DIGITAL HISTORY BOOK AS AN ALTERNATIVE AND SOLUTION IN TEACHING HEROIC EXEMPLARY VALUES TO IMPROVE STUDENTS' ATTITUDE OF NATIONALISM IN THE DIGITAL ERA

2021 ◽  
Vol 04 (03) ◽  
pp. 412-424
Author(s):  
Baharuddin Fathoni ◽  
Leo Agung. S ◽  
Hieronymus Purwanta
Author(s):  
Jari Eloranta ◽  
Pasi Nevalainen ◽  
Jari Ojala

This chapter describes the experiences in computational and digital history of economic and business historians who for decades have been forerunners in digital history data gathering and computational analysis. It attempts to discuss the major developments within this area internationally and, in some specific cases, in Finland in the fields of digital economic and business history. It concentrates on a number of research projects that the authors have previously been involved in, as well as research outcomes by other economic and business historians within Finland and elsewhere. It is not claimed that the projects discussed are unique or ahead of their time in the field of economic and business history—on the contrary they are representing a more general state of the art within the field and used as illustrative cases illuminating the possibilities and challenges facing historians in the digital era.


2018 ◽  
Vol 10 (1) ◽  
pp. 37-48
Author(s):  
Syifaul Fuada

ABSTRAK Inovasi dalam pembelajaran berperan membangkitkan motivasi belajar siswa. Di usia SMP siswa masih beradaptasi dari usia sekolah dasar, media pembelajaran dengan banyak aspek visual akan lebih membantu dibandingkan narasi teks saja. Buku ajar digital ini berisikan materi Sejarah SMP kelas VII yaitu materi masa praaksara, Hindu-Buddha, Islam, dan Kolonial. Media ini menggunakan software Adobe Flash Proffesional CS6, media ini berkonsep buku ajar digital yang interaktif dan estetik. Tujuan penelitian ini untuk menghasilkan buku sejarah digital berbasis animasi sebagai media belajar dan menguji kelayakan buku sejarah digital sebagai penunjang belajar siswa SMP kelas VII. Target penelitian ini berupa Artikel Ilmiah dengan produk berupa: (1) Media berupa produk akhir buku IPS-sejarah digital dengan animasi flash. (2)Artikel Ilmiah hasil penelitian ini. Jenis penelitian adalah pengembangan, modelnya menggunakan langkah-langkah yang dikemukakan Sugiyono (2011: 298) yang dikolaborasikan dengan model pengembangan Pustekom Depdiknas. Produk ini layak dimanfaatkan dengan hasil validasi diatas 75% baik pada tahap validasi ahl, media, maupun uji coba produk. Validasi menggunakan metode angket dengan skala Likert dan diolah dengan teknik analisis rata-rata. Hasil analisis digunakan untuk menentukan kelayakan media. Diharapkan hasil penelitian ini dapat dikembangkan lebih lanjut dan dapat memenuhi kebutuhan siswa SMP kelas VII di masa depan.   ABSTRACT Innovation in learning plays a role in generating student learning motivation. In junior high school students still adapt from elementary school age, learning media with many visual aspects will be more helpful than text narratives only. This digital textbook contains the material of History of SMP class VII that is the material of pre-mass, Hindu-Buddhist, Islam, and Colonial. This media uses Adobe Acrobat Flash Proffesional software, this medium conceptualized interactive and aesthetic digital textbooks. The purpose of this research is to produce digital history book based on animation as a learning media and to test the feasibility of digital history book as a supporter of student learning at SMP class VII. Target of this research in the form of Scientific Articles with products in the form of: (1) Media in the form of end product IPS book-digital history with flash animation. (2) Scientific article on the results of this study. The type of research is development, the model uses the steps proposed Sugiyono (2011: 298) which collaborated with the model of development Pustekom Depdiknas. This product is feasible to be utilized with validation result above 75% either in validation phase ahl, media, or product trial. Validation using the Likert-scale questionnaire method and processed by the mean analysis technique. The results of the analysis are used to determine the feasibility of the media. It is expected that the results of this study can be further developed and can meet the needs of students of SMP class VII in the future. How to Cite : Fuada, S. Nainunis, A.I. Aditya, N.W. (2017). PENGEMBANGAN BUKU AJAR IPS-SEJARAH DIGITAL SMP. Jurnal Teknik Informatika, 10(1), 37-48. doi:10.15408/jti.v10i1.6969Permalink/DOI: http://dx.doi.org/10.15408/jti.v10i1.6969


From statistical databases to story archives, from fan sites to the real-time reactions of Twitter-empowered athletes, the digital communication revolution has changed the way fans relate to LeBron's latest triple double or Tom Brady's last second touchdown pass. This book analyzes the parallel transformation in the field of sport history, showing the ways powerful digital tools raise vital philosophical, epistemological, ontological, methodological, and ethical questions for scholars and students alike. Chapters consider how philosophical and theoretical understandings of the meaning of history influence engagement with digital history, and conceptualize the relationship between history making and the digital era. As the writers show, digital media's mostly untapped potential for studying the recent past via media like blogs, chat rooms, and gambling sites forge a symbiosis between sports and the internet while offering historians new vistas to explore and utilize. In this new era, digital history becomes a dynamic site of enquiry and discussion where scholars enter into a give-and-take with individuals and invite their audience to grapple with, rather than passively absorb, evidence. Timely and provocative, this book affirms how the information revolution has transformed sport and sport history—and shows the road ahead.


