This study aims to develop e-PAS based on MOOC as E-learning media of Local History in Malang. It provides alternative learning based on the development and the use of information technology in obtaining learning objectives. In the development of E-Pas, a research and development approach was used with the ADDIE model. This model is one of the interactive learning processes with the basic steps of effective, dynamic and efficient learning, which consists of Analysis, Design, Development, Implementation, and Evaluation. Based on the results of the research and some validations and implementation tests that have been carried out during the E-Pas development process, it was found that the E-Pas development product was considered feasible to be implemented into a learning product. The percentage of data obtained from the validator and the results of the implementation test to the students shows that the E-Pas is feasible to use. In other words, the product that has been tested and validated can be one of the products that can be applied in the process of learning history, especially the history of Malang.
This study aims to develop digital book based on sigil on the material of European history in growing the values of Pancasila democracy. This book is aimed to give an alternative of learning material by using ICT to reach the aims of learning. The book should follow the standardized test to ensure the digital book could be used in teaching and learning process at History Department, State University of Malang. This study tended to used research and development approach. We used eight Sadiman’s model of (1) identification of needs; (2) composing aims; (3) material development; (4) development of evaluation tool; (5) writing a draft; (6) validation; (7) revision; (8) production. Based on data analysis, this study found that the book could be used without any major revision. The percentage of questionnaire result from media expert was 90.48 % and from material expert was at 96.75 %. To short, the digital book has filled the requirement of book standardization. Therefore, the digital book based on sigil could be used as learning source for the module of European History.
Tiap daerah memiliki motif batik yang khas, termasuk Desa Kidal yang berada di Kabupaten Malang. Desa ini baru merintis sentra kerajinan batik tulis maupun cap dengan inspirasi yang berasal dari lingkungan sekitar, termasuk dari Candi Kidal. Desa ini sudah memiliki beberapa motif khas namun masih sangat sederhana dan perlu dikembangkan lebih lanjut. Penelitian ini bertujuan untuk merancang motif khas batik Desa Kidal yang bersumber dari relief ornamentasi pada Candi Kidal. Metode yang dilakukan meliputi observasi, eksplorasi ide, perancangan, dan perwujudan karya. Ada enam motif khas yang dihasilkan yaitu, singhapadma kidal kiri, singhapadma kidal kanan, padma kidal, sulur padma kidal, medalion kidal, dan medalion wisnu kencana. Motif tersebut diaplikasikan dalam bentuk canting cap batik. Motif baru yang dihasilkan memperkaya motif yang telah ada sebelumnya di Desa Kidal.
The development of historical studies with a multidimensional and interdisciplinary approach in Indonesia towards the end of the 20th century has not yet been accommodated in the process of learning history in schools. So far, one of the main objectives of the history subject is to raise awareness in students as part of the Indonesian nation that has nationalism, empathy and tolerant behavior by instilling character values directly through examples. This turned out to be ineffective because it was not in accordance with the moral development of high school students who had reached the conventional stage. Based on these conditions, this research was conducted with the aim of providing new alternatives in history learning, especially for character education through analysis from a sociological point of view of events. The method used in this research is qualitative research methods with data collection techniques in the form of questionnaires and interviews. The data obtained were analyzed through three stages, namely the stage of data reduction, data display, and conclusions. The results of this study recommend the use of sociological concepts in historical explanation for learning in schools so that the internalization process of character education is carried out optimally and allows the growth of critical thinking skills in assessing historical events. The method used in this research is qualitative research methods with data collection techniques in the form of questionnaires and interviews. The data obtained were analyzed through three stages, namely the stage of data reduction, data display, and conclusions. The results of this study recommend the use of sociological concepts in historical explanation for learning in schools so that the internalization process of character education is carried out optimally and allows the growth of critical thinking skills in assessing historical events. The method used in this research is qualitative research methods with data collection techniques in the form of questionnaires and interviews. The data obtained were analyzed through three stages, namely the stage of data reduction, data display, and conclusions. The results of this study recommend the use of sociological concepts in historical explanation for learning in schools so that the internalization process of character education is carried out optimally and allows the growth of critical thinking skills in assessing historical events.
The purpose of writing this study is to initiate and introduce the use of the Wordwall software as a learning medium (game-based) and evaluation of prehistoric Indonesian teaching materials in high schools. The Wordwall application is packaged into an Wordwall learning activity called HITARI or Historical-archeology Heritage Riddle. The use of the Wordwall media is carried out based on an analysis of the tendency of visual learning styles in students and of course problems relating to the interest in learning history. This study is compiled using a literature study with a qualitative approach, which consists of four steps, namely 1) determining the problem, 2) collecting sources and data, 3) correlating sources and data, and 4) presenting the discussion. The discussion in this article focuses on general elaboration concerning 1) the adjustment of teaching materials (Prehistoric Indonesia; hunting, gathering, and farming), and learning syntax of Wordwall media programming techniques, 2) steps for creating teaching media using Wordwall, 3) analysis of the strengths and weaknesses of the use of the Wordwall application as a teaching media. Tujuan ditulisnya telaah ini adalah untuk menginisiasi dan mengenalkan pemanfaatan software Wordwall sebagai media belajar (berbasis permainan) dan evaluasi terhadap materi ajar Indonesia Masa Prasejarah di Sekolah Menengah Atas. Aplikasi Wordwall dikemas menjadi suatu aktivitas pembelajaran Wordwall yang diberi nama HITARI atau Historical- archaeology Heritage Riddle. Pemanfaatan media Wordwall ini dilakukan atas dasar analisis kencenderungan gaya belajar visual pada peserta didik dan tentu saja masalah yang berkenaan dengan minat belajar sejarah. Telaah ini disusun menggunakan studi pustaka dengan pendekatan kualitatif, yang terdiri atas empat langkah, yaitu 1) menentukan masalah, 2) pengumpulan sumber dan data, 3) korobasi sumber dan data, dan 4) penyajian pembahasan. Pembahasan dalam artikel ini berfokus pada penjabaran umum berkenaan dengan 1) penyesuian materi ajar (Indonesia Zaman Prasejarah; masa berburu, dan mengumpulkan makanan, dan bercocok tanam), dan sintaks pembelajaran terhadap teknis pemrograman media Wordwall, 2) langkah- langkah pengkreasian media ajar menggunakan Wordwall, 3) analisis kekuatan dan kelemahan dari pemanfaatan aplikasi Wordwall sebagai media ajar.
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