The Stengthening of Character Education Program is one program that can anticipate the rapid development of technology and information in the era of the Industrial Revolution 4.0. One of the spearheads of the formation of children's character is parenting parents towards children, in the initial analysis that we have done we see the problem of character degradation in teenage in Padang Masiang Barus Village due to parenting parents who are less concerned with their children, they tend to give more freedom. This study aims to determine how much influence the permissive parenting parents have on the degradation of adolescent characters aged 10-18 years. This research used a quantitative descriptive with correlational design. Based on data processing with simple linear regression the linear regression equation is Y = 11.49 + 0.961x. The results of hypothesis testing with t test obtained value (3.08)> (1.688). This means that there is the influence of parental permissive parenting on the degradation of teenage characters in Padang Masiang Barus Tapanuli Tenggah Sub-District.
The 2013 curriculum is the applicable curriculum in the Indonesian Education System. Four aspects of the 2013 Curriculum assessment, namely aspects of knowledge, aspects of skills, aspects of attitudes, and behavior. There are materials that are streamlined and added to the 2013 curriculum. The streamlined material can be seen in the Indonesian language material, Social Studies, PPKn, etc. While the material added is Mathematics material. This study aims to determine the difficulties experienced by teachers in making lesson plans. The method of data collection in this study used an interview instrument. The survey research method with a quantitative approach (Quantitative Research) is the research method chosen in this study to answer research questions. The variable that became the main reference for the researcher was to conduct an interview with one of the relevant school teachers to answer questions about the difficulties of teachers in making lesson plans (RPP). The research location is at SDN 060843 Medan. The results of the study revealed that it was difficult for teachers to describe KD into indicators, difficult to arrange learning steps in lesson plans, difficult to adapt methods, difficult to make their own media, and difficulties in adapting teaching materials to students. The teacher's lack of understanding regarding matters relating to the implementation of scientific approach learning makes some activities in the scientific approach not run optimally. Since it was implemented in July 2014, many problems have been faced by teachers in developing lesson plans according to the 2013 curriculum. Another difficulty is the use of operational words Bloom's Taxonomy in the formulation of indicators in the preparation of lesson plans. Along with the governance that must be met by teachers, both assessment and management of learning based on the 2013 curriculum, so it is important to examine what difficulties are experienced by subject teachers in preparing lesson plans in accordance with the 2013 curriculum
This study's goal is to know the feasibility of e-book learning media on Class Management course at Elementary School Education study program, Faculty of Science Education, State University of Medan. The ADDIE model, which stands for analysis, design, development, implementation, and evaluation, is used in this type of research.Questionnaires for media expert and material expert are the instruments used to collect data. The results of the feasibility analysis show that for the material, material expert gives an average score of 4.59 which was included in "the very good" category and for the media, media expert gives an average score of 4.63 which was included in "the very good" category.
Abstract:Research on the development of language monopoly game media was carried out by researchers due to the lack of use of game media as teacher learning media in the learning process in class II SDN 050656 Stabat. The lack of innovation and creativity of the teacher makes the learning process only using the lecture method. This study aims to develop language monopoly game media and determine the feasibility of this learning media. This study uses the Research and Development (R&D) method developed by Borg and Gal. The research and development procedure that the researcher will use refers to the 4D development model, namely: Define, Design, Development and Dissemination. Data collection techniques in this study were to use: material expert questionnaire, media design expert questionnaire and learning expert questionnaire to determine the feasibility of language monopoly media. Based on the results of data analysis after the product was validated by the validator, the language monopoly game media met the appropriate criteria with the percentage of learning material experts at 89%, learning media design experts at 94%, and the results from learning experts of 96%. The language monopoly game media is suitable for use as a thematic learning medium for caring for animals and plants.Keywords: Development, Learning Media and Language Monopoly.Abstrak:Penelitian pengembangan media permainan monopoli bahasa dilakukan oleh peneliti dikarenakan masih kurangnya penggunaan media permainan sebagai media pembelajaran guru dalam proses pembelajaran di kelas II SDN 050656 Stabat. Kurangnya inovasi dan kreatifitas guru menjadikan proses pembelajaran hanya menggunakan metode ceramah. Penelitian ini bertujuan untuk mengembangkan media permainan monopoli bahasa dan mengetahui kelayakan media pembelajaran ini. Penelitian ini menggunakan metode penelitian dan pengembangan atau Research and Development (R&D) yang dikembangkan oleh Borg and Gal.Prosedur penelitian dan pengembangan yang akan digunakan peneliti mengacu pada model pengembangan 4D, yaitu: Define, Design, Development dan Dissemination. Tehnik pengumpulan data pada penelitian ini adalah menggunakan: angket ahli materi, angket ahli desain media dan angket ahli pembelajaran untuk mengetahui kelayakan media monopoli bahasa. Berdasarkan hasil analisis data setelah produk divalidasi oleh validator, media permainan monopoli bahasa memenuhi kriteria layak dengan persentase ahli materi pembelajaran sebesar 89%, ahli desain media pembelajaran sebesar 94%, dan hasil dari ahli pembelajaran sebesar 96%. Media permainan monopoli bahasa layak digunakan sebagai media pembelajaran tematik tema merawat hewan dan tumbuhan.Kata Kunci: Pengembangan, Media Pembelajaran dan Monopoli Bahasa.
Penelitian ini adalah penelitian pengembangan yang menghasilkan bahan ajar berupa e-modul pendidikan seni musik berbasis case method dan team based project. Pembelajaran pemecahan kasus (Case Method) atau pembelajaran kelompok berbasis project (team based project) sebagai bagian bobot evaluasi, menjadikan kegiatan pembelajaran berpusat pada mahasiswa. Materi dan praktik yang disampaikan mesti sinkron dengan isu yang berkembang dimasyarakat sehingga pembelajaran menjadi lebih konkrit kepada hasil pembelajaran yang dapat merefleksikan tujuan, sasaran dan nilai pendidikan yang akan dicapai di sekolah. Pada tahap define (pendefinisian), akan dilakukan analisis kebutuhan, analisis konsep case method dan team based project dan analisis kompetensi, tujuan dan capaian pembelajaran. Berdasarkan hasil analisis tersebut, dilakukan design (perancangan) e-modul prakttikum pendidikan seni musik. Setelah dirancang, dilanjutkan dengan tahapan development (pengembangan) dengan melakukan 3 kegiatan utama, yaitu: uji validitas, uji implementasi, dan uji efektivitas. Setelah produk dinyatakan valid, praktis, dan efektif dilanjutkan tahap akhir berupa disseminate (penyebaran) produk pada skala yang lebih luas
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