scholarly journals MINAT BELAJAR MUSIK INSTANT AKIBAT RESPON BERULANG DAN MENYENANGKAN PADA AJANG PENTAS KOMPETISI MUSIK POPULER “Studi Kasus Pendidikan Musik Nonformal dalam Sudut Pandang Teori Belajar Operant Conditioning BF. Skinner”

2020 ◽  
Vol 10 (1) ◽  
pp. 308
Author(s):  
Esy Maestro ◽  
Mudjiran Mudjiran

Thedevelopment of music in modern and urban society today is not always driven by the awareness of the importance of formal education in the field of music itself. The behavior of the community that develops in the surrounding environment, psychologically has triggered   the interest of some individuals to engage in the phenomenon of populist music culture, one of which is budaya K-pop who participated in fertilizing music talent search competitions such astelevision, initiated bylocalgovernments, and certain nongovernmental organizations. Many parents consider that their children need to take part  either  as serious participants or just perform in the  event. Many young people and their parents are willingto spendmoney, time, energy, and   cost in order to be exposed to the event that is considered prestigious. The continuation is predictable, while the prizes are obtained,of coursepopularity  follows, because they will be widely published by the services of the media and television. A number  of thesefinancial r ewards  and popularity  will be  enjoyable. The behavior to repeat  and  keep repeating the participation  ofchildren in this event , aslong asitcauses them to havebeen trapped in the behavior of operant conditioning. So BF. Skinner has explained that if a stimulus produces a pleasant reward support  capacity,there  will be consequences for repeated behavioral  responses.   Because it will repeat itself, some young people are trying to develop their musical interests by learning music from an early age or studying it in formal education. But the irony for some of them is that it synergizes with the impatience of their parents, to learn music in more results-oriented and   instantaneous music courses. The  managers of this kind of non-formal music education institutions seem to also care about the quality of music education, unless they also feel equally profiting momentarily from this phenomenon. Eventually many participants of the  courseand tutors   were disappointed at the incompatibility of the results obtained with all the power that had been sacrificed. In fact, it is still the really talented children who continue to advance to win this talent search competition, even though there are actually some of these champions who learn or do not need to study in courses and less private  music.Keywords:Music Competition, Blessing,  Operant Conditioning

2021 ◽  
Author(s):  
. Karkono

Urban society is a society that always tries to improve its quality of life and is open to receiving influences from outside, especially those from the media. The media and the use of information technology in all fields significantly increases the quality of people’s lives. Film as a part of media can reach various groups, in terms of age, education, socio-economic status, cultural background, and religion. Film becomes a strategic media for transforming ideas. It is one of the commodification products that is popular among the people. It is important to monitor the culture of media consumption in urban society from the films. This study aimed at finding out how far films can affect human life. The films that were sampled were two Indonesian films. The problem was solved using questionnaires. The sample community was the community living in the city of Jakarta. The results of the study showed that the majority of respondents (80%) stated that they were watching films not just for entertainment but also to gain insight. Films are produced not only for profit orientation but can also be used for educational purposes. Keywords: culture of mass media consumption, urban society, films


Author(s):  
Lorena da Graça P. Macena ◽  
Nathália Regina P. Vieira ◽  
Roberta Pires Corrêa ◽  
Izabel Paixão ◽  
Helena Carla Castro

Biotechnology is known as the set of processes and techniques that involves the manipulation of living beings, resulting in the production of a series of products useful to humanity. Virology is a science that studies viruses, sub-viral particles and prions and has enjoyed the benefits of biotechnology. However, although there is an increase and improvement in the productivity of goods and services including this area, the harmful potential of the virus is still highlighted, which favors the construction of negative conceptions that may make it difficult to learn subjects related to these beings or about Content in science, such as biotechnology. The theme Biotechnology and virology in high school is addressed, throughout the different series / years, in disciplinary contents that have a direct influence with the students' daily life and that, if well understood, can contribute to the improvement of their quality of life. Considering that students have knowledge prior to formal education and that such conceptions may become obstacles to the acquisition of new knowledge, this work sought to elucidate, through the application of a semi-structured questionnaire, the knowledge that high school students of a school State of São Gonçalo (RJ) have on topics related to biotechnology and virology. The results showed that students use a lot of information acquired in formal education, in the media and in social relations on the subject evaluated. It was evidenced a predominance of previous conceptions and little knowledge about the viruses and the biotechnological context present in our daily life through the use of products and services


