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Bullying Dikalangan Pelajar dalam Perspektif Hukum Pidana Islam dan Hukum Positif di Indonesia (Studi Kasus di Kecamatan Medan Belawan) Pradana, Ari; Yuslem, H. Nawir; Zulkarnain, Zulkarnain
Asian Journal of Early Childhood and Elementary Education Vol 1 No 1 (2023): Asian Journal of Early Childhood and Elementary Education
Publisher : Darul Yasin Al Sys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/ajecee.v1i1.1886

Abstract

Nowadays we often see various kinds of behavior among students, especially those who are in their teenage phase. And as one of their ways of expressing themselves, sometimes they will act a little aggressive and harsh, either through physical actions, or in the form of expressions that are usually called bullying. The problem taken in this research is related to how the views of Islamic Criminal Law and Positive Law in Indonesia regulate the crime of bullying which occurs among students, especially in Medan Belawan District. And the purpose of this research is to find out the factors that cause bullying crimes and what impacts will be caused by bullying crimes that occur in Medan Belawan District. The method used in this thesis research is a descriptive method in the form of qualitative research. Meanwhile, the approach used is empirical sociological. And the data sources in this research are students in Medan Belawan District and also the data obtained in this research are direct interviews with students in Medan Belawan District.
Implementasi Metode MAUT Dalam Pemilihan Aplikasi Pembuatan Media Pembelajaran Dimasa Pandemi Covid 19 Pradana, Ari; Manik, Lastri; Syahrizal, Muhammad
Journal of Informatics, Electrical and Electronics Engineering Vol. 3 No. 1 (2023): September 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jieee.v3i1.1609

Abstract

Corona Virus disiase 2019 (covid 19) is an infectious disease caused by SARS-CoV-2 a type of Corona virus. This virus is transmitted through physical contact and causes symptoms of respiratory problems, colds, fever, dry cough, and attacks the human physical immunity. covid 19 has disrupted the activities of daily human life, including in the field of education. To prevent the spread of covid 19 the government proposes that during the covid 19 pandemic the teaching and learning process takes place online or online. In the online learning process so that students are more active, creative and enthusiastic, a system is needed decision support that can determine and choose the application of learning media during the covid 19 pandemic, a decision support system that can solve the problem using the MAUT (Multi Attribute Utility Theory) method and produce an appropriate decision based on the results of the data obtained such as alternatives and the criteria so as to produce a decision, namely the application of the best learning media in the era of covid 19, namely the Sony Vegas Pro application with a score of 0.9025.
Perancangan Game Edukasi Pengenalan Angka untuk Anak Berkebutuhan Khusus (Abk) Tunagrahita di Sekolah Luar Biasa Negeri 1 Palopo Pradana, Ari; Kasma, Safwan; Jumarniati
Arus Jurnal Sosial dan Humaniora Vol 5 No 2: Agustus (2025)
Publisher : Arden Jaya Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57250/ajsh.v5i2.1626

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi pengenalan angka yang ditujukan bagi anak berkebutuhan khusus (ABK) tunagrahita di Sekolah Luar Biasa (SLB) Negeri 1 Palopo. Anak tunagrahita cenderung memiliki keterbatasan dalam kemampuan kognitif dan daya konsentrasi, sehingga dibutuhkan media pembelajaran yang lebih visual, interaktif, dan menyenangkan. Game edukasi ini dikembangkan menggunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu: concept, design, material collecting, assembly, testing, dan distribution. Aplikasi dikembangkan dengan menggunakan Unity dan dirancang untuk berjalan pada platform Android agar mudah diakses. Pengujian dilakukan dengan metode black box serta validasi oleh ahli media dan ahli materi. Hasil pengujian menunjukkan bahwa game edukasi ini layak digunakan sebagai media pembelajaran alternatif. Media ini tidak hanya membantu siswa dalam mengenal angka secara lebih menyenangkan, tetapi juga memudahkan guru dalam menyampaikan materi secara efektif. Dengan demikian, game edukasi ini diharapkan dapat menjadi solusi pembelajaran yang inklusif.