Palapa: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah
type: channel
description: Palapa: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah merupakan kumpulan artikel yang berisi hasil penelitian tugas akhir atau skripsi mahasiswa S1 dari Program Studi Pendidikan Sejarah , Jurusan Pendidikan Ilmu Pendidikan Sosial (IPS), STKIP PGRI Bandar Lampung
publisher: LPPM STKIP PGRI Bandar Lampung
language: en
publication name: Palapa: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah
issn: 2722-5038
items: PENGEMBANGAN MEDIA PEMBELAJARAN SCRAPBOOK PADA MATERI CORAK KEHIDUPAN DAN HASIL - HASIL BUDAYA MASA PRAAKSARA INDONESIA KELAS X DI SMK TAMAN SISWA TELUK BETUNG TAHUN AJARAN 2024/2025
items: UPAYA MENINGKATKAN HASIL BELAJAR SISWA MATERI MASA PRAAKSARA DIINDONESIA DENGAN MODEL PEBELAJARAAN TGT (TEAM GEMES TOURNAMEN) PADA SISWA KELAS X SMA NEGERI 1 PADANG CERMIN TAHUN PELAJARAN 2024/2025
items: https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1245
items: https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1244
items: UPAYA TAN MALAKA DALAM PERJUANGAN KEMERDEKAAN INDONESIA 1919-1949
items: PENGEMBANGAN MEDIA PEMBELAJARAN E-LKPD BERBASIS CANVA PADA MATERI PERISTIWA PROKLAMASI KEMERDEKAAN REPUBLIK INDONESIA DI KELAS XI.1 SMA PIRI JATI AGUNG TAHUN AJARAN 2024/2025
items: TINJAUAN HISTORIS LINTASAN JEMAAT GEREJA PROTESTAN DI INDONESIA BAGIAN BARAT (GPIB) JEMAAT MARTURIA LAMPUNG TAHUN 1937-1994
items: UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH MENGGUNAKAN METODE PEMBELAJARAN GAMIFIKASI MELALUI MEDIA WORDWALL PADA SISWA KELAS XI SMA ADIGUNA TAHUN PELAJARAN 2024/2025
items: PERAN TAMAN SISWA DALAM PEMBENTUKAN RASA NASIONALISME PADA MASA PERGERAKAN NASIONAL TAHUN 1922
items: PENERAPAN MODEL PEMBELAJARAN SCRAMBLE UNTUK MENINGKATKAN HASIL BELAJAR SEJARAH SISWA KELAS X.2 DI SMAS TAMANSISWA TELUK BETUNG BANDAR LAMPUNG
items: https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1236
items: PENGEMBANGAN MEDIA PEMBELAJARAN ULAR TANGGA SEJARAH (HISTORICAl SNAKES AND LADDERS GAME) PADA MATERI KEHIDUPAN MASYARAKAT PRA-AKSARA KELAS X.5 SMA NEGERI 2 GEDONG TATAAN
items: https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1234
items: UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH MELALUI METODE PEMBELAJARAN JIGSAW DI KELAS X OTKP SMK PGRI 2 BANDAR LAMPUNG TAHUN AJARAN 2024/2025
items: PENGEMBANGAN MEDIA PEMBELAJARAN UNO CARD SEJARAH PADA MATERI JENIS-JENIS MANUSIA PURBA DI INDONESIA KELAS X.3 SMA YP UNILA BANDAR LAMPUNG
items: PENGEMBANGAN MEDIA PEMBELAJARAN SEJARAH BERBASIS VIDEO ANIMASI PADA MATERI MASA PRA-AKSARA DI INDONESIA PESERTA DIDIK KELAS X.1 SMA NEGERI 1 BANDAR LAMPUNG
items: UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH MELALUI MEDIA PEMBELAJARAN BERBASIS APLIKASI QUIZIZZ PADA SISWA KELAS XI DI SMA NEGERI 1 PADANG CERMIN
items: UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH SISWA MELALUI METODE PEMBELAJARAN INDEX CARD MATCH PADA KELAS XII IIS 1 SEMESTER GENAP MA. SINAR HARAPAN TALANGPADANG TAHUN PELAJARAN 2024/2025
items: PENERAPAN MODEL PEMBELAJARAN ACTIVE LEARNING TIPE CARD SORT UNTUK MENINGKATKAN HASIL BELAJAR SEJARAH SISWA KELAS X DI SMK TAMAN SISWA TELUK BETUNG TAHUN AJARAN 2023/2024
items: USAHA SUMATERA THAWALIB PADANG PANJANG DALAM MENEGAKKAN AGAMA ISLAM DI SUMATERA BARAT TAHUN 1911-1926
items: TINJAUAN HISTORIS PERAN PANGERAN DIPONEGORO DALAM PERANG JAWA PADA TAHUN 1825-1830
items: PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK ONLINE BERBASIS CANVA PADA MATERI PERISTIWA PROKLAMASI KEMERDEKAAN REPUBLIK INDONESIA UNTUK SISWA KELAS XI TKJB SMK NURUL ISLAM TAHUN AJARAN 2023/2024
items: PENGEMBANGAN MEDIA POP UP BOOK PADA MATA PELAJARAN SEJARAH MATERI MASA PRA-AKSARA DI INDONESIA UNTUK PESERTA DIDIK KELAS X SMA NEGERI 1 BANYUMAS
items: https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1100
items: PERJUANGAN KI HAJAR DEWANTARA DALAM MEMAJUKAN PENDIDIKAN NASIONAL TAHUN 1922-1950
items: https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1098
items: UPAYA MENINGKATKAN HASIL BELAJAR IPS DENGAN MODEL PROBLEM SOLVING KELAS VIII SMP DWIPA KARYA MANDIRI TAHUN PELAJARAN 2023/2024
items: PENGARUH PROPAGANDA JEPANG TERHADAP MASYARAKAT INDONESIA TAHUN 1942-1945
items: PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE THE LEARNING CELL UNTUK MENINGKATKAN HASIL BELAJAR SEJARAH SISWA KELAS XI IPA 2 DI SMA NEGERI 8 BANDAR LAMPUNG
items: PENERAPAN MODEL PEMBELAJARAN TARI BAMBU (BAMBOO DANCING) DENGAN MEDIA GAMBAR UNTUK MENINGKATKAN HASIL BELAJAR SEJARAH

PENGEMBANGAN MEDIA PEMBELAJARAN SCRAPBOOK PADA MATERI CORAK KEHIDUPAN DAN HASIL - HASIL BUDAYA MASA PRAAKSARA INDONESIA KELAS X DI SMK TAMAN SISWA TELUK BETUNG TAHUN AJARAN 2024/2025
type: item
description: This research was motivated by the low learning interest of students in History subjects, particularly in the topic of the lifestyle and cultural products of prehistoric Indonesia. The topic is often considered abstract and difficult to understand because it is mostly delivered through lectures and textbook-based learning. Therefore, there is a need for innovative and engaging learning media that can help students grasp concepts more concretely. The purpose of this research is to develop scrapbook learning media for the topic of the lifestyle and cultural products of prehistoric Indonesia and to determine its feasibility and user responses. The research method used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of material experts, media experts, history teachers, and Grade X students at a senior high school. Data collection instruments included validation questionnaires and response questionnaires, which were analyzed using descriptive quantitative and qualitative methods. The results of the study show that the scrapbook learning media received a “very feasible” rating from material experts with a score of 90%, and a “very feasible” rating from media experts with a score of 92%. The history teacher’s response was categorized as “very good” with a score of 95%, while students’ responses were also categorized as “very good” with a score of 93%. These findings indicate that the scrapbook is not only visually appealing but also effective in helping students understand historical concepts, increasing learning motivation, and creating a more interactive learning atmosphere. Thus, the scrapbook learning media can serve as an innovative alternative in history education, especially for the topic of the lifestyle and cultural products of prehistoric Indonesia, and is therefore suitable for broader implementation in classroom learning activities…
subject: Articles
  topic: section
subject: development
  topic: keywords
subject: learning media
  topic: keywords
subject: scrapbook
  topic: keywords
subject: prehistoric
  topic: keywords
subject: culture
  topic: keywords
creator: Cantika Putri
creator: Putut Wisnu Kurniawan
creator: Aurora Nandia F.
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 159
ending page: 170

