The aims of this research was to fill the theoretical and empirical gaps about the case study with regard to learning media in Indonesia's higher education in industry 4.0 and society 5.0 era. This research used qualitative methods. Data collection techniques used interviews, observations, and documentation. The results of this study revealed tht virtual learning (VL) media ws an effective learning media in Indonesian higher education in industry 4.0 and society 5.0. Therefore, the use of relevant learning models was in line with the times, and the use of more flexible VL media was a strategy to enhance educational quality in the Unitary State of the Republic of Indonesia. Keywords: Learning Media, Education in Industry 4.0, Higher Education
This article was written related to the Indonesian government's policies during the COVID-19 emergency, triggering innovation in learning. The complexity of implementing distance learning (PJJ) in the 4.0 era creates new problems, especially for the education of students in secondary schools. The learning process has changed drastically. Blended learning in education is not only face-to-face but also integrated online learning from home. The purpose of this article is to discuss the application of blended learning-based learning during the COVID-19 pandemic subject matter for Pancasila and Civic Education (PPKn) for millennial generations students of Junior High School Muhammadiyah 1 Kroya with character. This research is qualitative. The research subjects consisted of the principal, 2 PPKn teachers, and 46 grade 8 students of SMP Muhammadiyah 1 Kroya. Data collection techniques in the study used interview, documentation, and observation techniques. Data analysis techniques are reduction, collection, presentation of data, and conclusions. The implementation of blended learning during the COVID-19 pandemic at SMP Muhammadiyah 1 Kroya was carried out in several stages, namely presentation/planning, implementation, student discussion guidance, practice, elaboration, demonstration, and student evaluation related to PPKn
This research on the behavior of people doing acts of his household on the lanting (floating house) and the factors surrounding the community in the use of as an Shower, Wash, and Toilet (MCK) River in the area of Neighborhood Association (RT) 01 Citizens Association (RW) XVII Siswondo Parman (S. Parman) Down the city, Palangka Raya. Type of research is qualitative, subject consists of chairman RT 01, public figures, and residents of the floating house in the safety precautions RT 01 RW XVII S. Parman Down the city Palangka Raya. The data collection techniques in this study use interviews, observation, and documentation techniques. Data analysis techniques used are reduction, data presentation then conclusions. The research showed that floating in safety precautions S. Parman Down RT 01 Kahayan River amounted to ± 80 households and community in the Kahayan River doing Shower, Wash, and Toilet (MCK) activity is accustomed to even become a daily culture of society. Therefore, it is necessary for the role of the local government and the health office to conduct an outreach related to the impact that occurred if the river water as a means of Shower, Wash, and Toilet (MCK) in S. Parman Down RT 01 RW XVII Palangka Raya remains in use.Penelitian ini mengenai perilaku masyarakat yang melakukan kegiatan rumah tangganya di atas lanting (rumah terapung) dan faktor-faktor yang ada di sekitar masyarakat dalam pemanfaatan sebagai Mandi, Cuci, dan Kakus (MCK) Sungai di wilayah Rukun Tetangga (RT) 01 RW XVII Siswondo Parman (S. Parman) bawah kota, Palangka Raya. Jenis penelitian adalah kualitatif, subjek terdiri dari ketua RT 01, tokoh masyarakat, dan penghuni rumah terapung di RT 01 RW XVII S. Parman Bawah Kota Palangka Raya. Teknik pengumpulan data dalam penelitian ini menggunakan teknik wawancara, observasi, dan dokumentasi. Teknik analisis data yang digunakan adalah reduksi, penyajian data kemudian penarikan kesimpulan. Hasil penelitian menunjukkan bahwa kegiatan terapung di S. Parman Down RT 01 Sungai Kahayan berjumlah ± 80 KK dan masyarakat di Sungai Kahayan yang melakukan kegiatan Mandi, Cuci, dan WC (MCK) sudah menjadi kebiasaan bahkan menjadi budaya sehari-hari masyarakat. Oleh karena itu, perlu peran pemerintah daerah dan dinas kesehatan untuk melakukan sosialisasi terkait dampak yang terjadi jika air sungai sebagai sarana Mandi, Cuci, dan Kakus (MCK) di S. Parman Down RT 01 RW XVII Palangka Raya tetap digunakan.
