15 research outputs found
MODEL PEMBELAJARAN TERINTEGRASI di SMA TERPADU DARUSSALAM RAJAPOLAH TASIKMALAYA JAWA BARAT
Integrated learning is a learning strategy to make it more meaningful for life. In Islamic education, it is formed and based on the values of faith and piety that are nurtured continuously so that attitudes, knowledge and skills are developed. Integrated learning or integrated learning is applied in pesantren-based schools, providing knowledge by combining religious and general curricula. The reality is that there are still many who only combine the general curriculum and the pesantren curriculum, so an effort is needed through techniques, methods and learning models. The purpose of this study was to identify an integrated learning model in this school. The method uses a descriptive type case study with a qualitative approach and observation, interview and documentation techniques. The results of this study indicate that integrated learning is carried out with a stand-alone subject model that is integrated with the curriculum of salafi pesantren, KMI Gontor and boarding schools for 24 hours. The conclusion is that integrated learning at SMA Terpadu Darusalam Tasikmalaya has been implemented by integrating the integrated curriculum by incorporating the concepts of Islamic boarding school in the pesantren culture
MANAGEMENT OF CHARACTER EDUCATION IN SCHOOLS (CASE STUDY ANALYSIS IN SMA TERPADU KRIDA NUSANTARA BANDUNG)
The decline of national values caused by the weakness of character education. This research aims to gain an overview of the character education management in high school-based boarding school in Bandung. The method used is descriptive qualitative approach method and technique of triangulation. Research results show that management education character was made based on the appropriate program of management and the functions are used. The conclusion that the management of character education in high school-based boarding school in Bandung was made from planning, organizing, implementing and monitoring that in it there is the assessment process although those are not optima
INTEGRATED LEARNING at SMA TERPADU DARUSSALAM RAJAPOLAH TASIKMALAYA
The purpose of this study was to obtain an overview, knowledge and describe about integrated learning in a pesantren-based school at SMA Terpadu Darussalam Rajapolah Tasikmalaya. The main result of this research is that integrated learning in a pesantren-based school at SMA Terpadu Darussalam Rajapolah Tasikmalaya uses an integrated one-lesson learning model that stands alone and integrates with the integrated curriculum, twenty-four hour parenting and learning time in the lesson schedule. The conclusion is that integrated learning in pesantren-based schools at SMA Terpadu Darussalam Rajapolah Tasikmalaya uses an integrated one-lesson learning model that stands alone and integrates with integrated curriculum, twenty-four hour parenting and learning time in the lesson schedule. Integrated learning emphasizes the integration of general learning which refers to the 2013 curriculum by integrating the salafi pesantren curriculum and KMI Gontor. Supported by an integrated 24-hour upbringing of students in Islamic boarding schools and schools, integration of learning hours, educators and integration of learning materials to foster the noble character of students
PENDIDIKAN AKHLAK DI PONDOK PESANTREN SALAFIYAH AL-ILYAASIYAH CILENGKRANG CIBIRU BANDUNG
Salafiyah Islamic boarding schools with traditional characteristics, either from clothing or learning. The study of classical Islamic books or the yellow book is one of the characteristics of the Salaf Islamic boarding school. The purpose of this article is to describe the moral education in the Al-Ilyaasiyah Islamic boarding school, Cilengkrang, Cibiru Bandung. The method used in this study used a qualitative approach with descriptive analytic studies. The research instruments used were data collection techniques with observation, interviews, and library research as well as documents that support this research. The results showed that. Moral education and religious habituation at the Salafiyah Al-Ilyaasiyah Islamic boarding school, Cilengkrang, Cibiru Bandung, are carried out with strong habituation and imitation and are still carried out and immovable in the midst of technological progress and the time
RANCANGAN KOMIK DIGITAL “WORDS BETWEEN WORLDS“ SEBAGAI MEDIA PEMBELAJARAN BAHASA INGGRIS SISWA JENJANG SEKOLAH MENENGAH PERTAMA
Bahasa Inggris merupakan mata pelajaran yang penting bagi kurikulum di negara Indonesia. Meskipun begitu, ada banyak sekali kesulitan yang dihadapi peserta didik dalam mempelajari Bahasa Inggris, dikarena kurangnya media pembelajaran yang mumpuni serta materi yang dirasa susah atau rumit untuk dipelajari. Maka dari itu, tujuan dari penelitian ini adalah merancang media pembelajaran bahasa inggris berbasis komik bagi siswa jenjang sekolah menengah pertama. Dengan menggunakan metode penelitian kualitatif , serta metode pengembangan ADDIE (Analyze, Design, Development, Implementation and Evaluation),maka didapatkan hasil produk berupa komik yang berformat layout Webtoon dengan format PDF yang berjumlah 11 halaman sebagai materi pembelajaran Bahasa Inggris jenjang sekolah menegah pertama kelas 7 semester 1. Setelah dilakukan uji kelayakan oleh ahli materi dan ahli grafis, didapatlah hasil bahwa media pembelajaran berbasis komik layak digunakan untuk peserta didik di jenjang sekolah menengah pertama setelah diujicobakan dan diuji validitasnya oleh ahli media dan ahli bahasa. Maka kesimpulan yang didapat adalah media pembelajaran komik berbahasa inggris membuat pembelajaran Bahasa Inggris di sekolah jauh lebih menarik dan menyenangkan dibanding sebelumnya.