UPAYA MENINGKATKAN HASIL BELAJAR SISWA MATERI MASA PRAAKSARA DIINDONESIA DENGAN MODEL PEBELAJARAAN TGT (TEAM GEMES TOURNAMEN) PADA SISWA KELAS X SMA NEGERI 1 PADANG CERMIN TAHUN PELAJARAN 2024/2025
type: item
description: This research was conducted at SMAN 1 Padang Cermin. The problem addressed in this study was the low achievement in history learning, students’ lack of focus during lessons, and the teacher’s continued use of conventional teaching methods. The objective was to improve student engagement and learning outcomes in History through the application of the cooperative learning model Teams Games Tournament (TGT). The research subjects were 36 tenth-grade students. This study employed Classroom Action Research (CAR) carried out in two cycles, each consisting of planning, implementation, observation, and reflection stages. The results showed that in the pre-cycle stage, student learning activity was still low, with only 36% achieving mastery and an average score of 66. After implementing TGT in the first cycle, student activity increased to 64.29% (categorized as fair), while learning outcomes improved to 50% mastery with an average score of 72. Reflection from the first cycle indicated the need for increased student participation and optimization of teaching strategies. In the second cycle, the TGT model was further enhanced by using instructional media and providing clearer role distribution. As a result, student activity significantly increased to 82.14% (categorized as good), while learning outcomes reached 83% mastery with an average score of 78. Thus, the application of the TGT learning model proved effective in improving both student activity and learning outcomes in History among tenth-grade students at SMAN 1 Padang Cermin.
subject: Articles
  topic: section
subject: Learning Model
  topic: keywords
subject: Teams Games Tournament (TGT)
  topic: keywords
subject: History
  topic: keywords
creator: Salsabila Nurvida Yanti
creator: Nurdin Hidayat
creator: Putut Wisnu Kurniawan
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 145
ending page: 158

https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1245
type: item
title: PENERAPAN MODEL GAME BASED LEARNING BERBASIS MEDIA KAHOOT UNTUK MENINGKATKAN HASIL BELAJAR SEJARAH MATERI MASA PRAAKSARA PADA PESERTA DIDIK KELAS X DI SMA ADIGUNA BANDAR LAMPUNG TAHUN PELAJARAN 2024/2025
description: This study aims to determine the method of game-based learning through Kahoot media in improving learning outcomes in class X students of Adiguna High School in history subjects. The method used is Classroom Action Research with two cycles, each cycle consists of planning, implementation, observation, and reflection stages. The data collection techniques use tests, observation, and documentation. From the results of the analysis that has been done, it is known that the game-based learning method can improve student learning outcomes in history subjects in class X of Adiguna High School Bandar Lampung, this can be seen from the percentage of pre-cycle results, cycle I, cycle II there is an increase. In the pre-cycle that completed only 10 students with a percentage of 34.48% then cycle I completed increased 17 students with a result of 58.62% while in cycle II there was an increase in the completion value of 25 students with a result of 86.21%. So it can be concluded that using the method of based learning through Kahoot media can improve learning outcomes in history learning for class X students of Adiguna High School Bandar Lampung in the 2024/2025 Academic Year.
subject: Articles
  topic: section
subject: Hasil Belajar
  topic: keywords
subject: Mata pelajaran sejarah
  topic: keywords
subject: Model pembelajaran Based Learning
  topic: keywords
subject: Media Pembelajaran Kahoot
  topic: keywords
creator: Salsa Billa Ramadhini
creator: Wayan Satria Jaya
creator: Putut Wisnu Kurniawan
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 133
ending page: 144

https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1244
type: item
title: PENGEMBANGAN E-MODUL PEMBELAJARAN SEJARAH PADA MATERI SEJARAH HINDU BUDHA MASA KERAJAAN-KERAJAAN HINDU BUDHA DENGAN MENGGUNAKAN APLIKASI CANVA PADA SISWA KELAS X SMK TRISAKTI JAYA BANDAR LAMPUNG TA 2024/2025
description: This research was motivated by the traditional learning methods used, which tend to lack student interaction, limited learning resources, and a lack of engaging learning media. This study aims to develop, test the feasibility, and observe student responses and effectiveness of the Indonesian History Learning E-Module for 10th Grade Students of SMK Trisakti Jaya Bandar Lampung. The research method used was R&D (research and development) and the ADDIE development procedure, which consists of analysis, design, development, implementation, and evaluation. Product validation was completed by a material expert validator, who stated that the developed Indonesian History Learning E-Module achieved a score of 93.3% with a "very valid" interpretation criterion. Meanwhile, validation by a media expert indicated that the developed media achieved a score of 87.6% with a "valid" interpretation criterion. Teacher responses during the trial achieved a score of 87.3% with a "valid" interpretation criterion, and student responses during the trial achieved a score of 91.6% with a "very appropriate" interpretation criterion. The development of the Canva-based history learning e-module on the topic of Hindu-Buddhist Kingdoms in Indonesia used research and development (R&D) methods. It can be concluded that the Canva-based history learning e-module is highly valid and practical as a learning medium.
subject: Articles
  topic: section
subject: History Learning Media
  topic: keywords
subject: E-Module
  topic: keywords
subject: Canva
  topic: keywords
creator: Umi Farida
creator: Deri Ciciria
creator: Ozi Hendra Tama
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 125
ending page: 132

UPAYA TAN MALAKA DALAM PERJUANGAN KEMERDEKAAN INDONESIA 1919-1949
type: item
description: This study explores the struggle of Tan Malaka in realizing and defending Indonesia’s independence between 1919 and 1949. As a revolutionary figure, Tan Malaka played a significant role in the national history, although he was often marginalized due to his radical ideological views that clashed with the dominant political currents. The objective of this research is to reveal the background of Tan Malaka's life, thoughts, and strategies of struggle, which included movements through education, mass mobilization, international diplomacy, ideological writings such as Naar de Republiek Indonesia and Madilog, as well as armed resistance. This research employs a qualitative method with a literature review and historical approach. The findings show that Tan Malaka was both a revolutionary thinker and a field fighter who emphasized the political awareness of the people as the main force. Despite his tragic end, his ideas and struggles remain relevant for building a just and sovereign Indonesia. After the proclamation of independence, Tan Malaka founded Persatuan Perjuangan (Union of Struggle), an organization that demanded unconditional independence. He also took part in guerrilla resistance across various regions, such as Kediri and Blitar. These strategies were carried out secretly and with frequent relocations, demonstrating his unwavering commitment to the people's struggle. Guerrilla warfare became the concrete form of Tan Malaka’s uncompromising stance against foreign powers and local elites whom he saw as weak in defending independence.
subject: Articles
  topic: section
subject: Tan Malaka
  topic: keywords
subject: independence
  topic: keywords
subject: revolution
  topic: keywords
creator: Dino Aranburu
creator: Putut Wisnu Kurniawan
creator: Deri Ciciria
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 115
ending page: 124