This article aimed to determine the application of learning-gradual based education through traditional games as a learning medium and to find out the strengths and weaknesses of implementing traditional games. This type of research is qualitative. The research subjects consisted of school principals, teachers, and students at MTS Miftahul Huda 2 Palangka Raya. Data collection techniques in this study used interview, observation, and documentation. The concept of education learning-gradual (LEGAL) combines the concept of learning gradually through traditional games as a medium of primary school learning in Miftahul Huda 2 Palangka Raya. In a traditional game, it has cultural worth and national character consists of mutual cooperation, cooperation, hard work, and democracy and can improve other aspects of child advancing, namely motoric, cognitive, emotional, language, social, spiritual, ecological as well as worth and moral aspects. The weakness is teachers struggle to divide the playgroup because students storm and run. It is hoped that teachers can implement traditional games as a learning medium, so that a nation's generation that loves local wisdom, culture, and morality is a relationship. Keywords: Education of Learning-Gradual, Traditional Games, .Mambe Tampun
Study of the phenomenon of globalization spawned the cultural generation gadget, the term emergence of the millennial generation, or Generation Y aged 15-34 years. Technology utilization in youth to disseminate negative content such as violence, Asusila, conflict, and hoaxes. The Moral and deviant behavior of youth becomes a threat to Indonesia. The purpose of this article is the development of a millennial-generation PKn (citizenship education) curriculum for students SMA NU Palangka Raya. with a gadget-assisted Cooperative Learning Model. Research is approaches qualitative. The research subject consists of the principal, teacher, and students SMA NU Palangka Raya. Data Collection techniques in research using interview techniques, observations, and documentation. Development of a millennial-Generation PKn curriculum with models Cooperative Learning more effective assisted M-Learning (Mobile Learning) on gadgets makes a video or Indonesian film courses in PKn. Students can work together in groups to learn and be responsible for learning success. Hopefully, This model can help teachers in overcoming the condition of the students who have different abilities, the number of students, and solid learning. Students do not get bored quickly because they watch videos or the Indonesian movie with character. Abstrak: Studi tentang fenomena globalisasi melahirkan generasi budaya gadget, istilah munculnya generasi millenial atau generasi Y berusia 15-34 tahun. Pemanfaatan teknologi pada pemuda untuk menyebarkan konten negatif seperti kekerasan, asusila, konflik dan hoax. Moral dan perilaku menyimpang pemuda menjadi ancaman bagi Indonesia. Tujuan artikel ini ialah pengembangan kurikulum PKn (Pendidikan Kewarganegaraan) generasi millenal pada siswa SMA NU Palangka Raya berbantuan gadget dengan model cooperative learning bermuatan karakter. Penelitian ini adalah pendekatan kualitatif. Subjek penelitian terdiri dari kepala sekolah, guru dan siswa SMA NU Palangka Raya. Teknik pengumpulan data dalam penelitian menggunakan teknik wawancara, observasi, dan dokumentasi. Pengembangan kurikulum PKn generasi millenial dengan model cooperative learning lebih efektif berbantuan M-Learning (Mobile Learning) pada gadget membuat video atau film keindonesiaan mata pelajaran PKn. Siswa dapat bekerja sama dalam kelompok untuk belajar dan bertanggung jawab akan keberhasilan belajar. Diharapkan model ini dapat membantu guru dalam mengatasi kondisi siswa memiliki kemampuan berbeda, jumlah siswa banyak dan padatnya pembelajaran. Siswa tidak cepat bosan karena menonton video atau film keindonesiaan berkarakter.
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