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IMPLEMENTATION OF DISCIPLINE CHARACTER EDUCATION IN EARLY CHILDHOOD (MUL-TI-SITE STUDY IN TUNAS BANGSA AND AISYIYAH BUSTANUL ATHFAL INTEGRATED EARLY CHILDHOOD EDUCATION AT GOLF LANDASAN ULIN) Mahmudah, Laila; Asniwati; Aslamiah
Journal of K6, Education and Management Vol. 2 No. 4 (2019): Volume 2 Issue 4
Publisher : Indonesian Researcher Society for Science Technology and Education (IDREST) Publisher

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Abstract

The research aims to describe and analyze the Planning, Strategy, and Evaluation of the implementation of disciplined character education in Tunas Bangsa Integrated PAUD and Aisyiyah Bustanul Athfal Golf Integrated Course in Ulin. The results showed: Planning involves foundations, principals, teachers, and education personnel, to formulate policies, set regulations, through meetings, involve parents, and be socialized at the beginning of the school year. Referring to the 2013 Curriculum, 9 pillars of character and K4 from IHF, training, are integrated in the implementation of learning. Implementation strategy: socialization of regulations, integrated in every lesson. Through habituation, example, protecting attitude, caring, caring, punishment, rewards (consequences), motivation, and consistency. The constraints to its application are in the family and school environment. Evaluation of school regulations by the Foundation, school principals, teachers and educators by identifying problems, deliberations, gathering information, determining solution criteria (follow-up) according to the school's vision, mission, goals. Evaluation of aspects of learning: observation, checklist, daily notes, anecdotes
DAMPAK PENGGUNAAN PEMBELAJARAN BERBASIS GAME TERHADAP MOTIVASI DAN PRESTASI BELAJAR Sappaile, Baso Intang; Mahmudah, Laila; Gugat, Rudy Max Damara; Farlina, Baiq Fina; Mubarok, Ahmad Shofi; Mardikawati, Budi
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 1 (2024): Volume 7 No 1 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i1.24682

Abstract

Penelitian ini bertujuan untuk mengeksplorasi dampak penggunaan pembelajaran berbasis game terhadap motivasi dan prestasi belajar mahasiswa. Metode studi literatur digunakan untuk menyelidiki literatur-literatur terkait dari berbagai sumber akademis. Hasil penelitian menunjukkan bahwa penggunaan pembelajaran berbasis game mampu meningkatkan motivasi intrinsik mahasiswa melalui unsur-unsur permainan seperti tantangan dan reward. Selain itu, prestasi belajar mahasiswa juga mengalami peningkatan karena adanya adaptasi tingkat kesulitan dalam permainan sesuai dengan kemampuan individu. Meskipun terdapat tantangan implementasi seperti biaya dan pelatihan guru, penelitian ini menyimpulkan bahwa pembelajaran berbasis game memiliki potensi besar sebagai strategi pembelajaran inovatif.