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English is an important subject in the Indonesian curriculum. However, students face many difficulties in learning English due to a lack of adequate learning media and materials that are considered difficult or complicated to learn. Therefore, the purpose of this study is to design English learning media based on comics for junior high school students. Using qualitative research methods and the ADDIE development model (Analyze, Design, Development, Implementation, and Evaluation), the resulting product is a comic book in Webtoon layout format with a PDF format consisting of 11 pages as English learning material for seventh-grade students in the first semester of junior high school. After undergoing feasibility testing by subject matter experts and graphic designers, the results showed that the comic-based learning media is suitable for use by junior high school students after being pilot-tested and validated by media experts and language experts. The conclusion drawn is that comic-based learning media can make English language learning at school far more engaging and enjoyable than before
PERANCANGAN GAME VISUAL NOVEL 'DISORCIAL' SEBAGAI EDUKASI PENGGUNAAN MEDIA SOSIAL SECARA BIJAK BAGI GENERASI Z
Penggunaan media sosial yang tidak bijak akan berdampak buruk bagi penggunanya. Generasi Z tumbuh dalam dunia yang terdigitalisasi, sehingga memiliki karakteristik untuk mengintegrasikan platform digital ke dalam kehidupan sehari-hari. Karakteristik “selalu aktif” untuk bermedia sosial pada generasi Z, bisa menimbulkan kekhawatiran. Adapun dampak negatif penggunaan media sosial yang tidak bijak terhadap kesehatan, seperti gangguan tidur, kecemasan dan depresi. Penelitian ini bertujuan untuk merancang game edukasi berbasis Visual Novel (VN) bernama "Disorcial" dengan muatan narasi yang menceritakan penggunaan dari media sosial yang tidak bijak. Agar pemain bisa merefleksikan kembali untuk bisa lebih bertanggung jawab dalam menggunakan media sosial. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC)
yang memiliki 6 tahapan. Diawali dengan konsep, desain, pengumpulan materi, perancangan, testing, dan distribusi. Perancangan aset dan mekanisme kuis disesuaikan dengan narasi yang mewakilkan dampak negatif dari penggunaan media sosial berdasarkan observasi. Game dapat berjalan dengan baik dan mendapat kategori sangat layak melalui
uji blackbox, ahli media dengan hasil 83,07% dan responden melalui instrumen EDUGXQ dengan hasil 88,94%. Game "Disorcial" memiliki potensi menjadi media edukasi untuk
meningkatkan kesadaran Generasi Z untuk lebih bijak dalam menggunakan media sosial.
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Irresponsible use of social media could throw the user in a bad way. Generation Z, growing up surrounded by digital platforms, tend to fuse online life with their daily reality, making their “always-on” behavior a growing concern. This research presents “Disorcial,” a Visual Novel game designed to spotlight the harmful effects of careless social media habits
like anxiety, sleep disruption, and depression. Through engaging narratives and quizzes based on observed behaviors. Developed using the Multimedia Development Life Cycle (MDLC) method, with 6 stages including concept, design, material collecting, assembly, testing, and distribution. The game’s visuals and mechanisms were built to reflect real
world observations of online behavior. “Disorcial” performed smoothly across blackbox, media expert with percentage of 83,07%, and respondent testing through EDUGXQ expert
with percentage of 88,94%, earning a rating of highly feasible. It holds strong potential as an educational tool to raise Gen Z’s awareness and encourage wiser digital choices
Pendidikan Multikultural Dalam Perspektif Ilmu Pendidikan Islam (Ipi)
Beraneka ragam budaya, suku, bahasa, warna kulit, etnis, adat, agama dan kepercayaan serta berbagai konflik di Indonesia, namun dipersatukan dengan semboyan “Bhinneka Tunggal Ika”, berbeda-beda namun satu jua. Hal ini bisa diwujudkan secara strategis melalui pendidikan multikultural pada pendidikan formal, informal dan nonformal. Pendidikan multikultural merupakan ide, gerakan pembaharuan pendidikan dan proses pendidikan yang bertujuan untuk mengubah struktur lembaga pendidikan supaya semua peserta didik menjadi anggota kelompok ras, etnis, dan kultur dapat memiliki kesempatan untuk mencapai prestasi. Pendidikan multikultural perlu dioptimalkan dalam menata dinamika keragaman untuk menjadi potensi kemajuan dan peradaban manusia menuju ketakwaan. Pendidikan multikultural merupakan “Education for All” yakni pendidikan untuk semua orang dan mengutamakan persamaan hak. Pendidikan multikultural dapat diimplementasikan pada pendidikan di Indonesia dan selaras dengan ilmu pendidikan islam. Melalui pendidikan multikultural, ilmu pendidikan Islam akan semakin meluas penyebarannya dan menjadi rahmat bagi seluruh alam dalam mencapai kebahagiaan dunia dan akhirat