PENGEMBANGAN MEDIA PEMBELAJARAN E-LKPD BERBASIS CANVA PADA MATERI PERISTIWA PROKLAMASI KEMERDEKAAN REPUBLIK INDONESIA DI KELAS XI.1 SMA PIRI JATI AGUNG TAHUN AJARAN 2024/2025
type: item
description: This research aims to develop a learning media in the form of a Canva-based Electronic Student Worksheet (E-LKPD) on the topic of the Proclamation of Indonesian Independence for class XI.1 of SMA PIRI Jati Agung in the 2024/2025 academic year. The background of the study is the low student interest in history subjects, which is mainly caused by the use of conventional teaching methods and unappealing, non-interactive learning media. This study employed a Research and Development (R&D) approach using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. Data were collected through observation, interviews, documentation, and validation questionnaires by material experts, media experts, and language experts, as well as product trials involving students. The validation results showed that the Canva-based E-LKPD was categorized as “very feasible” in terms of content, design, and language. Student responses indicated increased interest and better understanding of historical material. The E-LKPD was considered visually engaging, easily accessible, and relevant to 21st-century learning needs. Therefore, the Canva-based E-LKPD is effective as an alternative medium to enhance the quality of history learning in senior high schools. This product is expected to be an innovative solution for creating more interactive, enjoyable, and meaningful learning experiences.
subject: Articles
  topic: section
subject: E-LKPD
  topic: keywords
subject: Canva
  topic: keywords
subject: Proclamation
  topic: keywords
subject: Learning Media
  topic: keywords
subject: History
  topic: keywords
creator: Surya Amarulloh
creator: Putut Wisnu Kurniawan
creator: Ozi Hendra Tama
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 95
ending page: 114

TINJAUAN HISTORIS LINTASAN JEMAAT GEREJA PROTESTAN DI INDONESIA BAGIAN BARAT (GPIB) JEMAAT MARTURIA LAMPUNG TAHUN 1937-1994
type: item
description: This research explores the historical trajectory of the Protestant Church in Western Indonesia (GPIB) Marturia Congregation in Lampung from 1937 to 1994. The study aims to uncover the formation history of GPIB Marturia and its development in terms of fellowship, ministry, and Christian witness in the Lampung region. Using historical methods including heuristics, verification, interpretation, and historiography the research draws on primary sources such as church archives, documents, and interviews with church figures. The findings reveal that the church was initially established as part of De Protestantsche Kerk in Nederlands-Indie and later developed into GPIB Marturia through various historical dynamics. Beyond serving as a place of worship, this church stands as a significant historical symbol in Bandar Lampung and has been recognized as a cultural heritage site. This study is expected to contribute to the preservation of local church history and provide insights into the importance of understanding the church’s historical journey as part of local identity and cultural legacy.
subject: Articles
  topic: section
subject: GPIB Marturia
  topic: keywords
subject: Congregational Trajectory
  topic: keywords
subject: Church History
  topic: keywords
subject: Cultural Heritage
  topic: keywords
creator: Mariani Magdalena Sibarani
creator: Aurora Nandia Febrianti
creator: Ozi Hendratama
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 95
ending page: 104

UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH MENGGUNAKAN METODE PEMBELAJARAN GAMIFIKASI MELALUI MEDIA WORDWALL PADA SISWA KELAS XI SMA ADIGUNA TAHUN PELAJARAN 2024/2025
type: item
description: This study aims to determine how the gamified learning method using Wordwall media can improve learning outcomes in the history subject for 11th-grade students at Adiguna Senior High School. The method employed is Classroom Action Research, conducted in two cycles, each consisting of planning, implementation, observation, and reflection. The data collection techniques used tests, observations, and documentation. Based on the analysis, it was found that employing the gamified learning method can enhance students learning outcomes in the history class of Grade XI at Adiguna Senior High School, Bandar Lampung. This improvement is evident from the percentage increases across cycles: Pre-cycle: 10 students achieved mastery (34.48%), Cycle I: 17 students achieved mastery (58.62%), Cycle II: 25 students achieved mastery (86.21%). In conclusion, the use of a gamified learning method through Wordwall media can effectively improve learning outcomes in history for 11th- grade students at Adiguna Senior High School, Bandar Lampung, during the 2024/2025 academic year.
subject: Articles
  topic: section
subject: Hasil Belajar
  topic: keywords
subject: Mata pelajaran sejarah
  topic: keywords
subject: Metode pembelajaran Gamifikasi
  topic: keywords
subject: Media Pembelajaran Wordwall
  topic: keywords
creator: Tria Anggraini
creator: Putut Wisnu Kurniawan
creator: Deri Ciciria
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 85
ending page: 94

PERAN TAMAN SISWA DALAM PEMBENTUKAN RASA NASIONALISME PADA MASA PERGERAKAN NASIONAL TAHUN 1922
type: item
description: This study aims to describe the role of Taman Siswa in shaping nationalism during the national movement of 1922. Taman Siswa, founded by Ki Hajar Dewantara, emerged as a response to the discriminatory Dutch colonial education system. Through its principles and education system based on culture, independence, and national identity, Taman Siswa became a means of character building and national consciousness among indigenous students. This study employs a historical method with heuristic steps, verification, interpretation, and historiography, using library research techniques to examine primary and secondary sources. The results of the study show that Taman Siswa not only provided access to education for the wider community but also instilled nationalist values through the among system and the educational philosophy of “Tut Wuri Handayani.” This role proved significant in igniting the spirit of independence and shaping a young generation aware of the importance of the national struggle. Thus, Taman Siswa became one of the key milestones in the history of education and the struggle for Indonesian independence.
subject: Articles
  topic: section
subject: Taman Siswa
  topic: keywords
subject: Nationalism
  topic: keywords
subject: National Movement
  topic: keywords
creator: Yepi Cintia
creator: Wayan Satria Jaya
creator: Putut Wisnu Kurniawan
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 75
ending page: 84

