This study aims to determine the pattern of development strategy Boarding School in Malangke. Pattern or strategic used by the container or place in order to process a change of plans that require the support of all parties to develop and improve educational quality. In this study, researchers used a qualitative research and data sources through interviews with the leadership of the cottage. Boarding school development opportunities in the North Luwu, belonging to the sub-national education system in Indonesia that aims to educate the nation, making the man who is faithful and devoted to God Almighty, noble, healthy, knowledgeable, skilled, creative. In addition, the boarding school New Belawa As'adiyah, considered successful because students-students directly involved in the community, for example in the Holy month of Ramadhan, these students were sent to be Imam in every mosque in Malangke. But beyond the success, there are some some of the barriers faced by Islamic Schools As'adiyah New Belawa (Malangke) include: 1) a more modern curriculum system, so that schools lag far from public schools, 2) Lack of funds and sources of funding due to lack of students. 3) the majority of parents are not keen to send children in school boarding school.
The purpose of the study was to determine the impact of online game digital pathology and how to overcome it through Islamic religious education. This research uses qualitative research with pedagogical and normative approaches. The digital pathology that developed at UPT SD Negeri 177 Tokke, Malangke District, is an online game pathology that is around 4 hours a day used by students. Students who are excessive in playing games tend to have emotional feelings that are difficult to control, children admit to being quick to anger, sad, and annoyed when their parents suddenly stop their online game playing activities. The negative impact of online games causes students to be more active in thinking about how to advance to the next stage or how to beat their playing opponents without caring about the lessons at school. It is hoped that parents will pay more attention to their children when children spend their learning time playing online games that are less useful for academic achievement. In the prevention function, understanding function and alleviation function, only PAI teachers and school personnel handle these students. If the PAI teacher has experienced difficulties, especially now that the learning epidemic is still online, in handling these students, a supervisory function is applied, namely the school is assisted by the students' families in handling and supervising students addicted to online games. only PAI teachers and school personnel handle these students. If the PAI teacher has experienced difficulties, especially now that the learning epidemic is still online, in handling these students, a supervisory function is applied, namely the school is assisted by the students' families in handling and supervising students addicted to online games. only PAI teachers and school personnel handle these students. If the PAI teacher has experienced difficulties, especially now that the learning epidemic is still online, in handling these students, a supervisory function is applied, namely the school is assisted by the students' families in handling and supervising students addicted to online games.
Acquired Data source of that student covers, formative student essay in work problem that is given at the early cycle. Observation sheet result to measure the result step-up studies student with implemented a model of Information proceedings. The study is executed with Classroom Action Research (CAR). This research is executed at STMIK Eresha with the subject of research student total of 53 students. The implementation of the Mind Mapping learning model in the Islamic Religious Education subject is quite good. The results showed that at the first meeting the highest percentage of students who answered could reach 96%. Whereas in the second test, it was 97% at the 13-15 meeting. Based on the data, the 13-15 meeting material discussed was the animal excretion system, students felt more difficult with the material than the previous material. The data from the questionnaire results of student responses to the implementation of learning using a learning mind map today can motivate students to learn read the Qur'an. The highest percentage of students who answer can be achieved, reaching 83% at the 7-9th meeting. Most of the students were actively involved in making Mind Mapping. Collaboration is also carried out to make the best Mind Mapping. Student response to the Mind Mapping learning model is also very high. Most of the students felt interested and challenged to make Mind Mapping, although there were a few students who were less happy about the Mind Mapping learning model.
The purpose of the study was to determine the impact of online game digital pathology and how to overcome it through Islamic religious education. This research uses qualitative research with pedagogical and normative approaches. The digital pathology that developed at UPT SD Negeri 177 Tokke, Malangke District, is an online game pathology that is around 4 hours a day used by students. Students who are excessive in playing games tend to have emotional feelings that are difficult to control, children admit to being quick to anger, sad, and annoyed when their parents suddenly stop their online game playing activities. The negative impact of online games causes students to be more active in thinking about how to advance to the next stage or how to beat their playing opponents without caring about the lessons at school. It is hoped that parents will pay more attention to their children when children spend their learning time playing online games that are less useful for academic achievement. In the prevention function, understanding function and alleviation function, only PAI teachers and school personnel handle these students. If the PAI teacher has experienced difficulties, especially now that the learning epidemic is still online, in handling these students, a supervisory function is applied, namely the school is assisted by the students' families in handling and supervising students addicted to online games
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