The development of science and technology gives effect to the development of human resources. Education has a decisive role for the development and realization of human resources according to the demands of the times. One of the basic education that should be mastered by students is a science because science can not be separated from everyday human life. Science as the proceedings applies the scientific method to solve problems and discover new concepts. In the process of inquiry or discovery are required special skills in thinking and acting. One of the capabilities that need to be developed is the ability of students to think creatively. This study was aimed at examining the effect of the the project based learning by science edutainment approach on students creativity. This study used the post-test control group design. This study used cluster random sampling to devide samples into two groups. The experimental group was implemented model of project based learning by science edutainment approach and the control group was implemented conventional method. The independent variables in this study are the type of learning method and dependent variable is the students creativity. The average of students creativity score in experimental group is 7,52 and 6,78 for control group. The t-test showed a significantly different students creativity, between the experimental and control groups. The use of project based learning by science edutainment approach significantly influenced the students creativity
Penelitian ini bertujuan untuk mengetahui pola asuh orang tua dalam memotivasi belajar anak, dengan rumusan masalah peran pola asuh orang tua terhadap anak dalam meningkatkan motivasi belajar. Penelitian ini menggunakan metode deskriptif kualitatif sebagai tahapan dalam melaksanakan penelitian. Penelitian ini akan dilaksanakan dengan mengambil subjek orang tua dan siswa sebagai subjek penelitian. Penelitian ini menggunakan teknik pengumpulan data meliputi tahap observasi, wawancara, dan dokumentasi. Analisis data yang digunakan merupakan analisis data deskriptif kualitatif. Hasil penelitian menunjukkan bahwa kebanyakan orangtua menerapkan jenis pola asuh demokratis, dengan menerapkan kebiasaan disiplin belajar, mandiri, dan taat beribadah mampu memberikan peran untuk anak terutama dalam motivasi belajar. Pola asuh yang diterapkan kepada anak dan mampu membuat motivasi belajar anak sehingga mendapatkan hasil belajar yang maksimal. Pola asuh demokratis juga dapat membentuk karakter berupa kedisiplinan, kemandirian, religius, dan komunikatif.
Berkembangnya ilmu pengetahuan dan teknologi membuat pengguna gadget tidak hanya berasal dari kalangan orang dewasa namun anak dan balita juga dapat memanfaatkan gadget dalam aktifitas yang mereka lakukan setiap hari. Penggunaan gadget khusunya pada anak tentunya terdapat hal – hal yang positif maupun negatif. Peran orang tua dalam mengawasi anak sangat berpengaruh bagi anak dalam penggunaan gadget. Tujuan penelitian ini untuk mengetahui peran orang tua dalam mengontrol penggunaan gadget pada anak dan mengetahui dampak penggunaan gadget pada anak usia 11 tahun di Desa Soco Kecamatan Dawe Kabupaten Kudus. Penelitian ini menggunakan pendekatan kualitatif dengan jenis penelitian deskriptif dan studi kasus. Penelitian fokus pada penemuan realita, fakta dan data terkait dengan peran orang tua dalam mengontrol atau mengawasi penggunaan gadget pada anak usia 11 tahun. Data diperoleh langsung peneliti melalui wawancara dengan informan, observasi dan dokumentasi. Hasil penelitian menunjukkan bahwa peran orang tua dalam mengontrol atau mengawasi penggunaan gadget pada anak usia 11 tahun yakni 1) dengan membatasi waktu penggunaan gadget, 2) selektif dalam memilihkan aplikasi gadget pada anak, 3) menemani anak dalam pengunaan gadget, 4) melatih tanggung jawab anak, 5) berinteraksi sosial. Berdasarkan hasil penelitian terdapat dampak positif dan dampak negatif dalam penggunaan gadget. Dampak positif penggunaan gadget yakni menambah pengetahuan, memperluas jaringan persahabatan, dan mempermudah komunikasi, sedangkan dampak negatif penggunaan gadget mengabaikan perintah orang tua, kecanduan, serta konsentrasi belajar yang menurun.
