This research is an interdisciplinary study that aims to examine the cultural values of Bugisi Makassar which is involved in the interaction of the mathematics learning. This research was done at one of the schools in the city of Makassar by recording anecdotal for observing and analyzing the interactions that occur between teachers and students and also between students and students. The important recording is observing the cultural values of Bugisi Makassar that is involved in the interaction process. The result of this research shows that the dual concepts of the culture of bugis Makassar are siri' and pacce that is involved in the interaction of mathematics learning process between the interaction of teacher and students and also between students and students. This research also shows that in the interaction between teacher and students, the teacher always gives a motivation to students so they can get a good achievement. It is the realization of the siri' cultural value, as well as the students, are competing and trying to do their projects as well. Another result that related with the value of pacce is reflected in the teacher effort to help the students who have a difficulties and also a problem with their academic. So, the cultural values of siri and pacce as the main concept in the culture of Bugis Makassar
Kemiskinan telah hadir dalam realitas kehidupan manusia dengan bentuk dan kondisi yang sangat memprihatinkan, Karena kemiskinan memang tidak bisa dihilangkan begitu saja. Dengan adanya permasalahan terhadap Negara berkembang terutama kemiskinan.Maka pemerintah membuat kebijakan-kebijakan atau program-program untuk memberantas masalah tersebut. Jenis Penelitian yang digunakan adalah deskriptif kualitatif dengan dengan cara penentuan sampel melalui teknik Purposive Sampling dengan memilih beberapa informan yang memiliki kriteria yang telah ditentukan oleh peneliti yakni yang mengetahui tentang dampak bantuan langsung tunai. Penelitian ini bertujuan untuk mengetahui implementasi bantuan langsung tunai dan dampak bantuan langsung tunai terhadap kehidupan sosial ekonomi masyarakat.Hasil penelitian menunjukkan bahwa dalam implementasi bantuan langsung tunai banyak mengalami kendala di pendataan seperti ada beberapa masyarakat yang tidak terdata dalam sasaran rumah tangga miskin serta tidak adanya sosialisasi pemerintah tentang bantuan langsung tunai hal inilah yang menyebabkan ada beberapa masyarakat yg berkategori miskin tidak menerima bantuan.Dan dampak bantuan langsung tunai terhadap kehidupan sosial ekonomi masyarakat yaitu berdampak positif terhadap pemenuhan kebutuhan hidup masyarakat miskin meskipun dalam jangka pendek dan dampak negatifnya yaitu tidak efektif dan efisien bahkan hanya menyebabkan masyarakat ketergantungan terhadap bantuan pemerintah. Kata Kunci : Bantuan Langsung Tunai, Masyarakat, Miskin.
This study aims to describe the application of the cooperative learning model of the Team Assisted Individualization (TAI) type assisted by manipulative learning media to improve student learning outcomes in shape material. This study involved 29 elementary grade VI students as a research sample and used a pre-experimental research type with a one-group pretest-posttest design. Student mathematics learning outcomes data obtained from student learning outcomes tests consisting of 10 breakdown questions and analyzed using descriptive and inferential analysis. To see an increase in student mathematics learning outcomes can be interpreted using normalized gain (N-gain). From the results of data analysis, it is obtained that: (1) the average value of student learning outcomes before applying the TAI learning model assisted by manipulative media is 42.21 with a low category; (2) the average value of learning outcomes after applying the TAI learning model assisted by manipulative media is 74.76 with a high category; (3) hypothesis test results obtained tcount> t table (13,589> 2,048) and the significance value is 0,000 <0.05 so that Ha (Ha: µ1 <µ2) is accepted; (4) increase in the value of pretest and posttest with gain index (d) of 0.56 with the medium category. Thus, it can be concluded that the application of the cooperative learning model of the TAI type can improve the learning outcomes of elementary school students in grade VI in shape material. Therefore, this type of TAI cooperative learning model can be used as an alternative learning model that can be used in order to improve student learning outcomes
Plagiarisme adalah sebuah realitas yang sering terjadi di kalangan akademis. Penelitian ini bertujuan untuk mengetahui fenomena plagiarisme mahasiswa di kota Makassar, bentuk-bentuk plagiarisme serta faktor penyebab mahasiswa melakukan plagiarisme dalam mengerjakan tugas perkuliahannya. Jenis Penelitian ini adalah metode penelitian deskriptif kualitatif dengan pendekatan fenomenologi, dengan cara penentuan sampel melalu teknik Purposive Sampling dengan memilih beberapa informan yang memiliki kriteria yang telah ditentukan oleh peneliti. Dengan informan berjumlah 16 orang mahasiswa sebagai sampelnya. Hasil Penelitian ini menunjukan bahwa fenomena plagiarisme dikalangan mahasiswa Kota Makassar memang menjamur dan dari berbagai jawaban yang peneliti dapati dari informan semuanya positif menyatakan pernah melakukan tindakan plagiarisme untuk memenuhi tugas perkuliahannya serta Penelitian ini juga bertujuan untuk menggambarkan bentuk-bentuk perilaku plagiarisme yang dilakukan oleh mahasiswa dalam menyelesaikan tugas-tugas perkuliahan. Faktor-faktor penyebab timbulnya perilaku plagiarisme tersebut ada tiga bentuk, yaitu: (1) mengambil tulisan orang lain kemudian diakui sebagai karya sendiri, (2) mengambil ide atau batang tubuh pikiran orang lain untuk selanjutnya dirubah ke dalam bahasa sendiri dan (3) mengambil teks secara keseluruhan tanpa mengubah tulisan maupun menambah dengan analisis maupun komentar apapun. Pemicu terjadinya plagiarisme: (1) perkembangan teknologi informasi dan (2) tingginya intensitas tugas perkuliahan sedangkan alokasi waktu yang tersedia sangat terbatas. Kata Kunci : Fenomena, Plagiarisme, Mahasiswa.
This study aims to find out the description of the use of educational game media and its impact on the mathematics learning outcomes of grade VI elementary school students. This study included quasi-experimental research with a pre-test-post-test control group design. This study involved 29 sixth grade elementary school students at Makassar. Determination of sample was done by using simple random sampling technique. Students' mathematics learning outcomes data are obtained by using test of students' learning outcomes in essay forms (pre-test and post-test) given classically to students. The data obtained were analyzed using descriptive statistical analysis techniques. The results of this study indicated that the average value of students' learning outcomes before and after the use of educational game media has increased from 44.14 to 85.00. The test scores of students' learning outcomes were only centered on the medium, low, very low category before the use of educational game media. The average score in the very low category is at 31.92 with a frequency of 13 students, low category is 49.50 with a frequency of 10 students and for the moderate category is 61.66 with a frequency of 6 students. The average value of student's learning outcomes after experiencing the use of educational game media increased with a high category of 81.58 with a frequency of 19 students while for the very high category 91.50 with a frequency of 10 students. This indicates that there was an increase in students of learning outcomes after the use of educational game media in learning mathematics.
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