scholarly journals UNDERSTANDING CONFLICT MATERIALS AND CONFLICT RESOLUTION THROUGH PICTURED E-MODULES FOR SENIOR HIGH SCHOOL STUDENTS

2021 ◽  
Vol 13 (2) ◽  
pp. 351
Author(s):  
Susi Fitria Dewi ◽  
Fatmariza Fatmariza ◽  
Nosy Mutia Angraini ◽  
Susi Karmila

There has been an increase in teacher creativity to develop various learning media during the pandemic. This paper has the aim of showing one form of developing high school Civics teaching materials, namely conflict and conflict resolution in the form of a Picture E-Module. There are two problem formulations, namely (1) what is the form of the illustrated E-Modul on Conflict and Conflict Resolution material for high school students? (2) how is the validity of the media and the validity of the illustrated E-Module material? Using the Research and Development (R&D) research method of the Bord and Gall model, the E-Modul trial was conducted on class XII students in four high schools in the city of Padang, with a total of 203 students as respondents. The feasibility of this E-Module in terms of media validity has been tested by two experts with a validity result of 79.1% (Valid). For the validity of the material has been tested by 203 students obtained a validity value of 73.8% (good). The results of the media test and validity test show that this E-Module is quite effective in being used as a learning medium to improve students' understanding of Pancasila and Citizenship Education subjects, especially Conflict and Conflict Resolution materials

2021 ◽  
Vol 2 (1) ◽  
pp. 24-36
Author(s):  
Nela Sari Yolanda ◽  
Yessy Marzona ◽  
Lailatul Husna ◽  
Safinah Azmir

Online Game is a game that entertain which is by connected by a network, so that it can be played between one player and another player in different places. As a matter of fact, Online Game can have a negative impact, that is an addiction. Students who are addicted to play online game have been influenced by several factors, the factor of facility, individual factors, family factors, social factors, and the online game itself. An analysis that can be used to look at the factors that influence addiction online game in private senior high school students in the city of Padang is a logistic regression analysis.This type of research is experimental research and the population in this study are private senior high school students in Padang City who play online game on a smartphone. The sample in this research are about to 96 respondents and the sampling technique used was technique non probability sampling with the sampling method accidental sampling and using a questionnaire. Based on the research results, we obtained the factors that influence it and factors that significantly influence addiction online game in students private SMA is a facility, family, and types game online.


2020 ◽  
Vol 9 (3) ◽  
Author(s):  
Cici Nurfadillah ◽  
Fitri Andri Yani ◽  
Ine Nova Ayu ◽  
Miftahul Habib Fachrurozi

This article aims to design a learning media based on the events of Karang Resik as an effort to strengthen the values of nationalism in senior high school students in Tasikmalaya. The method used in this research is descriptive qualitative method, will be obtained from literature studies. Vidgram learning media is a learning media in the form of video that is integrated into Instagram media. The media of this event-based Karang Resik event illustrates the values of unity, freedom and a sense of unity among the Tasikmalaya people, Ciamis, TRI, Hizbullah, Sabilillah in the Karang Resik event. With the strengthen of nationalism values in senior high school students, this media can be a supporting medium for solving the problem of intolerance and conservatism in Tasikmalaya City, as well as being an example for the current condition of Tasikmalaya to create and build unity among all Tasikmalaya communities.


2021 ◽  
Vol 9 (1) ◽  
pp. 69
Author(s):  
Andika Widiyana ◽  
Risya Pramana Situmorang ◽  
Marisa Christina Tapilouw

This study aims to: 1) develop animation media-based Discovery Learning on the circulatory system material, 2) determine the feasibility of the media-based Discovery Learning on the circulatory system material, and 3) examine the effectiveness of the media in increasing the dimensions of scientific literacy on content dimension in class XI IPA SMA. This type of research is research and development using the ADDIE model as steps for product development. The test instrument is used to measure the content dimension of scientific literacy content. The subjects of this study were high school students of class XI Science with a total of 30 students at Yasiha Gubug by taking purposive sampling. The media is validated by the validator of media experts, material experts, and  Biology teachers as a user. The results of media expert' validation concluded that media was valid with a score of 83.19% and material expert judgment obtained a score of 82.77% included a valid category. Test the effectiveness of the product using paired sample t-test with the acquisition of 0,000 <0.05 means that the animation media-based Discovery Learning is significant to the content dimension of scientific literacy. Based on the N-gain test, animation media-based Discovery Learning can also increase the content dimension of scientific literacy of score 52% with enough categories.


2018 ◽  
Vol 4 (2) ◽  
pp. 131-141
Author(s):  
Fawziah Zahrawati ◽  
Nahiyah Jaidi Faraz

