified by Sukmadinata into 3 main stages. The subjects in this development research were students in grade XII at MAN 1 Pasuruan. The instrument for collecting feasibility data was in the form of a questionnaire of material experts, media experts, students, and teachers. The instrument for testing students' interest in learning is using student questionnaires and critical thinking skills using pre-test and post-test. The results of the research on the development of this digital module are as follows. First, the scores of material experts, media experts, teachers, and small and large group tests get a very decent predicate. Second, the testing of students’ interest in the experimental class before and after being given a digital module increased by 25.10 percent. Lastly, the pre-test and post-test of the experimental class increased by an average of 32.59 percent. Penelitian ini bertujuan untuk mengembangkan bahan ajar berupa modul dengan media terkini yakni buku digital dengan materi G30S/PKI untuk meningkatkan minat belajar dan kemampuan berpikir kritis siswa. Penelitian ini merupakan jenis penelitian R&D yang menggunakan prosedur pengembangan Borg & Gall yang dimodifikasi oleh Sukmadinata menjadi tiga tahap utama. Subjek dalam penelitian pengembangan ini adalah siswa kelas XII di MAN 1 Pasuruan. Instrumen pengumpulan data kelayakan berupa angket ahli materi, ahli media, siswa, dan guru. Intrumen pengujian minat belajar siswa menggunakan angket siswa dan kemampuan berpikir kritis menggunakan pre-test dan post-tes. Hasil penelitian pengembangan modul digital ini sebagaimana berikut. Pertama, skor ahli materi, ahli media, guru, uji kelompok kecil dan besar mendapatkan prediket sangat layak. Kedua, Pengujian minat kelas eksperimen sebelum dan sesudah diberikan modul digital meningkat 25.10 persen. Terakhir, pengujian pre-test dan post-test kelas eksperimen meningkat rerata 32.59 percent","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131951083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"UPAYA MENGUATKAN PROFIL PELAJAR PANCASILA MELALUI DESAIN PEMBELAJARAN SEJARAH BERBASIS KEBHINEKATUNGGALIKAAN","authors":"Danan Tricahyono","doi":"10.17977/um0330v5i1p13-23","DOIUrl":"https://doi.org/10.17977/um0330v5i1p13-23","url":null,"abstract":"The background of this article departs from the program of the Ministry of Education, Research, Technology, and Higher Education to establish the output of Indonesian education known as Pancasila students. The purpose of writing articles is to design a Bhinneka-based (diversity-based) historical learning. The writing of this article uses conceptual ideas. The student dimension of Pancasila has the characteristics of being the embodiment of lifelong Indonesian students who have global competence and behave following the values of Pancasila, with six main elements: faith, piety to God and noble character, global diversity, cooperation, independent, critical reasoning, and creative. The design of history learning based on a Bhinneka Tunggal Ika (unity in diversity) using the Kemp model is to identify problems and determine learning goals, establish and analyze the character of learners, analyze materials and various components related to learning tasks in conjunction with the achievement of learning goals, determine specific learning goals for learners, contain forms of systematic and logical delivery of materials, assess learning strategies, Determine methods as a means to convey materials, develop evaluation tools, choose learning resources that can support learning activities, and forms of learning activities. The learning material is about Hindu-Buddhist life by taking Ngadas society as a source of learning. The values of cooperation and respecting differences between fellow human beings can be a source of transparency for students to create a younger generation of Pancasilaists. The latter have intellectual advantages wrapped in a unique character.Latar belakang artikel ini berangkat dari program Kementerian Pendidikan, Riset, Teknologi, dan Pendidikan Tinggi untuk membentuk output pendidikan Indonesia yang dikenal dengan siswa Pancasila. Tujuan penulisan artikel adalah untuk merancang pembelajaran sejarah berbasis Bhinneka. Penulisan artikel ini menggunakan ide-ide konseptual. Dimensi peserta didik Pancasila memiliki