Kecerdasan spiritual dan emosional siswa terkadang kurang tumbuh dengan baik dan dapat menghambat perkembangan berbagai aspek pada diri siswa itu sendiri. Tujuan Penelitian ini untuk mengetahui mengenai program bimbingan dan konseling untuk mengembangkan kecerdasan spiritual dan emosional siswa. Penelitian ini menggunakan pendekatan kualitatif dengan metode penelitian kepustakaan (library research) untuk menjawab pertanyaan penelitian. Berbagai perilaku menyimpang yang dilakukan siswa baik membolos, menyontek, bullying, tawuran dan lainnya dapat berpengaruh terhadap situasi belajarnya. Situasi belajar yang buruk dalam diri siswa dipengaruhi dari dari dalam dirinya sendiri dan lingkungan sekitarnya. Karena itu, kecerdasan spiritual dan kecerdasan emosional dalam dunia pendidikan sekolah perlu lebih ditingkatkan dan diperhatikan agar meminimalisir hal-hal yang tidak diinginkan baik yang telah maupun yang belum terjadi. Namun, hal tersebut masih bisa diperbaiki dan diwujudkan dalam program bimbingan dan konseling sebagai wadah untuk membangun kecerdasan siswa di sekolah terkhusus kecerdasan spiritual dan kecerdasan emosional. Kedua kecerdasan tersebut mempunyai peranan yang sangat penting terhadap karakter, norma-norma, nilai dan perilaku siswa di sekolah
<p style="text-align: justify;">The study aimed to: 1) determine the e-learning design oriented inquiry learning based on character education in multimedia courses, 2) find out the feasibility of e-learning oriented inquiry learning based on character education in multimedia courses, 3) identify the effectiveness of e-learning oriented inquiry learning based on character education in multimedia courses. This study employed the research and development design. The research and development model used is the Borg & Gall model. The subjects involved in the feasibility test were 8th semester and 2015-2016 academic year students, while the subjects included in the effectiveness test were the 7th semester and 2016-2017 academic year students of Educational Technology Department Universitas Pendidikan Ganesha. The instruments used to collect data in this study were questionnaires, learning outcome tests, and character behavior observation sheets. Descriptive statistical analysis and inferential statistics (t-test) were used to analyze the data. The results indicated significant differences in learning outcomes of the 7th semester and 2016-2017 academic year students learning multimedia courses, before and after using Edutech Smart e-learning. The study concluded that that the learning media developed are effective to enhance the quality of learning in multimedia learning. Efforts should be made to develop e-learning by optimizing more varied presentation methods.</p>
A factor that can influence the success of learning process is the use of learning media. Therefore, this research aims to evaluate the user experience of multimedia using the program of Auto play media studio for Teacher Professional Education (PPG). The research problem is how the teachers use multimedia in learning and how the teachers develop the multimedia by themselves using the computer technology program of media studio auto play. The research method is the user experience (UX) using the instrument from User Experience Questionnaire (UEQ) of Indonesian version, because there are several language versions of the questionnaire built and validated (for example, English, Spanish, Portuguese, etc.) These versions are available for free and online at www.ueq-online.org. The research result from the test of UEQ is that there are five scales which are categorized as excellent; they are Attractiveness, Efficiency, Dependability, Stimulation and Novelty, whereas the scale of Perspicuity is categorized of Above Average according to the interval benchmark of UEQ. All scores are above 0,08 shows that the evaluation of UX is positive. It can be concluded that the multimedia learning using the program of is very good – satisfying to use for the Teacher Professional Education for Islamic Education subject (PAI).
The purpose of this study was to find out how teachers as users of social media adopted it into e-learning in distance learning (PJJ) due to the impact of co-19. This research uses a quantitative approach with a survey method. The instruments in this study used a valid instrument from UEQ which was translated into Indonesian, which has 6 scales and 26 items, submitted in digital form via Google form. Participants in this study were 43 PAI teachers chosen randomly. This research describes descriptively quantitative mean, variance and standard deviation values. The results found each of the six scales was Attractiveness with a mean value of 1.73 being in the Good benchmark category, Perspicuity 1.56 Above Average, Efficiency (Efficiency) ) 1.87 Excellent, Dependability 1.42 Above average, Stimulation 1.86 Excellent and Novelty 1.34 Good. The conclusion was drawn that teachers as users of social media who were adopted into e-learning at PJJ when the pandemic civid-19 Indonesia was above good grades and even excellent. It can be said that the PAI teacher has the ability to use good social media even excellent (very well) which he adopted as e-learning in PJJ.
<p style="text-align: justify;">The aims of the recent study were; analyzing the effect of creative and online learning using Instagram on the ability to create new products in the technology and learning media course, and determining the level of users’ experience in processing visual media through the Canva application on android. Quantitative approach with this research was carried out through a quasi-experimental research model because it measured the post-test was applied to 58 students as the respondents in two experimental and control classes. This study used two instruments; the cognitive learning outcome questionnaire according to the subject to get the students’ ability to create new products, and the second instrument was taken from ueq-online.org in the Indonesian version to know the users' experience in processing visual media. The data were analyzed using one-way ANOVA, mean and standard deviation assisted by IBM SPSS Statistics 24.0. The results demonstrated that the effect of creative and online learning using Instagram on the ability to create new products in The Technology and Learning Media course was found significant at 0.028 <0.05 which meant it could be applied well. Meanwhile, the level of users' experience in processing the visual media application Canva on Android had the highest score on the Stimulation scale at 1.59, categorized "Very Good" and the lowest score was on the Novelty scale at 0.93, categorized "Above Average". With the strong creative encouragement to create new products, the students were able to process their own visual media which were tailored to the agreed digital visual designs and were published on Instagram.</p>
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.