RANCANG BANGUN 3D VIRTUAL EXHIBITION SEBAGAI SARANA APRESIASI PAMERAN KARYA SISWA DKV SMKN 3 BANDUNG
Pameran secara konvensional memiliki sejumlah tantangan utama seperti keterbatasan waktu dan ruang. Banyak karya yang tidak dapat ditampilkan karena ruang yang terbatas dan waktu pameran yang begitu singkat. Situasi seperti ini menyebabkan pengalaman pengguna yang kurang merasa puas yang dapat menghambat apresiasi karya yang ditampilkan. Karenanya peneliti memilih topik Virtual exhibition yang belum pernah dihubungkan untuk pameran karya siswa, yang dituangkan dalam penelitian yang berjudul “Rancang Bangun 3D Virtual exhibition Sebagai Sarana Apresiasi Pameran Karya Siswa DKV SMKN 3 Bandung”. Pada penelitian ini, peneliti menggunakan metode kuantitatif deskriptif. Penelitian ini menggunakan model pengembangan ADDIE (Anaysis, Design, Development, Implementation, Evaluation) untuk merancang virtual exhibition secara sistematis. Pada bagian ini peneliti akan mengambil populasi dan sampel untuk memperoleh data yang lebih akurat serta mendalam. Berdasarkan hasil validasi ahli media, media ini memperoleh skor 87,3% yang mengategorikannya sebagai layak selanjutnya, hasil usability dari responden menunjukkan bahwa media virtual exhibition mencapai persentase rata-rata 81.32% nilai ini menempatkan pada kategori sangat baik dan membuktikan bahwa proses perancangan telah berhasil secara optimal. Selain itu nilai tertinggi pada variabel Satisfaction, yang menegaskan keberhasilan media dalam menjalankan fungsi utamanya. Dengan demikian, dapat disimpulkan bahwa aplikasi yang dikembangkan sudah sangat baik dalam menyajikan, efektif sebagai sarana apresiasi dan layak digunakan di lingkungan sekolah. ;
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Conventional exhibitions face a number of major challenges, such as time and space limitations. Many works cannot be displayed due to limited space and a short exhibition time. This situation leads to a less than satisfactory user experience that can hinder the appreciation of the displayed works. Therefore, the researcher chose the topic of Virtual Exhibition, which has never been connected to student work exhibitions, which is outlined in a study entitled "3D Virtual Exhibition Design as a Means of Appreciation for Visual Communication Design Student Work Exhibitions at SMKN 3 Bandung". In this study, the researcher used a descriptive quantitative method. This study uses the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) to systematically design a virtual exhibition. In this section, the researcher will take the population and samples to obtain more accurate and in-depth data. Based on the results of media expert validation, this media obtained a score of 87.3%, which categorizes it as feasible. Furthermore, the usability results from respondents show that the virtual exhibition media achieved an average percentage of 81.32%, this value places it in the very good category and proves that the design process has been optimally successful. In addition, the highest value is in the Satisfaction variable, which confirms the success of the media in carrying out its main function. Thus, it can be concluded that the application developed is very good in presenting, effective as a means of appreciation and suitable for use in school environments
PERANCANGAN BUKU “PETUALANGAN SUPER TAMA MEMBASMI KUMAN” BERBASIS AUGMENTED REALITY UNTUK SISWA TUNAGRAHITA (STUDI KASUS DI SLB ABC YKS II MAJALAYA)
ketergantungan yang tinggi terhadap orang tua atau pendamping untuk melakukan aktivitas sehari-hari dialami oleh penyandang tunagrahita. Keterbatasan dalam bina diri dan penggunaan media pembelajaran yang masih konvensional di sekolah menjadikan siswa kurang terampil dalam beraktivitas sederhana. Oleh karena itu, penelitian ini bertujuan untuk merancang media pembelajaran keterampilan bina diri yang inovatif berupa buku cerita berbasis Augmented reality untuk siswa tunagrahita. Metode penelitian yang digunakan adalah model pengembangan ADDIE dengan pendekatan kualitatif deskriptif. Subjek penelitian ini adalah 4 siswa tunagrahita di SLB ABC YKS II Majalaya. Pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi yang meliputi validasi ahli media serta materi, dan analisis data menggunakan model Miles dan Huberman. Data yang diperoleh menunjukkan bahwa media sangat layak digunakan, dengan respons positif dari siswa yang ditunjukkan oleh antusiasme dan kemudahan dalam mengikuti cerita dengan dukungan animasi dan audio. Dengan demikian, media buku cerita berbasis AR ini dinyatakan sangat layak sebagai media pembelajaran bina diri bagi siswa tunagrahita.