ciri-ciri menjadi perwujudan peserta didik Indonesia sepanjang hayat yang memiliki kompetensi global dan berperilaku sesuai dengan nilai-nilai Pancasila, dengan enam unsur utama: iman, takwa kepada Tuhan YME dan akhlak mulia, keragaman global, kerjasama, mandiri, berpikir kritis, dan kreatif. Perancangan pembelajaran sejarah berbasis Bhinneka dengan menggunakan model Kemp adalah untuk mengidentifikasi masalah dan menentukan tujuan pembelajaran, menetapkan dan menganalisis karakter peserta didik, menganalisis materi dan berbagai komponen yang berkaitan dengan tugas pembelajaran dalam hubungannya dengan pencapaian tujuan pembelajaran, menentukan spesifik tujuan pembelajaran bagi peserta didik, memuat bentuk-bentuk penyampaian materi yang sistematis dan logis, menilai strategi pembelajaran, menentukan metode sebagai sarana untuk menyampaikan materi, mengembangkan alat evaluasi, memilih sumber belajar yang dapat mendukung kegiatan be","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"415 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117299399","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN SEJARAH BERBASIS PREZI UNTUK MENINGKATKAN HASIL BELAJAR MENGGUNAKAN MODEL ASSURE","authors":"Alvina Siti Asiyah, S. Sumardi, N. Umamah","doi":"10.17977/um0330v5i1p77-86","DOIUrl":"https://doi.org/10.17977/um0330v5i1p77-86","url":null,"abstract":"Learning in the 21st century requires students to have skills, knowledge and abilities in the fields of technology, media and information. This research is a development research that aims to see the magnitude of the increase in student learning outcomes who are taught using Prezi-based learning media with the ASSURE model. This development research has produced a product in the form of Prezi-based learning media that has been validated by experts and users. Learning resources are designed according to student characteristics and based on user needs analysis. The results of content validation in the field of study for Prezi media are 96 percent, in the very appropriate category, 98 percent in learning design experts in the very appropriate category, linguists 94 percent in the very appropriate category. Educator user test of 80 percent product is very feasible. The average small group learning outcomes for the pre-test was 48.50, while the post-test was 83.50. In the field test, the average learning outcomes for the pre-test were 47.14 while the post-test was 85.71. So it can be concluded that there was an increase in learning outcomes in the small group by 72.2 percent with high qualifications and in the field trial an increase in learning outcomes by 82 percent with very high qualifications. The conclusion from the research and development of Prezi-based learning media is feasible to use and proven to improve student learning outcomes. Recommendations made based on the results of this study are the use of technology-based media so as to improve student learning outcomes. Pembelajaran di abad 21 menuntut siswa untuk memiliki keterampilan, pengetahuan dan kemampuan di bidang teknologi, media dan informasi. Penelitian ini merupakan penelitian pengembangan yang bertujuan untuk melihat besarnya peningkatan hasil belajar siswa yang diajar menggunakan media pembelajaran berbasis Prezi dengan model ASSURE. Penelitian pengembangan ini telah menghasilkan produk berupa media pembelajaran berbasis Prezi yang telah divalidasi oleh ahli dan pengguna. Sumber belajar dirancang sesuai dengan karakteristik siswa dan berdasarkan analisis kebutuhan pengguna. Hasil validasi isi bidang kajian untuk media Prezi adalah 96 persen, pada kategori sangat sesuai, ahli desain pembelajaran 98 persen pada kategori sangat sesuai, ahli bahasa 94 persen pada kategori sangat sesuai. Uji pengguna pendidik produk 80 persen sangat layak. Rata-rata hasil belajar kelompok kecil untuk pre-test adalah 48,50, sedangkan post-test adalah 83,50. Pada uji lapangan rata-rata hasil belajar pre-test 47,14 sedangkan post-test 85,71. Sehingga dapat disimpulkan terjadi peningkatan hasil belajar pada kelompok kecil sebesar 72,2 persen dengan kualifikasi tinggi dan pada uji coba lapangan terjadi peningkatan hasil belajar sebesar 82 persen dengan kualifikasi sangat tinggi. Kesimpulan dari penelitian dan pengembangan media pembelajaran berbasis Prezi layak digunakan dan terbukti