e-Journal Universitas Indraprasta PGRI (Persatuan Guru Republik Indonesia)
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Therapeutic Architecture as a Design Approach for Cancer Community Center
In Indonesia, the prevalence of cancer is one of the deadliest diseases in the world, increasing significantly every year. Various treatment methods are currently available, but they are very physically and mentally draining for patients. Therapeutic architecture offers a holistic approach to the care and recovery of cancer patients by creating an environment that supports physical, psychological, and social health. The main concepts of therapeutic architecture are care in community, design for domesticity, social valorization and integrated with nature. This study aims to explore the implementation of therapeutic architecture principles as a pre-design concept for a cancer community center. This topic focuses on the application of architectural design principles that support the healing process of cancer patients through a specially designed physical environment. This study is important because it identifies how architectural elements such as natural lighting, green open spaces, and spatial designs that support social interaction can affect the physical and psychological well-being of patients. This approach provides new insights into creating facilities that not only fulfill medical functions, but also accelerate recovery by creating a calming and supportive environment for therapy. The methods used are literature studies and interpretive analysis to interpret the implementation of therapeutic architecture into design strategies. The results of the study indicate that the design of space and built environment that pays attention to humans, space and user activities by integrating natural elements, social space, and a comfortable and warm atmosphere can provide a positive impact and provide an optimal healing environment
Peningkatan Perilaku Prosoial Melalui Penguatan Persepsi Atas Lingkungan Sekolah
Penelitian ini bertujuan untuk mengetahui pengaruh persepsi atas lingkungan sekolah terhadap perilaku prososial. Metode penelitian ini adalah survey dengan pendekatan kuantitatif. Sampel dalam penelitian ini berjumlah 71 siswa yang berada di SMK Negeri wilayah Jakarta Timur dengan ditetapkan menggunakan teknik purposive sampling dan proportional random sampling. Teknik pengumpulan data menggunakan angket atau kuesioner yang terdiri dari 30 pernyataan dengan menggunakan skala likert yang terdiri dari 5 pilihan jawaban dari sangat tidak setuju sampai sangat setuju. Data dianalisis dengan menggunakan uji regresi linear sederhana dengan uji t dan uji koefisien determinasi. Analisis regresi menunjukkan bahwa terdapat hubungan positif antara literasi digital dan keterampilan pendidik, dengan persamaan regresi Y = 5,204 + 0,651X. Koefisien korelasi menunjukkan hubungan yang kuat antara kedua variabel, sedangkan koefisien determinasi menunjukkan bahwa proporsi variasi perilaku prososial yang dapat ditingkatkan oleh persepsi siswa atas lingkungan sekolah adalah sebesar 47%. Dengan demikian, dapat disimpulkan bahwa persepsi atas lingkungan sekolah secara signifikan dapat mempengaruhi perilaku prososial
Pengembangan Modul Terintegrasi Keislaman Berbasis Kemampuan Komunikasi Matematis Siswa SMP/MTs Pada Materi Persamaan dan Pertidaksamaan Linear Satu Variabel
SISTEM PENDUKUNG KEPUTUSAN PENENTUAN BONUS KARYAWAN PADA PT GAHAKA KARYA PRIMA MENGGUNAKAN METODE SAW
Improving Student Performance in Secondary School Chemistry through Strategic Intervention Materials Integrating Real-World Scenarios
This study used a quasi-experimental pretest-posttest design with non-equivalent groups to assess the effectiveness of a Strategic Intervention Material (SIM) incorporating interactive real-world scenarios on secondary school chemistry performance. Eighth-grade students from a rural public secondary school in southern Nueva Vizcaya, Philippines, participated, with the experimental group receiving the SIM intervention and the control group receiving traditional classroom instruction. The findings demonstrated significant improvement in posttest scores among students exposed to SIM integrated with real-world scenarios, contrasting with minimal gains observed in students taught through conventional methods. These results highlight the effectiveness of integrating real-world contexts into educational materials to enhance student engagement and comprehension of complex chemistry concepts. The findings underscore the importance of incorporating real-world scenarios into educational strategies to optimise learning outcomes in secondary school chemistry. Educators are encouraged to adopt innovative teaching approaches that stimulate active engagement and practical and contextualised application of knowledge to enhance student academic achievement
Development of Culturally Responsive Teaching-Learning Model Differentiated Learning to Improve Computational Mathematics Skills
The study aims to develop a Culturally Responsive Teaching (CRT) learning model for differentiated learning to improve students' computational thinking skills. The urgency is based on research stating the low computational thinking skills. The importance of the culturally responsive teaching approach as a learning model and its application to differentiated learning in the independent curriculum. The type of development research with the ADDIE model development research design. The steps are Analysis, Design, Development or production, Implementation, and Evaluation. The product of the Culturally Responsive Teaching learning model development is differentiated learning in mathematics as an innovation and is applied to improve computational thinking skills. The research subjects were students of SMP Citra Nusa Cibinong. Data collection instruments were expert validation sheets, observation sheets, interview sheets, student response questionnaires, teachers and five essay-style mathematical computational thinking ability test questions. Data analysis techniques were quantitative and qualitative data analysis. The results of the study were a valid and practical CRT learning model for differentiated learning. The learning model was in groups with group divisions based on the ethnic background of the students and then given learning media in the form of LKPD where each story in the LKPD is different, namely Sundanese Tribe, Javanese Tribe, Minang/Padang Tribe, Betawi Tribe. The increase in mathematical computational ability based on the normalised gain test is 0.49 in the medium category (n-gain criteria 0.3<n-gain?0.7)