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High dependence on parents or caregivers to perform daily activities is experienced by people with intellectual disabilities. Limitations in self-care and the use of conventional learning media in schools make students less skilled in performing simple activities. Therefore, this study aims to design innovative self-care skill learning media in the form of storybooks based on Augmented Reality for students with intellectual disabilities. The research method used is the ADDIE development model with a descriptive qualitative approach. The research subjects were 4 students with intellectual disabilities at SLB ABC YKS II Majalaya. Data collection was conducted through observation, interviews, and documentation, including expert validation of the media and materials, and data analysis using the Miles and Huberman model. The data obtained showed that the media was highly suitable for use, with positive responses from the students demonstrated by their enthusiasm and ease in following the story with the support of animation and audio. Thus, this AR-based storybook media was deemed highly suitable as a self-development learning medium for students with intellectual disabilities
PERANCANGAN BUKU INTERAKTIF “AKU SIAP UNTUK SEKOLAH” SEBAGAI MEDIA PEMBELAJARAN ACTIVITY DAILY LIVING UNTUK ANAK TUNAGRAHITA RINGAN
Pembelajaran keterampilan hidup Activity Daily Living (ADL) bagi anak tunagrahita ringan merupakan aspek penting untuk membentuk kemandirian, namun di banyak Sekolah Luar Biasa (SLB) masih didominasi media konvensional yang kurang menarik dan kurang sesuai dengan karakteristik siswa. Anak tunagrahita ringan membutuhkan media visual yang sederhana, interaktif, dan disertai pengulangan agar mampu memahami serta mempraktikkan aktivitas sehari-hari. Penelitian ini bertujuan merancang buku interaktif “Aku Siap Untuk Sekolah” sebagai media pembelajaran ADL yang menyenangkan, aplikatif, dan sesuai kebutuhan siswa. Metode yang digunakan adalah kualitatif deskriptif dengan model pengembangan ADDIE, meliputi tahap analisis kebutuhan, perancangan desain, pengembangan, implementasi, dan evaluasi formatif. Subjek penelitian adalah lima siswa tunagrahita ringan kelas IV di SLB Negeri Citeureup Cimahi. Produk dirancang dengan kombinasi elemen fisik (pop-up, lift the flap, pull tab, touch and feel) dan animasi yang dapat diakses melalui barcode. Hasil validasi ahli materi memperoleh skor “sangat layak” dengan penekanan pada kesesuaian isi, bahasa, dan ilustrasi, sedangkan ahli media menilai tampilan dan interaktivitas “sangat baik”. Uji coba terbatas menunjukkan peningkatan fokus, keterlibatan, serta kemampuan mengikuti langkah-langkah ADL. Kesimpulannya, buku interaktif ini efektif sebagai media pembelajaran inovatif untuk mendukung kemandirian anak tunagrahita ringan.
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Learning daily life skills Activity Daily Living (ADL) for students with mild intellectual disabilities is essential to foster independence. However, in many Special Schools (SLB), the learning process is still dominated by conventional media that are less engaging and not tailored to students’ characteristics. Students with mild intellectual disabilities require visual media that is simple, interactive, and repetitive to help them understand and practice daily activities. This study aims to design an interactive book entitled “Aku Siap Untuk Sekolah” as a fun, practical, and needs-based learning medium for ADL. The research employed a descriptive qualitative approach using the ADDIE development model, consisting of analysis, design, development, implementation, and formative evaluation. The research subjects were five fourth-grade students with mild intellectual disabilities at SLB Negeri Citeureup Cimahi. The product integrates physical interactive elements (pop-up, lift the flap, pull tab, touch and feel) with animations accessible via QR codes. Expert validation results rated the content, language, and illustrations as “highly feasible,” and the media design and interactivity as “excellent.” Limited trials showed improved focus, engagement, and ability to follow ADL steps. In conclusion, this interactive book is an effective and innovative learning medium to support the independence of students with mild intellectual disabilities