Author(s):  
David Buckingham ◽  
Sara Bragg
Keyword(s):  

CCIT Journal ◽  
2014 ◽  
Vol 7 (3) ◽  
pp. 420-436
Author(s):  
Dewi Immaniar ◽  
Sudaryono Sudaryono ◽  
Ayu Ningrum

Talk about retail business can not be separated from the importance of service to consumers and good quality goods . But at the present time due to intense competition in the business world , the service and quality of goods is not enough to be able to increase revenue and attract customers loyal . This makes companies think hard to survive and stable in the business . One of them is by using a media campaign in this regard more toward print or visual media is indirectly felt the value of their effectiveness in communicating product marketing programs . PT . Times Prima Indonesia is a company engaged in the retail book with the name of the Times bookstores . Based on the analysis of the company’s problems requires additional media types supporting more varied and creatif promotion of existing ones, which will be used as a complement and a media campaign as well as to enrich the data renewal campaign design to capture the interest of consumers in which one form of the media campaign is shaped merchandise . Therefore , do Enriching ( enrich ) media campaign merchandise before it is less varied and has not formed a company image . The methodology used is the analysis, observation and design . Besides the new design has been tested with the implemented test duration for 6 months, and greatly increases the perceived contribution , this is evidenced by the chart sales increasing each month.


2019 ◽  
Vol 6 (2) ◽  
pp. 62-74
Author(s):  
Ivana Markov Čikić ◽  
Aleksandar Ivanovski

Summary One cannot write about the relationship of young people and current sports stars in modern society without having previously studied the processes of mediation and globalisation of sport, and the transformation of traditional social values. The goal of the science and practice engaged in sports and education of young people is a constant quest for preserving universal ethical values and reconciling them with the modern-day social processes. This paper will present the result of a survey conducted with adolescents in five different Serbian cities in order to find the answer to the question if sportspersons were their favourite television role-models. According to the results of our survey, 45% of adolescents do not have a favourite TV personality and do not know for sure who that could be. Novak Đoković, who would be the choice of adults for a role model of the young, with 63.2% according to the survey conducted by the Ministry of Youth and Sports, scored 3.81% in our survey with adolescents who would chose Novak Đoković as their favourite TV personality. The necessity of raising media literacy of young people with the aim of clear identification of sports role models who are going to improve their quality of life still remains an open issue for further research on this course.


2020 ◽  
Vol 8 (01) ◽  
pp. 55-66
Author(s):  
Feri Tiona Pasaribu ◽  
Yelli Ramalisa

The focus of this research is to design geometry learning mediain junior high schools based on RME and integrated with Science, Technology, Engineering and Mathematics (STEM) using 3D Pageflip Proffesional,and to explain quality of the learning media. In the process of design and development of this media used is the ADDIE development model which begins with the stages analysis, design, development, and  carried out an evaluation in each stages. Implementation stages will be continued in the following years research. This research resulted in a product in the form of geometry learning media in junior high schools especially eight grade according to purpose. Based on the validity test and practicality test the results obtained from the validation by material experts and media design experts were 4.09 namely 81.8% and 4.21 or 84.2%.Based on the criteria for the validity of the instrument, the criteria for "very valid" were obtained. And the practicality results, namely the results of teacher response questionnaire obtained an average of 4.26 or 85.19%, and the results of student questionnaire responses were 4.07 or 81.4%. Then based on the percentage criteria of practicality of the instrument, it is found that the criteria are very practical and the media can be implemented with minor revisions.