dapat meningkatkan has","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128673103","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"AUGMENTED REALITY MAPS AS AN ALTERNATIVE HISTORY LEARNING MEDIA FOR VOCATIONAL STUDENTS","authors":"H. Renalia, B. Suprapta","doi":"10.17977/um0330v5i1p110-121","DOIUrl":"https://doi.org/10.17977/um0330v5i1p110-121","url":null,"abstract":"This research focuses on the significance of responding to massive changes in historical learning. However, various learning issues arise, resulting in a lack of understanding of the content by students, particularly those who have not previously understood Indonesian History material well. This is due to dense learning materials and the use of ineffective learning media. As a result, students struggle to understand the material in the text-book. Based on this, learning innovations that facilitate learning Indonesian history are required. One of them is the study of prehistoric people's lives, which includes historical values, using augmented reality visual media. This media has the ability to clarify ideas, increase students' imagination and interest, and thus increase understanding of the material. Augmented reality packaged digitally can directly create interaction between students and 3D objects, facilitating information delivery. The goal of this study is to create learning media ARMAPS (Augmented Reality Maps) and evaluate their effectiveness. A 4D model was used in this study, which included: (1) definition, (2) design, (3) development, and (4) dissemination. \"ARMAPS\" learning media contains material pack-aged in the form of an Android application. Based on the percentage value, it is possible to conclude that the learning media \"ARMAPS\" is very valid and very effective for learning Indonesian history. Penelitian ini berfokus pada pentingnya merespon perubahan besar dalam pembelajaran sejarah. Namun, berbagai permasalahan pembelajaran muncul sehingga mengakibatkan kurangnya pemahaman terhadap isi materi oleh siswa, terutama yang sebelumnya belum memahami materi Sejarah Indonesia dengan baik. Hal ini disebabkan karena padatnya materi pembelajaran dan penggunaan media pembelajaran yang tidak efektif. Akibatnya, siswa kesulitan untuk memahami materi dalam buku teks. Berdasarkan hal tersebut, diperlukan inovasi pembelajaran yang memudahkan pembelajaran sejarah Indonesia. Salah satunya adalah kajian kehidupan masyarakat prasejarah yang memuat nilai-nilai sejarah melalui pemanfaatan media visual augmented reality. Media ini memiliki kemampuan untuk memperjelas gagasan, meningkatkan imajinasi dan minat siswa, sehingga meningkatkan pemahaman materi. Augmented reality yang dikemas secara digital dapat secara langsung menciptakan interaksi antara siswa dengan objek 3D, sehingga memudahkan penyampaian informasi. Penelitian ini bertujuan untuk membuat media pembelajaran ARMAPS (Augmented Reality Maps) dan mengevaluasi keefektifannya. Model 4D yang digunakan dalam penelitian ini meliputi: (1) definisi, (2) desain, (3) pengembangan, dan (4) diseminasi. Media pembelajaran “ARMAPS” berisi materi yang dikemas dalam bentuk aplikasi Android. Berdasarkan nilai persentase tersebut dapat disimpulkan bahwa media pembelajaran “ARMAPS” sangat valid dan sangat efektif untuk pembelajaran sejarah Indonesia. ","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"307 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116594327","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"APLIKASI JOURNEY GUERILLA OF REVOLUTION (JAGUAR) SEBAGAI INOVASI MEDIA PEMBELAJARAN SEJARAH BERBASIS UNITY","authors":"Maudy Amalia, Ari Sapto, Ulfatun Nafi’ah","doi":"10.17977/um0330v5i1p87-99","DOIUrl":"https://doi.org/10.17977/um0330v5i1p87-99","url":null,"abstract":"The basis for doing research is motivation to solve the needs and problems in history learning. Some of the needs and problems that become the focus of the study are the unavailability of interactive history learning media, teaching materials that have not ac-commodated local historical studies, and students' lack of wisdom in using gadgets. To overcome the needs and problems studied, the researcher then developed material about Tatsuo Ichiki's struggle to defend Indonesia's independence in South Malang in 1948–1949. The material is included in an application