2018 ◽  
Vol 10 (1) ◽  
Author(s):  
Syifaul Fuada

ABSTRAK Inovasi dalam pembelajaran berperan membangkitkan motivasi belajar siswa. Di usia SMP siswa masih beradaptasi dari usia sekolah dasar, media pembelajaran dengan banyak aspek visual akan lebih membantu dibandingkan narasi teks saja. Buku ajar digital ini berisikan materi Sejarah SMP kelas VII yaitu materi masa praaksara, Hindu-Buddha, Islam, dan Kolonial. Media ini menggunakan software Adobe Flash Proffesional CS6, media ini berkonsep buku ajar digital yang interaktif dan estetik. Tujuan penelitian ini untuk menghasilkan buku sejarah digital berbasis animasi sebagai media belajar dan menguji kelayakan buku sejarah digital sebagai penunjang belajar siswa SMP kelas VII. Target penelitian ini berupa Artikel Ilmiah dengan produk berupa: (1) Media berupa produk akhir buku IPS-sejarah digital dengan animasi flash. (2)Artikel Ilmiah hasil penelitian ini. Jenis penelitian adalah pengembangan, modelnya menggunakan langkah-langkah yang dikemukakan Sugiyono (2011: 298) yang dikolaborasikan dengan model pengembangan Pustekom Depdiknas. Produk ini layak dimanfaatkan dengan hasil validasi diatas 75% baik pada tahap validasi ahl, media, maupun uji coba produk. Validasi menggunakan metode angket dengan skala Likert dan diolah dengan teknik analisis rata-rata. Hasil analisis digunakan untuk menentukan kelayakan media. Diharapkan hasil penelitian ini dapat dikembangkan lebih lanjut dan dapat memenuhi kebutuhan siswa SMP kelas VII di masa depan.   Kata Kunci: buku ajar digital, pelajaran IPS-sejarah, PJJ, siswa SMP   ABSTRACT Innovation in learning plays a role in generating student learning motivation. In junior high school students still adapt from elementary school age, learning media with many visual aspects will be more helpful than text narratives only. This digital textbook contains the material of History of SMP class VII that is the material of pre-mass, Hindu-Buddhist, Islam, and Colonial. This media uses Adobe Acrobat Flash Proffesional software, this medium conceptualized interactive and aesthetic digital textbooks. The purpose of this research is to produce digital history book based on animation as a learning media and to test the feasibility of digital history book as a supporter of student learning at SMP class VII. Target of this research in the form of Scientific Articles with products in the form of: (1) Media in the form of end product IPS book-digital history with flash animation. (2) Scientific article on the results of this study. The type of research is development, the model uses the steps proposed Sugiyono (2011: 298) which collaborated with the model of development Pustekom Depdiknas. This product is feasible to be utilized with validation result above 75% either in validation phase ahl, media, or product trial. Validation using the Likert-scale questionnaire method and processed by the mean analysis technique. The results of the analysis are used to determine the feasibility of the media. It is expected that the results of this study can be further developed and can meet the needs of students of SMP class VII in the future. Keywords: digital textbooks, social sciences studies-history, PJJ, junior high school students  


Author(s):  
Murray G. Phillips ◽  
Gary Osmond

This concluding chapter discusses the potentially far-reaching impact of the intersection between history and the digital era. An important consequence of this discussion is the encouragement of experimentation in history making. Digital history, at its maximalist end, engages with the practice of experimentation by denaturalizing every dimension of traditional history: the dominance of qualitative research, traditional source materials, the practice of sole authoring, one-way scholarly communication, peer review, filter-then-publish models, linear narratives, intellectual property, and the viability of the monograph as the gold-standard, professionally approved, artifact. In these ways, “the digital does provide us with an important opportunity to explore the possibilities of reconsidering and reformulating the practice and value of history to contemporary society.”


Author(s):  
Gary Osmond ◽  
Murray G. Phillips

This introductory chapter discusses the relationship between history making and the digital era, particularly sport historians' use of digital tools and engagement with digital history. The digital era provides extensive options for sharing the thoughts and experiences of sport historians on any topic. Indeed, the digital era opens new avenues for pre-publication review, including open-access feedback channels for either the general public or for specific communities of readers. The chapter then differentiates digital history from digital tools. Whereas digital tools can be adapted for a variety of purposes in historical research, teaching, and communication, digital history uses the digital tool box to create or analyze particular forms of online historical representations.


2010 ◽  
Author(s):  
Jhih-Syuan Lin ◽  
Yongjun Sung
Keyword(s):  

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