This study aims to review the implementation of the management of culture and environment of madrasah and the challenges faced, especially the private Madrasah at Gorontalo. The method used in this study is a naturalistic-qualitative study. The data were collected through observation, interview, and documentation. The findings obtained showed that the culture and environment at the private Madrasah Ibtidaiyah at Gorontalo were various in physical culture and behavioural culture. The physical culture can be seen from the physical appearance of madrasah which has different characteristics. The form of physical culture involved can be seen from the facilities, school building with fence, motto, and writing in the wall which support the development of expected culture. The behavioural culture can be seen from religious culture, discipline culture, and the implementation of the rules, achievement and competition culture, reading and clean culture. The implementation of the management of culture and environment of madrasah is in line with the vision, mission, and the goals of the school realized in the form of programs regarding the creation of culture and environment of madrasah by improving the participation of all people in madrasah in order to optimize the facilities which support cultural values that become the priority of each private Madrasah Ibtidaiyah in Gorontalo. In order to solve the problems, the awareness and commitment of people in madrasah are totally required especially in the fixing of the learning system and the enforcement of disciplines, which cultural values are important and unimportant. Besides that, the harmonious cooperation among all people in madrasah is essentially needed in managing the culture and environment of madrasah to elevate the competitiveness.
This study focuses on knowing the impact of online games on the learning motivation of students at MI Al-Anshar, Hulonthalangi District. This study uses a qualitative research type. Furthermore, the data collection technique used is through observation, interviews, and documentation. While the data analysis technique is carried out through three stages, namely: data reduction, data presentation, and drawing conclusions. The results obtained are: online games have an impact on students' learning motivation. The impact of online games is divided into two, namely the negative impact and the positive impact.
Tujuan Penelitian ini yaitu ingin mengetahui apakah ada pengaruh media pembelajaran bigbook terhadap kemampuan menyimak anak. Penelitian ini menggunakan jenis penelitian eksperimen dengan menggunakan pendekatan kuantitatif untuk mendapatkan informasi yang lengkap dan mendalam mengenai pengaruh media pembelajaran bigbook terhadap kemampuan menyimak anak pada kelompok A TK Al- wathaniyah kecamatan kota timur kota gorontalo. Populasi dalam penelitian ini berjumlah 18 sehingga penelitian ini dikatakan sebagai penelitian populasi. Selanjutnya pengumpulan data penulis menggunakan observasi, angket, tes dan dokumentasi, dan jenis analisis data menggunakan tahapan SPSS 16. Berdasarkan hasil penelitian uji t menunjukkan bahwa media pembelajaran bigbook memiliki pengaruh yang signifikan terhadap kemampuan menyimak anak yaitu sebesar 95% dan di peroleh thitung = -23.252 dan nilai sig.(2-tailed) = 0.000. Sebab Nilai signifikannya 0.000 < 0.005 maka H0 di tolak dan Hi diterima. Dengan demikian media pembelajaran bigbook berpengaruh positif terhadap kemampuan menyimak anak. Dari penelitian ini guru dapat mengetahui seberapa besar pengaruh pemberian media pembelajaran bigbook terhadap kemampuan menyimak anak. Sehingga diharapkan kepada guru lebih kreatif memilih media yang digunakan sehingga peserta didik lebih bersemangat untuk menerima pelajaran.
Tujuan Penelitian ini yaitu ingin mengetahui apakah ada pengaruh media pembelajaran bigbook terhadap kemampuan menyimak anak. Penelitian ini menggunakan jenis penelitian eksperimen dengan menggunakan pendekatan kuantitatif untuk mendapatkan informasi yang lengkap dan mendalam mengenai pengaruh media pembelajaran bigbook terhadap kemampuan menyimak anak pada kelompok A TK Al- wathaniyah kecamatan kota timur kota gorontalo. Populasi dalam penelitian ini berjumlah 18 sehingga penelitian ini dikatakan sebagai penelitian populasi. Selanjutnya pengumpulan data penulis menggunakan observasi, angket, tes dan dokumentasi, dan jenis analisis data menggunakan tahapan SPSS 16. Berdasarkan hasil penelitian uji t menunjukkan bahwa media pembelajaran bigbook memiliki pengaruh yang signifikan terhadap kemampuan menyimak anak yaitu sebesar 95% dan di peroleh thitung = -23.252 dan nilai sig.(2-tailed) = 0.000. Sebab Nilai signifikannya 0.000 < 0.005 maka H0 di tolak dan Hi diterima. Dengan demikian media pembelajaran bigbook berpengaruh positif terhadap kemampuan menyimak anak. Dari penelitian ini guru dapat mengetahui seberapa besar pengaruh pemberian media pembelajaran bigbook terhadap kemampuan menyimak anak. Sehingga diharapkan kepada guru lebih kreatif memilih media yang digunakan sehingga peserta didik lebih bersemangat untuk menerima pelajaran.
The research aimed to describe the character values on the animation series of Upin and Ipin. Qualitative method was conducted in this research to figure out the character values in a movie. This current research examined five titles in the series of Upin and Ipin. The data collection was carried out by selecting five titles, recording the stories, rewatching it ten times and eventually transcripting the plot. Data analysis was employed by identifying the character values from each of movie title and presented in table form. The result showed that the character values on the animation series of Upin and Ipin were helping each other, tolerance, creative, democrate, brave, smart, appreciate each other, religious, and compassion. This research recommended the students to watch movies which contained positive character. Key Word:Informal Media; Education; Character; Animation Movie; Upin and Ipin
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