PENERAPAN MODEL PEMBELAJARAN SCRAMBLE UNTUK MENINGKATKAN HASIL BELAJAR SEJARAH SISWA KELAS X.2 DI SMAS TAMANSISWA TELUK BETUNG BANDAR LAMPUNG
type: item
description: The purpose of this study is to determine the improvement of history learning outcomes by using the scramble learning model in class X.2 students of SMAS Tamansiswa Teluk Betung Bandar Lampung. The type of research used in this study is classroom action research, with two cycles consisting of four meetings, each cycle consisting of planning, action, observation and reflection. This research was conducted collaboratively between researchers and history subject teachers. The data collection techniques used tests, observations, and documentation. After this research was conducted by applying the scramble learning model, the results of this study showed a pleasant atmosphere so that student learning outcomes increased, namely from the pre-cycle, cycle I and cycle II there was an increase, in the pre-cycle only 5 students completed with an average score of 60.68 then cycle I the number of students who got a completion score was 15 students or 51.72%, while in cycle II there was an increase in the completion score, namely 26 students or 89.65%. It can be concluded that the use of the scramble learning model can improve the history learning outcomes of class X.2 students of SMAS Tamansiawa Teluk Betung Bandar Lampung.
subject: Articles
  topic: section
subject: Scramble Learning Model
  topic: keywords
subject: History Learning Outcomes
  topic: keywords
subject: History Subject
  topic: keywords
creator: Nida Rasyidah Rafa
creator: Deri Ciciria
creator: Aurora Nandia Febrianti
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 65
ending page: 74

https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1236
type: item
title: UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH DENGAN MENGGUNAKAN METODE PEMBELAJARAN CROSSWORD PUZZLE BERBASIS PUZZLE MAKER PADA SISWA KELAS X SMKS TAMAN SISWA TELUK BETUNG BANDAR LAMPUNG TAHUN PELAJARAN 2024/2025
description: This study examines the low history learning outcomes of Grade X AKL students at SMKS Taman Siswa Teluk Betung. The objective of this research is to improve students’ history learning outcomes by applying the Crossword puzzle method to the Grade X AKL 2 students at SMKS Taman Siswa Teluk Betung during the 2024/2025 academic year. The type of research used is Classroom Action Research (CAR). The subjects of this study are the 23 students of Class X AKL 2 at SMKS Taman Siswa Teluk Betung. This research is a collaborative effort between the researcher and the history subject teacher. Data collection techniques used include tests, observation, and documentation. Data analysis was based on students’ learning activities and their learning outcomes. The research was conducted by implementing the Crossword puzzle learning method. The results showed an improvement in students' learning outcomes across the pre-cycle, Cycle I, and Cycle II stages. In the pre-cycle, only 6 students achieved the minimum passing score, with an average score of 58.04. In Cycle I, the number of students who achieved the passing score increased to 13 students or 56.52%. In Cycle II, there was a further increase, with 18 students or 78.26% achieving the passing score. It can be concluded that the use of the Crossword puzzle learning method can improve the learning outcomes of Grade X students at SMKS Taman Siswa Teluk Betung.
subject: Articles
  topic: section
subject: Learning Outcomes
  topic: keywords
subject: Crossword puzzle Learning Method
  topic: keywords
subject: History Subject
  topic: keywords
creator: Sheikha Lutfi Ananta
creator: Wayan Satria Jaya
creator: Aurora Nandia Febrianti
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 55
ending page: 64

PENGEMBANGAN MEDIA PEMBELAJARAN ULAR TANGGA SEJARAH (HISTORICAl SNAKES AND LADDERS GAME) PADA MATERI KEHIDUPAN MASYARAKAT PRA-AKSARA KELAS X.5 SMA NEGERI 2 GEDONG TATAAN
type: item
description: This study aims to develop and analyze the feasibility of Snakes and Ladders game-based learning media in improving students' understanding of historical material, especially the topic of prehistoric society in Indonesia. The research activity was carried out in class X.5 of SMA Negeri 2 Gedong Tataan using a Research and Development (R&D) approach through the ADDIE development model, which includes five systematic stages: Analysis, Design, Development, Implementation, and Evaluation. The validation results obtained from media experts and material experts showed a very high level of feasibility, with a percentage of 91% and 94% respectively, which were categorized as "Very Valid". In addition, the results of trials on teachers and students showed very positive responses, with a percentage of 95% from teachers on the practicality aspect of use and 90% from students on the aspect of learning effectiveness. The learning media developed was designed visually through the use of color elements, images, and interactive components that were adjusted to the characteristics of historical material. This aims to create a more interesting, meaningful, and participatory learning experience for students. Thus, the Snakes and Ladders History learning media developed through this research can be used as an innovative and feasible alternative to support the improvement of the quality of history learning at the Senior High School level, especially at SMA Negeri 2 Gedong Tataan.
subject: Articles
  topic: section
subject: Learning Media
  topic: keywords
subject: Snakes and Ladders History
  topic: keywords
subject: Pre-Historical Community Life Material
  topic: keywords
creator: Septa Kurniawan
creator: Putut Wisnu Kurniawan
creator: Ozi Hendratama
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 43
ending page: 54

https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1234
type: item
title: PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE GROUP INVESTIGATION (GI) BERBANTU MEDIA TEKA TEKI SILANG DALAM MENINGKATKAN HASIL BELAJAR SEJARAH PADA SISWA KELAS X SMK TRISAKTI JAYA BANDAR LAMPUNG TAHUN PELAJARAN 2024/2025
description: The purpose of this study was to determine the increase in history learning outcomes using the cooperative type group investigation (gi) assisted by crossword puzzle media on class X TKJ students of SMK Trisakti Jaya Bandar Lampung totaling 32 students. Action research was carried out in two cycles, each cycle consisting of two meetingggggs consisting of four stages, namely planning, implementation, observation and reflection. The instruments used in the study can be concluded that (1) teacher activity in implementing the cooperative type group investigation (gi) assisted by crossword puzzle media during cycle I and cycle II increased where in cycle I it reached 74,00% and in cycle II it reached 98,00%. (2) student activity in the application of the cooperative type group investigation (gi) assisted by crossword puzzle media during cycle I and cycle II increased where in cycle I it reached 74,00% and in cycle II it reached 82,00%. (3) student learning outcomes after the application of the cooperative type group investigation (gi) assisted by crossword puzzle media experienced a very good increase. In the pre-cycle, the percentage of learning completeness was 28,125%, then increased iin cycle I by obtaining a percentage off learning completeness of 37,5% and in cycle II obtained a percentage of learning completeness of 87,5%. From these results, it can be concluded that learning by implementing the cooperative type group investigation (gi) assisted by crossword puzzle media can improve the learning outcomes of history of class X TKJ students at SMK Trisakti Jaya Bandar Lampung.
subject: Articles
  topic: section
subject: Group Investigation
  topic: keywords
subject: Crossword Puzzle Media
  topic: keywords
subject: History Learning Outcomes
  topic: keywords
creator: Cahyani Wiranti
creator: Wayan Satria Jaya
creator: Deri Ciciria
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 33
ending page: 42

UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH MELALUI METODE PEMBELAJARAN JIGSAW DI KELAS X OTKP SMK PGRI 2 BANDAR LAMPUNG TAHUN AJARAN 2024/2025
type: item
description: The problems in this study are the low learning outcomes in history and the lack of student engagement during history lessons. The aim of this research is to determine the improvement of students' history learning outcomes through the Jigsaw learning method on the topic The Role of Students, University Students, and Youth in Political and Constitutional Changes in Indonesia in Class X OTKP at SMK PGRI 1 Bandar Lampung. This study is a Classroom Action Research (CAR) conducted collaboratively between the researcher and the subject teacher. The subjects of this research were 28 students of Class X OTKP at SMK PGRI 1 Bandar Lampung. The research was carried out in two cycles, each consisting of three meetings and following the stages of planning, implementation, observation, and reflection. The research instruments used were observation sheets and learning outcome tests. The results of the study showed that student activity in the first cycle reached a percentage of 57.14%, categorized as fairly active, and increased in the second cycle to 85.71%, categorized as very good. An improvement was also seen in students' learning outcomes, with mastery learning increasing from 39.28% in the pre-cycle to 57.14% in the first cycle, and reaching 85.71% in the second cycle. Based on these findings, it can be concluded that the use of the Jigsaw learning method can improve student activity and history learning outcomes in Class X OTKP at SMK PGRI 1 Bandar Lampung.
subject: Articles
  topic: section
subject: Jigsaw
  topic: keywords
subject: Learning Outcomes
  topic: keywords
subject: History Subject
  topic: keywords
creator: Made Nanda
creator: Wayan Satria Jaya
creator: Ambyah Harjanto
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 23
ending page: 32