Analyzing the design of montessori-based media to introduce letters and numbers
This research analyzes the design aspects of Montessori-based educational tools, such as sandpaper letters, sandpaper numbers, and moving alphabet; employed in early childhood education to introduce letters and numbers. The study aims to evaluate functionality, safety, usability, aesthetic appeal, construction quality, developmental impact, and compliance with standards. Utilizing qualitative analysis and interviews with educators and parents, the data were analyzed using thematic analysis, where interview transcriptions were coded and grouped into categories to identify key themes. The interviews were semi-structured, allowing flexibility for respondents to share their perspectives and experiences in depth. The research examines these tools' effectiveness in facilitating learning among young children. Results reveal varying levels of functionality, safety, and usability across the tools. Sandpaper letters and numbers offer moderate functionality and safety, emphasizing tactile learning, while moving alphabet presents higher functionality and interactive engagement. Usability is limited in static tools but heightened in the interactive moving alphabet. Aesthetic appeal varies, with all media focusing on engaging visual and tactile elements. Compliance with standards remains partial. The research underscores the significance of diverse design approaches in early childhood education and recommends iterative enhancements in usability, safety, and compliance for optimized learning experiences. These findings have implications for educators, suggesting the integration of interactive elements to bolster early childhood education's efficacy
Instalasi publik patung naga dan gunungan wayang sebagai media informasi dan identitas budaya di Telaga Sarangan
Analisis elemen visual sebagai daya tarik bagi pengguna pada desain karakter game horor Dreadout2
DreadOut adalah salah satu contoh game horror buatan Indonesia yang sukses dalam penjualan. Kesuksesan DreadOut yang diproduksi oleh developer asal Bandung Digital Happiness ini kemudian dilanjutkan melalui sequelnya berjudul DreadOut2. Game dengan tokoh utama kehidupan remaja SMA ini memiliki tampilan visual yang menarik. Tampilan visual dalam video game adalah hal utama yang dilihat oleh pengguna. Semakin bagus kualitas tampilan visual pada sebuah video game, maka akan semakin besar pula daya tarik game tersebut bagi pengguna untuk memainkannya. Desain karakter merupakan salah satu elemen visual penting yang berperan sebagai daya tarik tersebut. Penelitian terhadap tampilan visual desain karakter game Dreadout 2 dilakukan menggunakan pendekatan kualitatif melalui metode analisis visual yang didukung dengan studi literasi dan arsip pada desain visual karakter bertujuan untuk mendapatkan pola yang membentuk rancang bangun desain visual karakter sehingga dapat diketahui faktor yang menjadi kunci keberhasilan desain karakter game Dreadout2. Sesuai hasil perbandingan dan analisis awal ditemukan bahwa faktor kunci keberhasilan desain karakter game horor DreadOut2 banyak dipengaruhi oleh adanya representasi lokal dan global dari hantu dan tokoh supernatural yang ditemukan di media populer. Hantu dan tokoh supernatural di media populer—mencakup film, majalah, televisi, dan komik—tidak hanya berasal dari cerita rakyat Indonesia tetapi juga kiasan horor internasional. Desain karakter yang digunakan pada akhirnya membentuk tampilan visual dan nuansa karakter yang ada dalam game horor ini sehingga menciptakan estetika lintas budaya yang beresonansi dengan khalayak luas pengguna video game Indonesia dan menjadi kunci kesuksesan Dreadout2. Diharapkan penelitian ini dapat memberikan rekomendasi elemen kunci yang menjadi blok penyusun desain karakter video game horror Indonesia
Analisis efektivitas visual pada permainan papan edukasi sejarah Konferensi Asia-Afrika
Edukasi menjadi salah satu hal penting dalam perkembangan dunia karena hal ini membantu dan membangun kesadaran masing-masing individu untuk meningkatkan pengetahuannya mereka. Media visual menjadi aspek penting dalam perkembangan edukasi karena memiliki pengaruh tersendiri dalam menarik minat seseorang dikarenakan gambar dan warna yang cukup banyak disajikan. Salah satu media edukasi yang dapat memaksimalkan elemen visual adalah permainan papan dengan tema edukasi. Namun, gaya desain dalam permainan papan penting untuk diperhatikan agar nantinya pemain dapat menikmati permainan papan dan pesan yang disampaikan pun dapat diingat dengan baik. Penelitian ini akan mengisi kesenjangan yang ada pada penelitian terdahulu dengan mengeksplorasi tentang bagaimana komponen visual yang terdapat pada permainan papan dapat mempengaruhi pemahaman atau kemudahan pemain dalam memainkan permainan. Penelitian ini mengkaji tentang efektivitas visual dari permainan papan edukasi dengan menggunakan metode penelitian kualitatif, dengan melakukan observasi dan pengumpulan data melalui studi literatur. Observasi dilakukan terhadap peserta BHSG (Bandung Historical Study Games) 2024 yang memainkan permainan papan ‘SKUAAD’. Hasilnya adalah efektivitas visual yang terdapat pada permainan papan edukasi khususnya pada permainan ‘SKUAAD’ terbukti efektif dalam memberikan informasi dan pemahaman tentang sejarah peristiwa Konferensi Asia-Afrika