called Journey Guerilla of Revolution (JAGUAR) as an interactive history learning based on Unity. Thus, the purpose of research and development ‘JAGUAR’ is: (1) to produce the 'JAGUAR' application with material about Tatsuo Ichiki's struggle to maintain Indonesian independence in Southern Malang in 1948–1949 and (2) to test its effectiveness as a historical learning for learning history in class XI MIPA 3 SMAN 1 Turen. To help achieve this goal, researcher used method of the ADDIE (analyze, design, development, implementation, and evalua-tion) model belonging to Nunuk Suryani, Achmad Setiawan, and Aditin Putria in conducting this research and development. Then this research and development result are the 'JAGUAR' application can be used as a media of history learning because it is considered very valid and very effective. This is based on the percentage of material validity of 91.3 percent, media validity of 98.7 percent, effectiveness test in small group trial of 90.9 percent, and effectiveness test in field trial of 94.4 percent. Dasar dilakukannya penelitian adalah motivasi untuk memecahkan kebutuhan dan permasalahan dalam pembelajaran sejarah. Beberapa kebutuhan dan permasalahan yang menjadi fokus kajian adalah belum tersedianya media pembelajaran sejarah yang interaktif, bahan ajar yang belum mengakomodir kajian sejarah lokal, dan kurangnya kearifan siswa dalam menggunakan gadget. Untuk mengatasi kebutuhan dan permasalahan yang diteliti, peneliti kemudian mengembangkan materi tentang perjuangan Tatsuo Ichiki dalam upaya mempertahankan kemerdekaan Indonesia di Malang Selatan pada tahun 1948–1949. Materi tersebut dituangkan dalam sebuah aplikasi bernama Journey Guerilla of Revolution (JAGUAR) sebagai pembelajaran sejarah interaktif berbasis Unity. Dengan demikian, tujuan penelitian dan pengembangan 'JAGUAR' adalah: (1) menghasilkan aplikasi 'JAGUAR' dengan materi tentang perjuangan Tatsuo Ichiki dalam upaya mempertahankan kemerdekaan Indonesia di Malang Selatan pada tahun 1948–1949 dan (2) untuk menguji efektivitasnya sebagai pembelajaran sejarah untuk pembelajaran sejarah pada siswa kelas XI MIPA 3 SMAN 1 Turen. Untuk membantu mencapai tujuan tersebut, peneliti menggunakan metode model ADDIE. Kemudian hasil penelitian dan pengembangan ini adalah aplikasi JAGUAR dapat digunakan sebagai media pembelajaran sejarah karena dinilai sangat valid dan sangat efektif. Hal ini didasarkan pada perse","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131601360","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"KELAYAKAN BAHAN AJAR “BOOKTOON” (E-BUKLET KARTUN SEJARAH) PADA METERI ARTI LUKISAN DINDING “BURUNG ENGGANG” DI GUA LIANG BANGKAI","authors":"S. Hana","doi":"10.17977/um0330v5i1p24-36","DOIUrl":"https://doi.org/10.17977/um0330v5i1p24-36","url":null,"abstract":"This study aims to develop android-based teaching material namely \"Booktoon\" (E-Booklet Cartoon History). The application content is the meaning of prehistoric rock art \"Hornbill\" in Liang Bangkai Cave in South Kalimantan. This study tested advisability by effectiveness and validity of teaching material. The method of this study was Research and Development (R&D) which refers to the development model by Thiagarajan is 4D, there are: (1) define; (2) design; (3) development; and (4) disseminate. The development of teaching material \"Booktoon\" uses the help of three computer softwares: (1) Photoshop to draw a cartoon; (2) Power Point to make a layout of the booklet; and (3) Android Studio to make Android Application. As the result of this study is the test validity on material and media are very valid. Then, the test effectiveness on small group trials and large group trials are very effective. Therefore, the teaching material \"Booktoon\" is advisable to be used as one teaching material for historical learning in high school. Penelitian ini bertujuan untuk mengembangkan bahan ajar Berbasis Android yaitu “Booktoon” (E-Booklet Kartun Sejarah). Isi aplikasi adalah makna seni cadas prasejarah \"Hornbill\" di Gua Liang Bangkai Kalimantan Selatan. Penelitian ini menguji kelayakan melalui efektivitas dan validitas bahan ajar. Metode penelitian ini adalah Research and Development (R&D) yang mengacu pada model pengembangan oleh Thiagarajan yaitu 4D, yaitu: (1) define; (2) desain; (3) pembangunan; dan (4) menyebarluaskan. Pengembangan bahan ajar “Booktoon” menggunakan bantuan tiga perangkat lunak komputer: (1) Photoshop untuk menggambar kartun; (2) Power Point untuk membuat layout booklet; dan (3) Android Studio untuk membuat Aplikasi Android. Hasil dari penelitian ini adalah uji validitas materi dan media sangat valid. Kemudian, efektivitas uji pada uji coba kelompok kecil dan uji coba kelompok besar sangat efektif. Oleh karena itu bahan ajar “Booktoon” disarankan untuk digunakan sebagai salah satu bahan ajar pembelajaran sejarah di SMA. ","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131200812","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PEMANFAATAN SITUS KOTA TUA PADANGAN KABUPATEN BOJONEGORO SEBAGAI OBJEK PEMBELAJARAN KONTEKSTUAL BERBASIS DIGITAL HISTORY","authors":"Muhammad Eko Subagtio","doi":"10.17977/um0330v5i1p58-75","DOIUrl":"https://doi.org/10.17977/um0330v5i1p58-75","url":null,"abstract":"The region of Padangan Sub District has local history and an old town building site, but their existence is rarely known among students until general community. This research aimed to find out the historical value of Padangan Old Town site, the relevance of Padangan Old Town site as an object of contextual learning and utilization strategy in digital history based learning. This research employed qualitative descriptive approach. Data collection was carried out through site observation, survey, interview, and exploring some documents in the form of books and relevant journals. The results of this research showed that Padangan sub district has historical attractiveness with the event of Bojonegoro Regency establishment. The first capital city of Bojonegoro Regency was located in Padangan region. Old town side on the other hand showed that Padangan region became a modern civilization with dense population since colonialism era. Some of these heritages could be utilized as history learning objects at Senior High School in material of change and sustainability. The strategy of site utilization in digital history learning could be conducted through four stages namely 1) introduction, 2) observation, 3) discussion, and 4) result. The benefit of digital based contextual learning in Padangan Old Town is to introduce the site presence to students at once disseminating information to public through digital media. The more attractive content information about Padangan Old Town, then the more popular it becomes among the community until it can be made as one of integrated historical tourism destination in Bojonegoro Regency. Wilayah Kecamatan Padangan memiliki sejarah lokal dan situs bangunan kota tua, namun keberadaannya jarang diketahui kalangan pelajar hingga masyarakat umum. Penelitian ini bertujuan untuk mengetahui nilai sejarah situs Kota Tua Padangan, relevansi situs Kota Tua Padangan sebagai objek pembelajaran kontekstual dan strategi pemanfaatan dalam pembelajaran berbasis sejarah digital. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Pengumpulan data dilakukan melalui observasi lapangan, survey, wawancara, dan penggalian beberapa dokumen berupa buku dan jurnal yang relevan. Hasil penelitian menunjukkan bahwa Kecamatan Padangan memiliki daya tarik sejarah dengan peristiwa pembentukan Kabupaten Bojonegoro. Ibukota pertama Kabupaten Bojonegoro terletak di wilayah Padangan. Kota tua di sisi lain menunjukkan bahwa wilayah Padangan menjadi peradaban modern dengan populasi padat sejak era kolonialisme. Beberapa peninggalan tersebut dapat dimanfaatkan sebagai objek pembelajaran sejarah di SMA dalam materi perubahan dan keberlanjutan. Strategi pemanfaatan situs dalam pembelajaran sejarah digital dapat dilakukan melalui empat tahap yaitu 1) pengenalan, 2) observasi, 3) diskusi, dan 4) hasil. Manfaat pembelajaran kontekstual berbasis digital di Kota Lama Padangan adalah untuk memperkenalkan kehadiran situs kepada siswa sekaligus menyebarkan inf","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122598790","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"HUBUNGAN MINAT MEMBACA BUKU TEKS, KEMANDIRIAN BELAJAR, DAN HASIL BELAJAR KOGNITIF PEMBELAJARAN SEJARAH","authors":"Mega Tri Lestari, Musa Pelu, N. Abidin","doi":"10.17977/um0330v5i1p49-57","DOIUrl":"https://doi.org/10.17977/um0330v5i1p49-57","url":null,"abstract":"This article aims to analyze the