PENGEMBANGAN MEDIA PEMBELAJARAN UNO CARD SEJARAH PADA MATERI JENIS-JENIS MANUSIA PURBA DI INDONESIA KELAS X.3 SMA YP UNILA BANDAR LAMPUNG
type: item
description: This study aims to develop and analyze the feasibility of card-based UNO learning media to enhance students' understanding of historical material, specifically the types of ancient humans in Indonesia. The research was conducted in class X.3 at SMA YP UNILA Bandar Lampung using the Research and Development (R&D) method with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The results show that the development of UNO History learning media received highly valid validation from media and material experts, with a validation percentage of 83% from media experts and 97% from material experts. Trials conducted with teachers and students showed positive responses, with a score of 97% from teachers and 91% from students, indicating that this media is highly feasible for use in learning. The use of colors, images, and interactive elements in the modified UNO cards, tailored to historical material, provides a more engaging and effective learning experience. Thus, this learning media can be an innovative alternative to improving the quality of history learning at SMA YP UNILA Bandar Lampung.
subject: Articles
  topic: section
subject: Learning Media
  topic: keywords
subject: UNO Card
  topic: keywords
subject: History
  topic: keywords
subject: ADDIE
  topic: keywords
subject: Types of Early Humans
  topic: keywords
creator: Okta Rahma
creator: Putut Wisnu Kurniawan
creator: Ozi Hendratama
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 11
ending page: 22

PENGEMBANGAN MEDIA PEMBELAJARAN SEJARAH BERBASIS VIDEO ANIMASI PADA MATERI MASA PRA-AKSARA DI INDONESIA PESERTA DIDIK KELAS X.1 SMA NEGERI 1 BANDAR LAMPUNG
type: item
description: This research is motivated by the lack of use of learning media, low interest in learning students, and learning media that are often used are still in the form of power points and printed books. This study aims to determine the development and response of students to animated video learning media in learning the history of Pre-Ancient Period material class X.1 SMA Negeri 1 Bandar Lampung. The research method used is R&D (research and development) and through the ADDIE development procedure, and through the ADDIE development procedure which consists of analysis, design, development, implementation, and evaluation. Product validation was completed by linguist validators who stated that the animated video learning media for learning the history of the Pre-Ancient Period material developed obtained an assessment result of 4.6 with the interpretation criteria “very valid”, while the results of the material expert validation stated that the animated video learning media for learning the history of the Pre-Ancient Period material developed obtained an assessment result of 4.5 with the interpretation criteria “very valid”, then the results of the media expert validation stated that the animated video learning media for learning the history of the Pre-Ancient Period material developed obtained an assessment result of 4.2 with the interpretation criteria “very valid”. While the response of students in the field trial obtained an average score of 4.4 with the interpretation criteria of “very practical”. The development of animated video learning media for learning the history of Pre-Ancient Period material for class X.1 SMA Negeri 1 Bandar Lampung students using the research and development (R&D) research method, it can be concluded that the use of animated video learning media for learning the history of Pre-Ancient Period material is very valid and very practical to use as learning media.
subject: Articles
  topic: section
subject: History Learning Media
  topic: keywords
subject: Animated Video
  topic: keywords
subject: Pre-Ancient Period in Indonesia
  topic: keywords
creator: Ketut Sri Ani
creator: Putut Wisnu Kurniawan
creator: Aurora Nandia Febrianti
rights: Copyright (c) 2025
date: 2025-06-25
publication date: 2025-06-25
starting page: 1
ending page: 10

UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH MELALUI MEDIA PEMBELAJARAN BERBASIS APLIKASI QUIZIZZ PADA SISWA KELAS XI DI SMA NEGERI 1 PADANG CERMIN
type: item
description: The problem in this research are : (1) Low student learning outcomes in history subjects, (2) Teacher at school have not used a variety of learning media, (3) Lack of active students in the classroom in participating in history learning. The purpose og this study is to determine the improvement of history learning outcomes, increase student involvement in deve;oping skills, optimize the proses of theacing and learning, develop digital litercy skills through learning media based on the Quizizz application in class XI IPS 4 SMA Negeri 1 Padang Cermin. The form of reseacrh conducted is Classroom Action Research (PTK) class based research, where in this class action research there are actions to improve learning activities.The subject in this study were student of class XI IPS 4 SMA Negeri 1 Padang Cermin which amoundted to 32 students. The action research was carried out in two cycles, each cyles consisting of 4 stages namely planning, implementation, observation and reflection. The instrumen used in this study were question and student activity observation sheets. Based on the result of research that has been conducted on student activity, cycle I shows a percentage of 65% which is included in the sufficient category and in cyle II it has increased with a percentage of 85% in the very good category. This increase in student learning outcomes can be seen from the increase in the completeness of studen learning outcomes. In cyle I, it obtained a learning completeness of 71,87% and in cycle II there was very significant increase in student learning outcomes by obtaining a completeness of 84,37. Base on the result of thus study, it is concluded that learning through learning media based on the Quizizz application can improve student learning outcomes on the material of Indonesia Merdeka in class XI IPS4 SMA Negeri 1 Padang Cermin.
subject: Articles
  topic: section
subject: Quizizz Application Learning Media
  topic: keywords
subject: History Learning Outcomes
  topic: keywords
creator: Alvina Dewi
creator: Putut Wisnu Kurniawan
creator: Aurora Nandia Febrianti
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 93
ending page: 100

UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH SISWA MELALUI METODE PEMBELAJARAN INDEX CARD MATCH PADA KELAS XII IIS 1 SEMESTER GENAP MA. SINAR HARAPAN TALANGPADANG TAHUN PELAJARAN 2024/2025
type: item
description: The issues addressed in this research are: 1) the low learning outcomes in history subjects, 2) students' lack of activity in participating in history lessons, and 3) the teaching models used by teachers being insufficiently varied and diverse. The objective of this research is to determine the improvement in history learning outcomes using the Index Card Match learning method for students in Class XII IIS I at MA Sinar Harapan. This type of research is Classroom Action Research (CAR) conducted collaboratively between the researcher and the subject teacher. The subjects of this research are the 28 students in Class XII IIS I at MA Sinar Harapan. The action research was conducted in two cycles, with each cycle consisting of three meetings involving four stages: planning, implementation, observation, and reflection. The instruments used in this research are test sheets and observation sheets. Based on the research results, student activity in Cycle I showed a percentage of 64.29%, which falls into the sufficient category, and Cycle II showed an increase with a percentage of 85.71% in the very good category. This research also indicates an improvement in students' history learning outcomes. The increase in students' learning outcomes can be seen from the rise in the completeness of students' learning results. In Cycle I, the learning completeness was 57.14%, while in Cycle II, there was a significant improvement in students' learning outcomes, achieving 85.71% completeness. Based on these research results, it can be concluded that learning using the Index Card Match method can enhance students' learning outcomes on the topic of the Role of Students, College Students, and Youth in the Changes of the Indonesian State Administration for Class XII IIS I at MA Sinar Harapan.
subject: Articles
  topic: section
subject: Index Card Match Learning Method
  topic: keywords
subject: Learning Outcomes
  topic: keywords
subject: History Subject
  topic: keywords
creator: Sri Eliza
creator: Putut Wisnu Kurniawan
creator: Deri Ciciria
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 83
ending page: 92

