Wardani, Dani
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KETERAMPILAN BERPIKIR KREATIF PESERTA DIDIK MELALUI PEMBELAJARAN IPS DENGAN MENGGUNAKAN EDMODO Wardani, Dani
Jurnal Guru Dikmen dan Diksus Vol. 1 No. 1 (2018): Januari-Juni 2018
Publisher : Direktorat Guru dan Tenaga Kependidikan Pendidikan Menengah dan Pendidikan Khusus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1073.549 KB) | DOI: 10.47239/jgdd.v1i1.39

Abstract

Media sosial menjadi bagian yang tidak terpisahkan dari cara komunikasi peserta didik saat ini. Hal ini membawa pengaruh pada sistem pembelajaran di sekolah terutama pembelajaran IPS. Tujuan dari penelitian untuk mengukur seberapa besar modal sosial dan keterampilan berpikir kreatif peserta didik melalui penggunaan Edmodo sebagai media pembelajaran IPS. Metode penelitian yang digunakan adalah menggunakan secara kuantitatif dan kualitatif dengan pendekatan analisa isi dari setiap pendapat dan komentar yang diposting peserta didik di Edmodo. Hasil dari penelitian menunjukkan bahwa pembelajaran IPS menggunakan media Edomodo memberikan prediksi pada arah pembentukan modal sosial meskipun secara maya dan meningkatkan keterampilan berpikir kreatif
Pemetaan Tren Riset dalam Manajemen Pendidikan: Studi Bibliometrik dengan VOSviewer (2019-2023) Mulyanto, Agus; Wardani, Dani; P. Yogaswara, Sunsun; Rukhaida, Ida
Jurnal Manajemen Pendidikan Dasar, Menengah dan Tinggi [JMP-DMT] Vol 5, No 2 (2024): JURNAL JMP-DMT
Publisher : UMSU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jmp-dmt.v5i2.18002

Abstract

Many researchers, including academics and practitioners, have conducted studies on the topic of educational management. From the many research results on the theme of education management, there needs to be mapping to make it easier for other researchers to see the distribution of research results on education management. It is crucial to map the results of research on education management so that what has been researched can be known and duplication in research can be avoided. This study aims to see research trends related to education management in the Scopus database. The approach in this study uses quantitative (statistical) with the Bibliometric Analysis method. Bibliometric analysis is divided into four stages, namely first determining the purpose and scope of the study, second using science mapping analysis techniques related to education management, collecting data taken from the Scopus database by entering the keyword "education management" from the 2019-2023 time frame. In addition, the search is limited to using document types in the form of articles, source types in the form of journals and source languages used in English. The four data collection results were mapped based on the number of publications per year, then using the VOSviewer application to see collaboration trends and country networks, citations, research focus and research keywords as well as new themes in the field of education management from 2019-2023. The results showed that the trend of publications related to education management has increased in recent years, although in 2020, it decreased. China and Indonesia are two countries that have significant influence in this field. The research focuses on education management, including 1) human, humans, and education; 2) information management, big data, and colleges and universities; 3) decision-making, higher education, and management information; 4) data mining, management systems, and high educations, and 5) education management, students, and education computing. The new themes in this field are association rules, data technologies and student education. The five research focuses, and contemporary themes in this field can be a reference for future research that wants to explore education management in order to determine the specific area to be researched.
THE PATHWAY FROM ONLINE GAMING TO ONLINE GAMBLING; DETERMINANTS OF STUDENTS’ DECISION-MAKING Nurjaman, Asep Rudi; Totoh, Asep; Wardani, Dani
PEDAGOGIK : JURNAL PENDIDIKAN Vol 12, No 1 (2025)
Publisher : Nurul Jadid University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/pjp.v12i1.11061

Abstract

Online gaming’s rapid growth has introduced gambling-like mechanics (e.g., loot boxes, gacha systems), raising concerns about their influence on students’ susceptibility to online gambling. Despite increasing global attention, little research explores how these gaming elements normalize gambling behaviors among adolescents, particularly in educational contexts. This study addresses this gap by examining whether prolonged exposure to online gaming—especially games with gambling mechanics—increases students’ risk of engaging in online gambling. Using a mixed-method approach, this study combined surveys of 177 students and in-depth interviews with 35 students from SMK Bakti Nusantara 666 to analyze gaming habits, psychological effects, and exposure to gambling elements. Findings revealed that excessive gaming, particularly in games with loot boxes or gacha systems, correlated with higher gambling tendencies, addiction risks, academic decline, and social isolation. Conversely, moderate gaming offered benefits like stress relief. The study underscores the urgency of preventive measures, such as school policies, parental controls, and curriculum-integrated gambling awareness programs. It also highlights the need for collaboration among educators, parents, and digital platforms to mitigate risks.