Research on people's prose story "Sultan Hadirin and Wali At-Taqwa Loram Kulon Mosque" in Loram Kulon village, Jati sub-district, Kudus district, Central Java; aims AbstrakPenelitian tentang cerita prosa rakyat "Sultan Hadirin dan Masjid Wali At-Taqwa Loram Kulon" di desa Loram Kulon, Kecamatan Jati, Kabupaten Kudus, Jawa Tengah; bertujuan untuk mendeskripsikan nilai dan fungsi cerita rakyat Sutan Hadirin dan Masjid Wali At-Taqwa Loram Kulon. Penelitian ini menggunakan pendekatan kualitatif dengan metode etnografi. Teknik pengumpulan data dengan studi pustaka, observasi, wawancara mendalam, perekaman, pencatatan, dan pemotretan. Hasilnya menunjukkan bahwa cerita prosa rakyat "Sutan Hadirin dan Masjid Wali At-Taqwa Loram Kulon" memiliki nilai-nialai kearifan lokal dan nilai pendidikan. Nilai kearifan lokal berupa nilai kepemimpinan, nilai pengabdian, nilai tradisi, nilai budaya, dan nilai sosial. Nilai pendidikan mencakupi etika dan moral, budi pekerti, keteladanan dan kepahlawanan, dan religius. Adapun fungsinya mencakupi (1)sarana pendidikan, (2) sarana untuk mengesahkan pranatapranata sosial bersifat kolektif yang harus ditaati oleh anggota masyarakat, (3) sarana untuk membangun karakter dan identitas suatu masyarakat, (4) Sarana untuk pengenalan dan pemahaman terhadap nilai-nilai budaya suatu masyaraka, dan (5) sebagai modal sosial untuk berinteraksi dan berkomunikasi antaranggota atau komunitas suatu masyarakat.Kata kunci: Nilai, fungsi, cerita prosa rakyat Sultan Hadirin dan Masjid Wali At-Taqwa Loram Kulon.
There are no teaching materials used by teachers that can foster moral values in students, so it is necessary to have learning materials that introduce the culture or local wisdom of each region. The purpose of this study was to determine feasibility of thematic teaching materials for elementary school class VI theme 1 based on local wisdom. This research method referred to the theory of Borg and Gall, using seven steps or research implementation, namely potentials and problems, research planning, developing initial product, field testing, revision, validation, and final improvement. The data collection techniques used were observation, interview, and questionnaire techniques. The analysis used in this research is quantitative and qualitative analysis including learning observation and validation of teaching material products. Sources of data in this study were grade VI students and teachers. From the material expert validation process obtained an average result of 3,41 with percentage of 85% and very good category. The validation from linguists obtained 90% result with an average 3,6 and very good category. For the result of teacher responses obtained an average result of 3,85 total score 3466 with very good category. For the result of the response students, the average result was 3,94 and the total score was 568 in the very good category. Based on the result of the validation and reinforced by the result of the responses of student and teachers, the thematic teaching materials based on local wisdom of Rembang were declared suitable for use in the learning process.
This research aims are to know the improvement of the Mathematics creative thinking ability of the fourth grade students at SD 1 Wergu Kulon by using Creative Problem Solving model assisted by puzzle media. The research was conducted to the fourth grade at SD 1 Wergu Kulon year 2016/2017 with 23 students as respondents. The method of the research was a classroom action research that was done in 2 cycles; cycle I and cycle II. Every cycle consists of action, observation, and reflection. The independent variable of this research was Creative Problem Solving model, while the dependent variable was the Mathematics creative thinking ability. Technique of collecting data of the research was interview, observation, test and documentation. The data analysis of the research was quantitative and qualitative analysis.The finding of the research showed the average score of the teacher's teaching ability in cycle I was 3,14 (good), then cycle II had an improvement became 3,40 (very good). The average score of the students' activity showed that there was an improvement of the students' activity from cycle I 2,315 (enough) became 2,82 (good) in cycle II. It also showed that there was an improvement of the Mathematics creative thinking of cube nets and cuboids material from cycle I was 56,52% (medium), then cycle II was 78,26% (high).
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