PENERAPAN MODEL PEMBELAJARAN ACTIVE LEARNING TIPE CARD SORT UNTUK MENINGKATKAN HASIL BELAJAR SEJARAH SISWA KELAS X DI SMK TAMAN SISWA TELUK BETUNG TAHUN AJARAN 2023/2024
type: item
description: This research aims to improve the history learning outcomes of class X Accounting 2 students, carrying out the learning process in class by implementing card sort type active learning. The research method used in the preparation was (PTK) Classroom action research and the research procedure was carried out in 2 cycles. In this activity there are 4 stages of activity, namely: 1) Planning, 2) Implementation, 3) Observation, 4) and Reflection. The success of this research can be seen from the increase in student learning activities and teacher performance as well as learning outcomes. The results of this research show that the use of the card sort type active learning model in history subjects for class X students at Taman Siswa Teluk Betung Vocational School for the 2023/2024 academic year can improve student learning outcomes. This can be seen from data on student learning outcomes and teacher performance. Based on data on student learning outcomes, the percentage of learning completeness in cycle I was 47.6% with an average value of 58.42, and in cycle II it was 85.9 with an average value of 81. Data from observations of teacher activities in the cycle I got a score of 21 with a percentage of 75% and in cycle II got a score of 28 with a percentage of 80%. Data from student observations in cycle I obtained a score of 18 with a percentage of 64.2% and in cycle II obtained a score of 26 with a percentage of 92.8%. From the data above, it can be concluded that the application of the card sort type of active learning model has proven to have improved the history learning outcomes of class X students at Taman Siswa Teluk Be-tung Vocational School for the 2023/2024 academic year.
subject: Articles
  topic: section
subject: History Learning Outcomes
  topic: keywords
subject: Card Sort Type Active LearningModel
  topic: keywords
creator: Gyesi Carissa Putri
creator: Wawat Suryati
creator: Deri Ciciria
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 73
ending page: 82

USAHA SUMATERA THAWALIB PADANG PANJANG DALAM MENEGAKKAN AGAMA ISLAM DI SUMATERA BARAT TAHUN 1911-1926
type: item
description: The arrival of Islam to West Sumatra was well received by the people of Minang Kabau so that at that time almost one hundred percent of the population of West Sumatra adhered to Islam. However, along the way, Islam experienced setbacks. This can be seen from the damage to society's morals due to deviations committed by society itself. The deviations that people often made at that time started as heresy, superstition and superstition. The ulama and intellectuals who existed at that time built Sumatra Thawalib which aimed to increase people's understanding of Islamic concepts and teachings so that they could even reduce the number of deviations that occurred at that time. This research is useful for knowing the general picture of the Sumatran thawalib, and to find out the efforts of the Sumatran thawalib Padang Panjang in establishing Islamic religion in West Sumatra in the years 1011-1926. The method used in this research is a type of historical research with historical research methods. This research has 4 steps, namely: heuristics, criticism, interpretation, and historiography. Data collection techniques were carried out using heritage methods which were used to search for information and to obtain other data sources as support. The results of this research are that Sumatra Thawalib has a role in upholding the Islamic religion in West Sumatra, namely by eradicating bid'ah, khurafat and superstition, jahiliyah customs which are contrary to Islamic teachings, calling on the Minang Kabau community to return to the Al-Qur'an. an an and Sunnah at that time. Thus, it can be concluded that there were efforts or activities from the Sumatran Thawalib Padang Panjang in helping to establish Islam in West Sumatra in 1911-1926.
subject: Articles
  topic: section
subject: Sumatra Thawalib
  topic: keywords
subject: Islamic Deviations
  topic: keywords
subject: Padang Panjang
  topic: keywords
creator: Vira Putri Wahyudi
creator: Wayan Satria Jaya
creator: Aurora Nandia F.
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 59
ending page: 72

TINJAUAN HISTORIS PERAN PANGERAN DIPONEGORO DALAM PERANG JAWA PADA TAHUN 1825-1830
type: item
description: This research aims to describe the role of Prince Diponegoro in the Javanese war in 1825-1830. Then it also explains the impact of the Java war in 1825-1830. In this research, the author uses historical research which uses heuristic methods (source collection), verification methods (source criticism), interpretation, and historical writing (historiography). Data collection techniques in this research used literature, observation and interview methods. This technique helps in searching for accurate data and supports research. The result of this research is a historical overview of Prince Diponegoro's role in the Java war in 1825-1830. Where the Java war lasted for five years from 1825-1830. The Dutch colonial presence on the island of Java was the beginning of its own historical event on the island of Java, namely the Dutch interfering in the affairs of the Yogyakarta palace and dividing the kingdom. Prince Diponegoro showed his displeasure with the Dutch colonial presence in the Yogyakarta palace and, moreover, when Prince Diponegoro's ancestral land was staked for the construction of a road. Prince Diponegoro immediately removed the stake and replaced it with a spear as a declaration of war against Dutch colonialism. The Dutch responded to this incident by considering Prince Diponegoro a rebel and attempted to arrest Prince Diponegoro. Pageran Diponegoro was a Javanese war leader who wanted to expel the invaders by using guerrilla strategies as one of the strategies that Prince Diponegoro wanted to implement so that the Dutch nation would lose. Apart from that, Prince Diponegoro also used the Fisabilillah Jihad strategy The Dutch, who were smarter, used the Stelsel fort strategy to be able to compete with Prince Diponegoro's strategy. In the end it was the Dutch who won the Java war. The impact that emerged as a result of the Java War was the large number of indigenous (Javanese) casualties, around 200,000 who died and 7000 Indonesians who died for siding with the …
subject: Articles
  topic: section
subject: prince Diponegoro
  topic: keywords
subject: Javanese war
  topic: keywords
subject: Dutch colonialism
  topic: keywords
creator: Apriandi
creator: Putut Wisnu Kurniawan
creator: Ulul Azmi Muhammad
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 51
ending page: 58

PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK ONLINE BERBASIS CANVA PADA MATERI PERISTIWA PROKLAMASI KEMERDEKAAN REPUBLIK INDONESIA UNTUK SISWA KELAS XI TKJB SMK NURUL ISLAM TAHUN AJARAN 2023/2024
type: item
description: This research is motivated by: (1) Teacher-centered learning so that students are less active or tend to be passive. (2) Educators have not applied a variety of learning media to students. (3) Students' lack of enthusiasm in participating in learning and lack of interest in reading. (4) The amount of material is limited because time, media facilities and infrastructure have not been utilized optimally for the teaching and learning process. (5) The use of comic learning media has not been developed. The aim of this research is to determine the need for Canva-based online comic learning media during the proclamation of independence of the Republic of Indonesia for students in class XI TKJB SMK Nurul Islam. The research model used is the ADDIE research and development model (Analysis, Design, Development, Implementation, Evaluation). The subjects of this research were 34 students of class XI TKJB SMK Nurul Islam. Based on the responses of educators and students to the development of Canva-based online comics based on material from the event of the proclamation of independence of the Republic of Indonesia. Based on user responses during small group trials consisting of 4 students, the average rating percentage was 83%, including in the "Very Interesting" category. In the field trial with 34 students, the average percentage of assessment results was 90%, including the "Very Interesting" category. Meanwhile, educators' responses to the development of Canva-based online comics at the proclamation of independence for the Republic of Indonesia received an average percentage rating of 90%, including in the "Very Interesting" category. So, this Canva-based online comic development product is based on material from the event of the proclamation of independence of the Republic of Indonesia.
subject: Articles
  topic: section
subject: Online Comic Learning Media
  topic: keywords
subject: Proclamation Event
  topic: keywords
creator: Putra Pratama
creator: Wayan Satria Jaya
creator: Ozi Hendratama
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 37
ending page: 50

PENGEMBANGAN MEDIA POP UP BOOK PADA MATA PELAJARAN SEJARAH MATERI MASA PRA-AKSARA DI INDONESIA UNTUK PESERTA DIDIK KELAS X SMA NEGERI 1 BANYUMAS
type: item
description: Learning media has an important role in facilitating the understanding of material for students. This study aims to develop pop up-book-based learning media in history subjects, especially in the Pre-Script Period material in Indonesia, for grade X students of SMA Negeri 1 Banyumas. The media development method uses a Research and Development (R&D) approach with stages of needs analysis, design, development, trial, and evaluation. The research was carried out through several stages, including material identification, pop up-book design, production, as well as evaluation by experts and field trials. The results of the study obtained a percentage assessment of media expert validation was 93% with the criteria of "very feasible", the validation of material experts was 88% with the criteria of "very feasible" and the validation of linguists obtained 83% with the criteria of "Very feasible", the response of educators obtained a percentage of assessment of 92% with the criteria of "Samgat interesting", the response of students among them, the results of small group trials obtained a percentage of assessment 87% with the criteria "Very interesting" and the results The field test obtained an assessment percentage of 97% with the criteria "Very interesting". So, it can be concluded that the history Pop-up Book developed is very feasible and very interesting to be used as a medium for learning history in class X.
subject: Articles
  topic: section
subject: Pop-up Book
  topic: keywords
subject: masa pra aksara
  topic: keywords
subject: pengembangan media
  topic: keywords
creator: Asya Pratiwi
creator: Wayan Satria Jaya
creator: Putut Wisnu Kurniawan
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 31
ending page: 36

https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1100
type: item
title: UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH MELALUI METODE PEMBELAJARAN TIME TOKEN PADA MATERI KERAJAAN HINDU BUDDHA DI INDONESIA SISWA KELAS X SEMESTER GENAP SMA NEGERI 1 BANYUMAS TAHUN PELAJARAN 2023/2024
description: The problems in this research are 1) low learning outcomes in history subjects, 2) class students are less active in participating in history lessons and 3) the learning models used by teachers are less diverse and varied. The aim of this research is to determine the improvement in history learning outcomes using the time token learning method for class X2 students at SMA Negeri 1 Banyumas. This type of research is Classroom Action Research (PTK) which is carried out collaboratively between researchers and subject teachers. The subjects in this research were class X2 students at SMA Negeri 1 Banyumas, totaling 30 students. Action research was carried out in two cycles, each cycle consisting of three meetings consisting of 4 stages, namely planning, implementation, observation and reflection. The instruments used in this research were test and observation sheets. Based on the results of research conducted on student activities in cycle I, it showed that the percentage was 64.29% which was included in the sufficient category and in cycle II there was an increase with a percentage of 85.71% in the very good category. This research also shows an increase in student history learning outcomes. The increase in student learning outcomes can be seen from the increase in the completeness value of student learning outcomes. In cycle I, learning completeness was achieved at 66.67% and in cycle II there was a significant increase in student learning outcomes by achieving 86.67% completeness. Based on the results of this research, it was concluded that learning using the time token learning method could improve student learning outcomes in material on the Hindu Buddhist kingdom in Indonesia for class X students at SMA Negeri 1 Banyumas.
subject: Articles
  topic: section
subject: Metode Pembelajaran Time Token
  topic: keywords
subject: Hasil Belajar Sejarah
  topic: keywords
creator: C. Sindi Prasetiani
creator: Wawat Suryati
creator: Ozi Hendratama
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 21
ending page: 30

PERJUANGAN KI HAJAR DEWANTARA DALAM MEMAJUKAN PENDIDIKAN NASIONAL TAHUN 1922-1950
type: item
description: This research aims to describe Ki Hajar Dewantara's struggle in advancing national education in 1922-1950. Then it also explains the impact of Ki Hajar Dewantara's struggle in advancing national education in 1922 - 1950. In this research, the author uses historical research or historical research which uses heuristic methods (source collection), verification methods (source criticism), interpretation, and writing. History (Historiography). Data collection techniques in this research used literature, observation and interview methods. This technique helps in searching for accurate data and supports research. The results of this research are Ki Hajar Dewantara's struggle in advancing national education in 1922 - 1950 where during the Dutch colonial rule in Indonesia, education in Indonesia was very neglected because of the difficulty for indigenous Indonesian communities to obtain education. This was caused by Dutch colonialism which made it difficult for indigenous people to get proper education. Because the Dutch understood very well that when the Indonesian people received good education, it would be a threat to the Dutch in their colonization of Indonesia.
subject: Articles
  topic: section
subject: Ki Hajar Dewantara
  topic: keywords
subject: National Education
  topic: keywords
subject: Dutch Colonial
  topic: keywords
creator: I Gusti Kade Bagus Prananda
creator: Wawat Suryati
creator: Deri Ciciria
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 11
ending page: 20

https://eskripsi.stkippgribl.ac.id/index.php/palapa/article/view/1098
type: item
title: UPAYA MENINGKATKAN HASIL BELAJAR SEJARAH MELALUI MODEL PEMBELAJARAN MIND MAPPING PADA MATERI MASA KERAJAAN HINDU-BUDHA DI INDONESIA SISWA KELAS X.5 SEMESTER GENAP SMA NEGERI 3 BANDAR LAMPUNG TAHUN AJARAN 2023/2024
description: The main problem in this research is explained in the following background: 1) the lack of student attention in the learning process is due to the learning process still not attracting students' full attention, 2) the learning model is still not varied and 3) student learning outcomes are still said to be low due to the use of media to facilitating the learning process is still not optimal. The aim of this research is to determine the improvement in history learning outcomes using the mind mapping learning model in class X5 students at SMA Negeri 3 Bandar Lampung. This type of research is Classroom Action Research (PTK) which is carried out collaboratively between researchers and subject teachers. The subjects in this research were class X5 students at SMA Negeri 3 Bandar Lampung, totaling 35 students. Action research was carried out in two cycles, each cycle consisting of three meetings consisting of 4 stages, namely planning, implementation, observation and reflection. The instruments used in this research were test and observation sheets. From the research results it can be concluded that student learning activities after implementing the mind map learning model during cycle I and cycle II have increased. In cycle I it reached 66.67% and in cycle II it reached 88.59%. Meanwhile, student learning outcomes after implementing the mind mapping learning model experienced a very good improvement. In cycle I, the percentage of learning completeness was 62.86% and in cycle II there was an increase by obtaining a percentage of learning completeness of 88.57%. Based on these results, it can be concluded that learning using the mind mapping learning model can improve the history learning outcomes of class X5 students at SMA Negeri 3 Bandar Lampung for the 2023/2024 academic year.
subject: Articles
  topic: section
subject: Learning Model
  topic: keywords
subject: Mind Mapping
  topic: keywords
subject: History Learning Results
  topic: keywords
creator: Uci Ermasari
creator: Wayan Satria Jaya
creator: Ozi Hendratama
rights: Copyright (c) 2025
date: 2024-06-24
publication date: 2024-06-24
starting page: 1
ending page: 10

