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EKSISTENSI MAHASISWI BERCADAR (STUDI KELOMPOK UINSA NINJA SQUAD) DWI PERMATA INDAH, PUTRI; LEGOWO, MARTINUS
Paradigma Vol 7, No 1 (2019)
Publisher : Paradigma

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Abstract

Penelitian ini mengkaji tentang fenomena eksistensi mahasiswi bercadar di Universitas Islam Negeri Sunan Ampel Surabaya. Mahasiswi bercadar membentuk sebuah kelompok bercadar yang diberi nama Uinsa Ninja Squad. Mahasiswi bercadar membentuk kelompok karena merasa dirinya sebagai minoritas di lingkungan kampus sebagai mahasiswi yang menggunakan cadar. Metode yang digunakan dalam penelitian ini menggunakan pendekatan kualitatif dengan prespektif teori fenomenology Heidegger. Fenomenology Heidegger digunakan untuk melihat makna ?Ada? pada manusia. Untuk menjelaskan fenomena mahasiswi bercadar peneliti menggunakan eksistensi Heidegger yaitu konsep Dasein. Eksistensi menjelaskan makna keberadaan manusia yang memiliki dimensi waktu. Masa lalu berkaitan dengan pengalaman mahasiswi bercadar, kemudian masa kini sebagai sebagai tempat mengadakan dirinya yaitu melakukan perubahan, dan masa depan yaitu berorientasi pada akhirat sebagai tujuan akhir. Kata Kunci : Eksistensi, Mahasiswi, Cadar
The Implementation of Game-Based Learning in Sociology Class X-2 at SMA Negeri 8 Surakarta Inayah, Nur'aini; Kartika Hanindra Putri, Eufrasia; Dwi Permata Indah, Putri; Syaifullah, Khalid
Ittishal Educational Research Journal Vol. 5 No. 2 (2024): Ittishal Educational Research Journal
Publisher : International Islamic Schools Alliance

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51425/ierj.v5i2.87

Abstract

The evolving demands of the times necessitate that educators develop innovative and engaging learning experiences for their students. Additionally, teachers as facilitators, must also be able to understand the needs of their students. When students experience a decline in motivation during lessons, it is necessary for teachers to take action. This situation occurred in class X-2 at SMA Negeri 8 Surakarta. The categorization results showed that 66% of the students had low motivation in learning. Therefore, it is essential for the teacher to take action to address the low learning motivation among the students. This study aims to examine the effectiveness of implementing game-based learning to increase students' motivation. The research was conducted through classroom action research over two cycles. Both cycles applied game-based learning to the material on various social phenomena and social research. The number of students participating in the study was 36. Data collection was carried out through observation and reflection after the lessons were conducted. The results showed an increase in students' learning motivation after the intervention. Thus, it can be concluded that the implementation of game-based learning can be an innovative and engaging alternative for students.