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Understanding history, historical thinking, and historical consciousness, in learning history: An ex post-facto correlation Bunari Bunari; Muhammad Rijal Fadli; Asyrul Fikri; Johan Setiawan; Ardian Fahri; Ikfi Muallifa Izzati
International Journal of Evaluation and Research in Education (IJERE) Vol 12, No 1: March 2023
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v12i1.23633

Abstract

This study aims to analyze the relationship between historical understanding, historical thinking, towards historical consciousness in learning history. This type of research is ex post-facto with a correlational design. The population is class X high school students in Yogyakarta, with a sample of 177. The side technique uses cluster random sampling. Data collection uses instruments in the form of historical understanding tests, historical thinking tests, and historical consciousness questionnaires. Data analysis was carried out through partial correlation and multiple correlations with a significance level of 0.05, and the prerequisite test analysis used normality, linearity, and multicollinearity tests. The results show that the relationship between historical understanding, historical thinking, and historical consciousness in history learning has a strong and significant correlation. These three components should not be separated from the history learning process so that history learning is more meaningful for its historical values.
SMART APPS CREATOR (SAC) SEBAGAI INOVASI MEDIA PEMBELAJARAN SEJARAH DI SMAIT INSAN MULIA BOARDING SCHOOL Ardian Fahri
Jurnal Ilmiah WUNY Vol 4, No 2 (2022): Jurnal Ilmiah WUNY
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jwuny.v4i2.54518

Abstract

Proses pembelajaran memiliki berbagai komponen dalam pelaksanaannya. Salah satu komponen dalam mewujudkan pembelajaran adalah pengunaan media pembelajaran. Media dipergunakan sebagai penyalur informasi pengetahuan dari sumber belajar kepada penerima informasi. Pengunaan media pembelajaran pada sekolah berbasis Islamic Boarding School dapat meningkatkan minat serta membantu dalam keaktifan dalam proses pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan penggunaan media pembelajaran sebagai inovasi berbasis Smart Apps Creator (SAC) pada Mata Pelajaran Sejarah di sekolah berbasis Boarding School. Metode penelitian ini menggunakan Deskriptif Kualitatif dengan pengumpulan data melalui Observasi dan Studi Literatur yang dapat mendukung analisis berkaitan dengan karakteristik siswa berbasis Islamic Boarding School dalam proses pembelajaran. Berdasarkan hasil pengamatan yang dilakukan maka diperoleh bahwa Pengunaan Smart Apps Creator (SAC) sebagai inovasi media Pembelajar Sejarah di SMAIT Insan Mulia Bording School. Hal ini didasarkan pada potensi serta kondisi yang ada di sekolah, melalui Smart Apps Creator berpotensi menunjukkan hasil yang sangat baik, dengan kelebihan-kelebihan yang ada dalam SAC dan mendorong siswa menjadi lebih antusias serta aktif dan semangat dalam belajar serta mampu mendorong terwujudnya budaya belajar yang baru dalam kelas.
Analisis Bibliometrik: Penelitian Game-Based Learning pada Sekolah Menengah 2005-2023 Ilham Muhammad; Fadli Agus Triansyah; Ardian Fahri; Ashari Gunawan
Jurnal Simki Pedagogia Vol 6 No 2 (2023): Volume 6 Nomor 2 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v6i2.301

Abstract

Game based learning is game-based learning that involves games in the educational process, aiming to increase learning activities. The purpose of this study is to capture research landscapes related to game-based learning in high school learning from 2005 to 2023. The method used is bibliometric analysis. The database used in collecting the necessary related information is from the Scopus database. Game based learning research publications in secondary schools from 2005 to 2023 have experienced an increase in recent years. The highest number of citations was in 2013. The United States of America is the most influential country in this field. The focus of research related to Game based learning in secondary schools is, 1) computational thinking and understanding; 2) science, technology and development; 3) experience and environment. New themes related to Game based learning research in secondary schools are self-efficacy, computational creativity, inquiry, ar technology and mathematical problems.
Dibalik Cahaya Bulan Sabit: Peran Muhammadiyah di Purbolinggo dalam Mewujudkan Keberadaban Masyarakat pada tahun 1963-1983 Ardian Fahri; Miftahuddin Miftahuddin; Febriana Khoiriyah
HISTORIA: Jurnal Program Studi Pendidikan Sejarah Vol 11, No 2 (2023): HISTORIA: Jurnal Program Studi Pendidikan Sejarah
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (465.459 KB) | DOI: 10.24127/hj.v11i2.7464

Abstract

Tujuan penelitian ini adalah untuk mengetahui sejarah serta pengaruh perkembangan Muhammadiyah di dalam membangun peradaban masyarakat Purbolinggo. Metode penelitian yang digunakan adalah metode historis dengan tahapan heuristik, verifikasi, interpretasi, dan historiografi. Teknik pengambilan data dalam penelitian ini mengunakan observasi, wawancara, dokumentasi, dan studi literatur. Berdasarkan hasil penelitian dapat diketahui bahwa Muhammadiyah Cabang Purbolinggo berdiri pada 3 April 1963 yang diketuai oleh Amirudin, dan Abdul Fatah sebagai wakil ketua. Peranan Muhammadiyah dapat terlihat dalam aspek kehidupan masyarakat seperti mendirikan Masjid Darul Ihsan yang bersebelahan dengan Pusat Pasar Purbolinggo, mendirikan sekolah Madrasah Ibtifaiyah, Sekolah Pendidikan Guru Agama Muhammadiyah (PGAM), TK Aisyiyah Bustanul Athfal, SMP, SMA, MA Muhammadiyah serta Koperasi Wargamu pada 1973, dan Zafakoh pada 1978 yang merupakan badan pengumpul Zakat, Infak serta Sodakoh, dan memberikan bantuan pelayanan sosial seperti Penolong Kesengsaraan Oemoem (PKO).
Looking at DAI NIPPON's Footprint: Japan's Policies in Indonesia Febriana Khoiriyah; Zulkarnain Zulkarnain; Ardian Fahri
HISTORIA: Jurnal Program Studi Pendidikan Sejarah Vol 11, No 2 (2023): HISTORIA: Jurnal Program Studi Pendidikan Sejarah
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/hj.v11i2.8309

Abstract

The purpose of this study is to identify the policy of the Japanese government system in Indonesia. The method adopted in this study is the historical method, which consists of four stages, namely, heuristics, source criticism, interpretation, and historical historiography, as well as techniques of data collection through literature research. According to the studies carried out, it can be seen that many political changes took place during the Japanese occupation of Indonesia, especially the abolition of the discrimination system and other measures in the military, government and educational sectors. However, all the moves and policy changes of the Japanese government focused on the interests of Japan's military victory, so the various exploitations in the process of policy implementation still caused deep trauma to the Indonesian nation.