This study aims to find a model of students' self-resilience to drug initiation and addiction. Samples taken were 130 street children respondents who were assumed to be vulnerable to drug initiation and addiction. Data were collected using a questionnaire containing questions from 5 latent variables (unobserved variables) with 26 indicators and 288 questions that had been tested for validity and reliability. Data analysis was performed using Structural Equation Model. This study shows that the Technology Utilization variable has a significant influence on the variables of Drug Danger Awareness, Spiritual Guidance, and Life Skills. In addition, the Spiritual Guidance variable also has a significant influence on the Self-Resilience variable, while the Technology Utilization variable does not have a significant effect on the Self-Resilience variable. Drug Danger Awareness variable also does not have a significant influence on the Self-Resilience variable, as well as the Life Skills variable on the Self-Resilience variable. To build adolescent resilience begins with increasing spiritual guidance with information technology media. Optimizing the role of educators in building children's self-resilience by utilizing information technology is very helpful in strengthening students' self-resilience.
This study aims to determine the effect of locus of control on innovative behavior, the effect of the work environment on innovative behavior, the effect of locus of control on work commitment, the effect of the work environment on work commitment and the effect of innovative behavior on teachers work commitment. This study used path analysis with 161 teachers as research respondents. The sampling technique using Proportional Random Sampling. Before testing the hypothesis, the analysis requirements are tested first, namely research data with a normal distribution and the relationship between variables indicates linear. Data collection is obtained through questionnaires. The results of the research show that locus of control has a positive direct effect on innovative behavior. The work environment has a positive direct effect on innovative behavior. Locus of control has a positive direct effect on work commitment, the work environment has a positive direct effect on work commitment, and innovative behavior has a direct positive effect on work commitment. Based on the research findings, the greatest effect on work commitment is locus of control, work environment and innovative behavior. To increase the teacher's work commitment, it can be done by increasing locus of control, work environment, and innovative behavior.
Abstrak Purun (Eleocharis Dulcis) adalah tanaman rumput-rumputan yang tumbuh di daerah rawa, memiliki karakteristik daya tarik dan regang yang cukup tinggi. Purun, bagi wanita suku Banjar adalah sangat erat kaitannya dengan budaya, kerajinan, dan peningkatan ekonomi keluarga. Pemanfaatan purun sebagai bahan baku tikar, tas, topi, dan berbagai wadah produk pertanian, sangat memasyarakat, sehingga memberi peluang bisnis bagi ibu-ibu rumah tangga. Sebelum dimanfaatkan dalam proses penganyaman, purun terlebih dahulu dipipihkan. Pemipihan purun, secara tradisional dengan cara meletakkan ikatan-ikatan purun di jalan raya agar digilas kenderaan dan juga dengan menumbuknya hingga pipih. Hal tersebut memperlambat produksi, dan juga purun banyak yang rusak. IbM memberi solusi dengan rancang bangun mesin pemipih purun, yang secara signifikan meningkatkan pendapatan penrajin purun tersebut. Peningkatan pendapatan wanita pengrajin purun (Eleocharis Dulcis) melalui peningkatan sikap positif terhadap peluang pasar dan pemanfaatan mesin pemipih purun berkapasitas 20 Kg/jam, serta inovasi produk anyaman tikar aneka warna. Sikap wanita pengrajin purun terhadap peluang pasar yang lebih luas meningkat secara signifikan, aneka produk tikar semakin bervariasi, serta menghasilkan keuntungan produksi dalam satu minggu untuk dua kelompok dengan jumlah 31 orang meningkat dari Rp. 3. 642.500,- menjadi Rp. 4. 882.500,-. Kata Kunci: Peningkatan pendapatan, sikap postif, pengarajin purun, mesin pemipih. Abstract Purun (Eleocharis Dulcis) is a plant of grass growing in the swamp area, has a high attraction and tensile characteristics. Purun, for Banjar women is very closely related to culture, craft, and economic improvement of the family. Utilization of purun as raw material of mats, bags, hats, and various containers of agricultural products, is very popular, thus providing business opportunities for housewives. Before utilized in the process of weaving, purun first flaked. Purun slaughter, traditionally by putting pentang ties on the highway to be crushed by the vehicle and also by pounding it flat. It slows down the production, and also the much-broken purun. IbM provides a solution with the design of the purun scavenger, and significantly increases the income of the purun craftsmen. Increased income of craftsmen women (Eleocharis Dulcis) through the improvement of positive attitude to market opportunities and utilization of machine enumeration purun with a capacity of 20 Kg / hour, and innovation of woven mat products of various colors. The attitude of the craftsmen women to the wider market opportunities increased significantly, the variety of mat products varied, as well profit production in one week for two groups with total 31 people increased from Rp. 3. 642.500, - to Rp. 4. 882.500, -. Keywords: Increased revenue, positive attitude, cost reducer, fraud machine