relationship between reading interest of textbooks, independence of learning, and cognitive learning outcomes of students in history learning. The ex-post facto based on the quantitative approach was used as the research method. The population in this research was eleventh-grade students in State Senior High School Kebakkramat with a total sample of 78 students taken by simple random sampling. Data collection techniques were questionnaires and documents. The results of the research showed that (1) there was a positive and significant relationship between reading interest and students' historical cognitive learning outcomes; (2) there was a positive and significant relationship between learning independence and students' historical cognitive learning outcomes; and (3) there was a relationship between reading interest and learning independence simultaneously with students' historical cognitive learning outcomes. Based on the results, it can be pointed out that the reading interest and independence should be improved through appropriate learning sources and models to enhance students' cognitive learning outcomes. Artikel ini bertujuan untuk menganalisis hubungan antara minat baca buku teks, kemandirian belajar, dan hasil belajar kognitif siswa pada pembelajaran sejarah. Metode penelitian yang digunakan adalah ex-post facto dengan pendekatan kuantitatif. Populasi dalam penelitian ini adalah siswa kelas XI SMA Negeri Kebakkramat dengan jumlah sampel 78 siswa yang diambil secara simple random sampling. Teknik pengumpulan data adalah angket dan dokumen. Hasil penelitian menunjukkan bahwa (1) terdapat hubungan yang positif dan signifikan antara minat baca dengan hasil belajar kognitif sejarah siswa; (2) terdapat hubungan yang positif dan signifikan antara kemandirian belajar dengan hasil belajar kognitif sejarah siswa; dan (3) ada hubungan antara minat baca dan kemandirian belajar secara simultan dengan hasil belajar kognitif sejarah siswa. Berdasarkan hasil penelitian, dapat dikemukakan bahwa minat dan kemandirian membaca perlu ditingkatkan melalui sumber dan model pembelajaran yang sesuai untuk meningkatkan hasil belajar kognitif siswa.","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124140095","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"BELAJAR DARI MASA LALU, BERSIAP UNTUK MASA DEPAN: INTEGRASI PENDIDIKAN KEBENCANAAN DALAM PEMBELAJARAN SEJARAH INDONESIA","authors":"Aditya Nugroho Widiadi","doi":"10.17977/um0330v5i1p1-12","DOIUrl":"https://doi.org/10.17977/um0330v5i1p1-12","url":null,"abstract":"Indonesia is a disaster-prone country. History has proven that this country has been hit by various types of natural disasters for a long time. Unfortunately, disaster mitigation efforts through disaster education seem to be still not optimally conducted in Indonesia. There are only two subjects that formally contain the content of disaster education. Meanwhile, other subjects, including Indonesian history, are not required to provide students with the content of disaster education. Even though, there are many historical events in the subject of history of Indonesia that discuss the occurrence of disasters in Indonesia. Another challenge is how to integrate disaster education in history learning. One alternative method offered by this paper is through ADIT learning model. Indonesia merupakan negara yang rawan bencana. Sejarah telah membuktikan bahwa negara ini telah dilanda berbagai jenis bencana alam sejak lama. Sayangnya, upaya mitigasi bencana melalui pendidikan kebencanaan tampaknya masih belum maksimal dilakukan di Indonesia. Hanya ada dua mata pelajaran yang secara formal memuat muatan pendidikan kebencanaan. Sedangkan mata pelajaran lain, termasuk sejarah Indonesia, tidak wajib membekali siswa dengan muatan pendidikan kebencanaan. Padahal, banyak peristiwa sejarah dalam mata kuliah sejarah Indonesia yang membahas tentang terjadinya bencana di Indonesia. Tantangan lainnya adalah bagaimana mengintegrasikan pendidikan kebencanaan dalam pembelajaran sejarah. Salah satu alternatif metode yang ditawarkan oleh makalah ini adalah melalui model pembelajaran ADIT. ","PeriodicalId":413901,"journal":{"name":"Jurnal Pendidikan Sejarah Indonesia","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126512558","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}