2020 ◽  
pp. 12-24
Author(s):  
O. Ya. Gelikh ◽  
A. N. Levitskaya ◽  
N. N. Pokrovskaia

A sociological analysis of the factors of integration of young generations into active economic life is based on a study of the values of young people in relation to employment and professional growth. The information society has two key parameters that influence the construction of the trajectory of educational, professional, labor or entrepreneurial activity — the significant role of knowledge in creating value and the digital space as a source of information and the place for individuals to fulfill themselves in society and the social and professional community. A theoretical analysis of labor socialization allows researchers to move on to the results of empirical studies carried out with the participation of authors in 2017 and 2019-2020. The data obtained are evaluative in nature and allow authors to draw conclusions about the influence of the media space on young people entering working age taking decisions on choosing a profession and a form of economic activity, planning employment and career growth.


2020 ◽  
Author(s):  
Hiran Thabrew ◽  
Karolina Stasiak ◽  
Harshali Kumar ◽  
Tarique Naseem ◽  
Christopher Frampton ◽  
...  

BACKGROUND Approximately 10% to 12% of New Zealand children and young people have long-term physical conditions (also known as chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse physical and mental healthcare, school absence, and poorer long-term outcomes. Recently, electronic health (eHealth) interventions, especially those based on the principles of Cognitive Behavior Therapy (CBT), have been shown to be as good as face-to-face therapy. Biofeedback techniques have also been shown to enhance relaxation during the treatment of anxiety. However, these modalities have rarely been combined. Young people with long-term physical conditions have expressed a preference for well-designed and technologically-based support to deal with psychological issues, especially anxiety. OBJECTIVE This study aimed to co-design and evaluate the (i) acceptability and (ii) usability of a CBT and biofeedback-based, 5-module eHealth game called ‘Starship Rescue’ and (iii) to provide preliminary evidence regarding its effectiveness in addressing anxiety and quality of life in young people with long-term physical conditions. METHODS Starship Rescue was co-designed with children and young people from a tertiary hospital in Auckland, New Zealand. Following this, 24 young people aged 10 to 17 years were enrolled in an open trial, during which they were asked to use the game for an 8-week period. Acceptability of the game to all participants was assessed using a brief, open-ended questionnaire, and more detailed feedback was obtained from a subset of 10 participants via semi-structured interviews. Usability was evaluated via the System Usability Scale (SUS) and device-recorded frequency and duration of access on completion of the game. Anxiety levels were measured prior to commencement, on completion of the game, and 3 months later using the Generalized Anxiety Disorder 7-item scale (GAD-7) and Spence Child Anxiety Scales (SCAS), and at the start of each module and at the end of the game using an embedded Likert/visual analog scale. Quality of life was measured prior to commencement and on completion of the game using the Pediatric Quality of Life Scale (PEDS-QL). RESULTS Users gave Starship Rescue an overall rating of 5.9 out of 10 (range 3-10 and a mean score of 71 out of 100 (SD 11.7; min 47.5; max 90) on the System Usability Scale (SUS). The mean time period for use of the game was just over 11-weeks (78.8 days, 13.5 hours, 40 minutes). Significant reductions in anxiety were noted between the start and end of the game on the GAD-7 (-4.6 (p=0.000)), SCAS (-9.6 (p=0.005)), and the Likert/visual analogue scales (-2.4 (p=0.001)). Quality of life also improved on the PedsQL scale (+4.3 (p=0.042)). All changes were sustained at 3-month follow-up. CONCLUSIONS This study provides preliminary evidence for Starship Rescue being an acceptable, usable and effective eHealth intervention for addressing anxiety in young people with long-term physical conditions. Further evaluation is planned via a more formal randomized controlled trial. CLINICALTRIAL Australian New Zealand Clinical Trials Network Registry (ANZCTR): ACTRN12616001253493p;https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=371443 (Archived by WebCite at http://www.webcitation.org/6sYB716lf)


Author(s):  
Vijay Mahajan

This chapter deals with Indian ‘innovations for the millions’ (I4M)—new products, processes, and institutional arrangements—that sustainably improve the quality of life of those at the base of the pyramid. Taking ten examples which originated from the private, public, NGO and cooperative sectors, the chapter suggests that these innovations are a response of the ‘elite of calling’ to the Indian paradox – high growth in a large economy, co-existing with a very large number at the base of the pyramid. The chapter argues that a more supportive ecosystem needs to be built to foster I4M, including reforms in regulation and taxation, and attracting bright young people. If that happens Indian I4M can serve billions at the base of the pyramid around the world.


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