Penelitian ini bertujuan untuk mengetahui pengaruh kultur sekolah, konsep diri, dan status sosial ekonomi orang tua secara parsial dan secara bersama-sama terhadap perilaku konsumtif siswa SMA Negeri di Kota Yogyakarta. Jenis penelitian ini adalah penelitian ex-post facto. Populasi penelitian ini adalah seluruh siswa kelas XI SMA Negeri di Kota Yogyakarta yang berjumlah 2.706 siswa. Sampel penelitian sebesar 366 siswa. Teknik pengumpulan data yang digunakan adalah kuesioner. Teknik analisis data yang digunakan adalah analisis deskriptif, analisis regresi sederhana, dan analisis regresi berganda. Hasil penelitian ini adalah: (1) kultur sekolah berpengaruh terhadap perilaku konsumtif siswa SMA Negeri di Kota Yogyakarta dengan sumbangan sebesar 23,3%, (2) konsep diri berpengaruh terhadap perilaku konsumtif siswa SMA Negeri di Kota Yogyakarta dengan sumbangan sebesar 22,1%, (3) status sosial ekonomi orang tua berpengaruh terhadap perilaku konsumtif siswa SMA Negeri di Kota Yogyakarta dengan sumbangan sebesar 12,5%, dan (4) kultur sekolah, konsep diri, dan status sosial ekonomi orang tua secara bersama-sama berpengaruh terhadap perilaku konsumtif siswa SMA Negeri di Kota Yogyakarta dengan sumbangan sebesar 36,2%.Kata kunci: kultur sekolah, konsep diri, status sosial ekonomi orang tua, perilaku konsumtif THE EFFECT OF SCHOOL CULTURE, SELF-CONCEPT, AND SOCIO-ECONOMIC STATUS OF PARENTS ON CONSUMPTIVE BEHAVIOR STUDENTSAbstractThis study aims to investigate the effect of school culture, self-concept, and socio-economic status of parents partially and simultaneously on consumptive behavior of state senior high school students in the city of Yogyakarta. This was an ex post facto study. The research population was all eleventh grade students in state senior high school in the city of Yogyakarta with total of 2,706 students. The research sample was 366 students. The data were collected through a questionnaire. The data were analyzed by means of the descriptive analysis, simple regression analysis, and multiple regression analysis. The results of the study are: (1) school culture has an effect on consumptive behavior of state senior high school students in the city of Yogyakarta with a contribution of 23.3%, (2) self-concept has an effect on consumptive behavior of state senior high school students in the city of Yogyakarta with a contribution of 22.1%, (3) socio-economic status of parents has an effect on consumptive behavior of state senior high school students in the city of Yogyakarta with a contribution of 12.5%, and (4) school culture, self-concept, and socio-economic status have effects on consumptive behavior of state senior high school students in the city of Yogyakarta with a contribution of 36.2%.Keywords: school culture, self-concept, socio-economic status of parents, consumptive behavior


2020 ◽  
Vol 5 (1) ◽  
pp. 131-140
Author(s):  
Mutimmatul Faidah ◽  
Hery Rusmanto ◽  
Lilik Rahmawati

Teenagers’ behavior problems such as free sex, abortion, pornography, and drug abuse have increased in developing countries. The purposes of this research were to formulate the views of experts, education practitioners, and teenagers about the importance of teaching sex education (SE) in schools and to formulate the prototype of sex education, material, media, and learning strategies. This research was a descriptive research. The data was obtained through interviews to reveal experts’ views. The sources of data in this research were teachers, principals, psychologists, scholars, reproductive experts, and sociologists. The data were analyzed using content analysis. A questionnaire was used to find out the students' opinions. The population of this study was the senior high school students in Surabaya, Indonesia. The samples taken were 171 students. The data taken from the questionnaire were analyzed descriptively. The percentage was obtained from the number of respondents who chose ”Agree” and then divided by the number of ”Disagree” of each statement. The results of this research reveal that sex education is expected to provide an understanding of sexuality, the formation of responsible self-attitudes, society, and religion in overcoming sexual turmoil, as well as the skills to avoid promiscuity. Sex education should be given within an ethical and religious framework. Sex education materials include social ethics, the effects of promiscuity, abortion and its effects, and marriage. The media used were films, multimedia, and other media within the framework of Islamic ethics. This research concludes that sex education is important to students, especially high school students.


2020 ◽  
Vol 20 (1) ◽  
pp. 76-81
Author(s):  
Yuni Harmawati ◽  
Bunyamin Maftuh ◽  
Elly Malihah

Tujuan dari penelitian ini adalah untuk menemukan suatu desain model pembelajaran resolusi konflik yang dapat diterapkan dalam pembelajaran Pendidikan Pancasila dan Kewarganegaraan untuk siswa sekolah menegah pertama maupun sekolah menengah atas. Penelitian ini menggunakan Research and Development, yang mana dalam penelitian ini hanya sampai kepada tahap perumusan design. Dari pengumpulan data dan sumber, akhirnya peneliti menyadur desain playing with conflict yang pernah ditulis oleh Richard B. Powers dan Kat Kirkpatrick, namun oleh peneliti disesuaikan dengan kondisi dan budaya masyarakat Indonesia. Sehingga cocok untuk diimplementasikan di Indonesia dengan sintaksis yang baru. Kesimpulan dari penelitian ini dengan adanya desain playing with conflict diharapkan mampu untuk membentuk keterampilan resolusi konflik dasar, yakni belajar untuk mendengarkan orang lain, belajar berbicara namun menghormati orang lain, belajar mengambil keputusan. Abstract: The purpose of this research is to find a conflict resolution learning model design that can be applied in the learning of Pancasila and Citizenship Education for junior high and high school students. Research using Research and Development, which in this study only reached the design formulation stage. From analyzing the data and sources, the researcher finally adapted the play with conflict design that had been written by Richard B. Powers and Kat Kirkpatrick, but the researchers adapted it to the conditions and culture of the Indonesian people. So it is suitable to be implemented in Indonesia with a new syntax. The conclusion of this study with the play with conflict design is expected to be able to form basic conflict skills, namely learning to listen to other people, learn to speak but respect others, learn to make decisions.


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