An increase in life expectancy occurs with advances in science and technology. The increase in life expectancy raises one of the consequences, namely the increasing number of the elderly population. In general, elderly people face weaknesses, limitations, and disabilities, so that the quality of life of the elderly decreases. One of the influences on the quality of life of the elderly is age, the age of pre-elderly is the quality of life that will be better compared to those who have continued age. Besides, work also affects the quality of the elderly, because if the elderly who have a job or an activity automatically the brain works well and certainly life expectancy is longer, education is the same for the elderly who have higher education, so it is more likely to be a condition that will occur in old age. The purpose of this study was to determine the relationship between age, education, and employment with the quality of life of the elderly. This type of research is cross-sectional, the analysis used is Chi-Square. The results of the analysis note that there is a significant relationship between age and quality of life of the elderly with a p-value of 0.02. From the results of the analysis, the value of OR = 5.4 means that respondents entering pre-elderly age have a quality of life 5.4 times better compared to the elderly in the elderly. This study concludes that there is a significant relationship between age and quality of life of the elderly. So that life expectancy can be longer, and more productive bias.
The limited availability of learning media and the lack of varied media in schools greatly affect the student learning process. Meanwhile, judging from the learning styles of third grade elementary school students tend to follow the audio-visual learning style, meaning that students can learn optimally if there is an audio-visual-based learning media. One of the media that can be developed is media cool application powerpoint interactive. The aims of this study were (1) to determine the design of the development of cool application powerpoint interactive media on the 6 energy theme and its changes in class III SD, (2) to determine the feasibility of the cool media application powerpoint interactive media for students on the 6 energy theme and its changes in class III SD, ( 3) find out the response of teachers and students to the cool application powerpoint interactive media on theme 6 energy and its changes in grade III SD. This type of research is Research and Development, which uses a 4D model with 4 stages, namely define, design, develop and disseminate. The research instruments were media expert validation sheets, material expert validation sheets, teacher response questionnaires and student response questionnaires. The results showed (1) the results of media validation obtained a score of 100% with a very feasible category (2) the results of material validation obtained a score of 80% with a decent category, (3) the results of media and material validation by the teacher obtained a score of 100% with a very decent category. and (4) the results of the teacher's response with a score of 100% with a very decent category and the results of student responses with a percentage of 96% with a very decent category. Based on the results of these data, it can be concluded that the development of cool media application powerpoint interactive on theme 6 energy and its changes in class III SD is very feasible to use.
Discipline is one of the factors that can affect the improvement of learning outcomes. However, there are still many students who are not aware of the importance of discipline in the learning process such as students not doing assignments or copying friends' assignments, this results in many students whose grades do not reach the Minimum Completeness Criteria (KKM). One of the strategies implemented to improve discipline and learning outcomes is by giving reward and punishment. The aims of this study were: (1) to find out the activities of teachers and students after applying reward and punishment in class II/b, (2) to find out the level of discipline and student learning outcomes after implementing reward and punishment in class II/b. This type of research is Classroom Action Research (PTK) which is carried out in 4 stages, namely planning, action, observation, and reflection. The research instrument was in the form of teacher activity observation sheets, student activity observation sheets, disciplinary observation sheets, and student learning outcomes test sheets. The results showed that (1) the percentage of teacher activity research results in cycle I was 77.77% in the good category and increased in cycle II to 89% in the excellent category, (2) the percentage of student activity research results in cycle I was 78 .85% in the good category and in cycle II it becomes 89% in the very good category, (3) the percentage of student discipline in cycle I is 76% in the good category and in cycle II it becomes 80% in the good category, (4) the percentage of learning outcomes students in cycle I, namely 62% in the good category and experienced an increase in cycle II to 92% in the very good category. Based on the results of these data it can be concluded that the application of reward and punishment can improve discipline and student learning outcomes in thematic learning activities for class II students MIN 1 Sabang.
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