UPAYA MENINGKATKAN HASIL BELAJAR IPS DENGAN MODEL PROBLEM SOLVING KELAS VIII SMP DWIPA KARYA MANDIRI TAHUN PELAJARAN 2023/2024
type: item
description: The problem of learning is a problem for every human being, by learning humans gain skills, abilities so that attitudes are formed and knowledge increases. The learning outcomes are real results achieved by students in an effort to master physical and spiritual skills at school which are manifested in the form of report cards every semester. To find out the progress to which the results have been achieved by a person in learning, an evaluation must be carried out. The purpose of this study is to be able to analyze the increase in student social studies learning outcomes through the Problem Solving learning model in class VIII students of Dwipa Karya Mandiri Middle School in the 2023/2024 Academic Year. With a learning model Problem solving learning model is a learning method that reflects or is based on the philosophy of constructivism. Constructivism is a philosophy of knowledge that emphasizes that our knowledge is the result of our own construction (Matteuws, 1994). This research was conducted in several stages in the data collection process, namely pre-cycle, cycle I, cycle II, and cycle III. This can be shown by the results of observational data that has been carried out in class VIII students of SMP Dwipa Karya Mandiri in cycle I of 37.04%, in cycle II of 66.67% and in cycle III there is an increase of 81.48%.
subject: Articles
  topic: section
subject: problem solving
  topic: keywords
subject: learning outcomes
  topic: keywords
creator: Norizan
creator: Wawat Suryati
creator: Ulul Azmi Muhammad
rights: Copyright (c) 2024
date: 2023-06-23
publication date: 2023-06-23
starting page: 243
ending page: 248

PENGARUH PROPAGANDA JEPANG TERHADAP MASYARAKAT INDONESIA TAHUN 1942-1945
type: item
description: Japan is one of the countries in East Asia. The success of the Japanese Nation due to the Meiji Restoration resulted in progress in various fields of life. Japan's heyday during the Tenno Period gave rise to the desire to become an imperialist country with the ideology of fascism and carry out Hakko I-Chiu politics to launch its propaganda to countries in other Asian regions including Indonesia. The purpose of this study is to analyse the reasons why Japan carried out propaganda and the ways or efforts of propaganda carried out by Japan against the Indonesian people in 1942-1945. The research method used is the historical research method. The step in the historical research method are heuristics, criticism, interpretation, and historiography. The results of the research obtained data that the reason Japan conducted propaganda against the Indonesian people was due to the Meiji Restoration in 1868. The methods or efforts made by Japan in propaganda against the Indonesian people were collaborating with Indonesian national figures, collaborating with Islamic figures, establishing semi-military and military organisations, conducting training centres for youth, education and culture and mobilising romusha.
subject: Articles
  topic: section
subject: Japan
  topic: keywords
subject: Propaganda
  topic: keywords
subject: Indonesian Society
  topic: keywords
creator: Karlina Kusuma Putri
creator: Putut Wisnu Kurniawan
creator: Ozi Hendratama
rights: Copyright (c) 2024
date: 2023-06-23
publication date: 2023-06-23
starting page: 231
ending page: 242

PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE THE LEARNING CELL UNTUK MENINGKATKAN HASIL BELAJAR SEJARAH SISWA KELAS XI IPA 2 DI SMA NEGERI 8 BANDAR LAMPUNG
type: item
description: The background of this research is the lack of maximum student learning outcomes, the low understanding of students in absorbing material and the teacher-centered learning process. The author uses the cooperative learning model of the learning cell type. In this research it is hoped that it can improve the history learning outcomes of class XI IPA 2 SMA Negeri 8 Bandar Lampung in the 2022/2023 academic year. This study used classroom action research (CAR) conducted in 2 cycles which included: 1) Planning, 2) Implementation, 3) Observation and 4) Reflection which was carried out using the cooperative learning model of the learning cell type in the history learning process. The subjects in this study were 31 students of class XI IPA 2 at SMA Negeri 8 Bandar Lampung. The data collection techniques used in this study were tests, interviews, and documentation. Based on the results of the research conducted, it shows that the percentage of student learning outcomes has increased during the implementation of learning using the learning cell cooperative learning model. In the pre-cycle the percentage of completeness was 48.39%, the first cycle was 67.74% and the second cycle was 87.10%. Based on the explanation above, it can be concluded that applying the learning cell cooperative learning model can improve student learning outcomes in class XI IPA 2 at SMA Negeri 8 Bandar Lampung.
subject: Articles
  topic: section
subject: The Learning Cell Cooperative Type
  topic: keywords
subject: Learning Outcomes of History
  topic: keywords
creator: Siti Sofia
creator: Wawat Suryati
creator: Putut Wisnu Kurniawan
rights: Copyright (c) 2024
date: 2023-06-23
publication date: 2023-06-23
starting page: 221
ending page: 230

PENERAPAN MODEL PEMBELAJARAN TARI BAMBU (BAMBOO DANCING) DENGAN MEDIA GAMBAR UNTUK MENINGKATKAN HASIL BELAJAR SEJARAH
type: item
description: This research aims to determine the application of the Bamboo Dancing learning model with media images to improve students' history learning outcomes. The type of research used in this research is classroom action research. This research was conducted at SMA Negeri 16 Bandar Lampung. The research subject was class X.4 which consisted of 35 students. The research was conducted in two cycles consisting of four competencies in each cycle, namely planning, action, observation, and reflection. This research was conducted collaboratively between researchers and history teachers. Analysis of the data used includes presenting data, and drawing conclusions on indicators of success in this study if the activity and student learning outcomes reach 80%. After the research was carried out by applying the bamboo dancing learning model, the results showed that there had been an increase in the activity and results of studying history in the subject of Introduction to History. 1) In cycle I where the percentage of student activity was 48.57% then increased in cycle II by 85.71% and 2) the acquisition of student completeness in cycle I reached 48% then increased in cycle II to 85%. From these results it can be concluded that the use of the bamboo dancing learning model can increase the activity and learning outcomes of history material picture media for class X.4 students of SMA Negeri 16 Bandar Lampung in the 2023/2024 academic year
subject: Articles
  topic: section
subject: Bamboo Dancing
  topic: keywords
subject: Media Images
  topic: keywords
subject: History
  topic: keywords
creator: Fitria Radiana
creator: Putut Wisnu Kurniawan
creator: Ozi Hendratama
rights: Copyright (c) 2024
date: 2023-06-23
publication date: 2023-06-23
starting page: 211
ending page: 220