AbstrakJenis penelitian ini adalah penelitian quasi eksperimen. Populasi dalam penelitian ini adalah seluruh siswa kelas X semester genap SMK Swasta Imelda Medan Tahun Ajaran 2019/2020. Pengambilan sampel dilakukan dengan mengambil 2 kelas, yaitu kelas X TITL 1 sebagai kelas eksperimen dan kelas X TITL 2 sebagai kelas kontrol, yang masing-masing kelas berjumlah 28 orang siswa. Instrument yang digunakan untuk mengetahui hasil belajar siswa adalah tes hasil belajar dalam bentuk pilihan berganda dengan jumlah soal 30 butir. Hasil pengujian pretest sebelum diberi perlakuan yang berbeda, yaitu skor rata-rata di kelas eksperimen (47) dengan standar deviasi 8,50 dan skor rata-rata di kelas kontrol (44,45) dengan standar deviasi 7,75. Pada pengujian data pretest kedua kelas diperoleh bahwa data kedua kelas berdistribusi normal dan homogen yang berarti memiliki kemampuan awal yang sama. Kemudian diberi perlakuan yaitu kelas eksperimen diajarkan dengan pembelajaran menggunakan model kooperatif tipe Team Game Tournament (TGT) dan kelas kontrol diajar dengan pembelajaran menggunakan model ekspositori. Setelah pembelajaran selesai diberikan posttest, diperoleh nilai posttest dengan hasil rata-rata kelas eksperimen (88,78) dengan standar deviasi 4,06 dan kelas kontrol (81,55) dengan standar deviasi 4,17. Dari hasil pengolahan data posttest diperoleh bahwa thitung= 6,40 dan ttabel = 1,67. Sehingga thitung > ttabel.Sehingga Ha diterima yaitu Model Pembelajaran Kooperatif Tipe Team Game Tournament (TGT)memberikan hasil belajar pada pelajaran dasar dan pengukuran listrik yang lebih tinggi daripada pembelajaran menggunakan model ekspositori pada siswa kelas X TITL SMK Swasta Imelda Medan.Kata Kunci: Pembelajaran Tipe Team Game Tournament, Model Pembelajaran Kooperatif AbstractEnglish translation. This type of research is quasi experimental research. The population in this study is all students of class X even semester of Imelda Medan Private Vocational School Year 2019/2020. Sampling is done by taking 2 classes, namely class X TITL 1 as an experimental class and class X TITL 2 as a control class, each of which totals 28 students. The instrument used to find out student learning outcomes is a test of learning results in the form of multiple choices with the number of questions 30 points. Pretest test results before being given different treatments, namely the average score in the experimental class (47) with a standard deviation of 8.50 and the average score in the control class (44.45) with a standard deviation of 7.75. In the pretest data test both classes it was obtained that the data of both classes are normal and homogeneous distribution which means it has the same initial capabilities. Then given the treatment that experimental classes are taught by learning using a cooperative model type Team Game Tournament (TGT) and control classes are taught by learning using an expository model. After the learning was completed, posttest scores were obtained with the average results of experimental classes (88.78) with a standard deviation of 4.06 and control classes (81.55) with a standard deviation of 4.17. From the results of posttest data processing obtained that thitung = 6.40 and ttabel = 1.67. So thitung > ttabel. So ha accepted, namely the Cooperative Learning Model Type Team Game Tournament (TGT) provides learning outcomes on basic lessons and higher electrical measurements than learning using the expository model in students of class X TITL SMK Swasta Imelda Medan. Keywords: Team Game Tournament Type Learning, Cooperative Learning Model
The performance assessment of the outcomes of a high school must use a valid and reliableassessment instrument. The instrument model for an outcomes performance assessment thatis built from the transformation of the National Education Standards to the Four BalancedScorecards perspectives produce 65 assessment items that are valid and have high reliability. High school outcomes performance assessment in North Sumatra can be done by using aformulated model of an outcomes performance assessment instrument so that the hope is thatthe quality of SMA can be improved.
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