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Journal : proceeding iseth international summit on science technology and humanity

Navigating Complexity: Political Education in a Global Challenge Andriyanti, Septimia; Patmisari, Patmisari
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Purpose: This study aims to determine the effect of political education on the po-litical participation of novice voters in the era of globalization challenges. Methodology: This study uses a correlational method with a quantitative focus. The popula-tion in this study was 8,831 students, and the sample was 243 stu-dents who received a questionnaire with 50 statement items. Data collection techniques used questionnaires, and validity and reliability tests were carried out. This study uses data analysis techniques, and prerequisite test analysis, namely normality test, multicollinearity test, heteroscedasticity test, and hypothe-sis testing, namely simple regression test, T-test, and coefficient of determination. Results: The results showed that political education has a positive and partially signif-icant effect on the political participation of novice voters in the 2024 elec-tions, with a t-count of 7.890 greater than the t-table of 1.970. Political edu-cation affects the level and quality of political participation of novice voters. Political education must be carried out sustainably and involve various par-ties, such as educational institutions, mass media, and civil society organiza-tions. Political education is critical to answering current global challenges be-cause political ed-ucation is the main tool to increase citizens' awareness and capacity to partici-pate in solving global problems. Applications/Originality/Value: Global aspects, theoretically, at the formal level, schools can build a curricu-lum that integrates an understanding of global politics through teaching Pan-casila; at the community level, political education programs can be imple-mented through public discussions, digital platforms, and social media.
Transformation of Pancasila Education in The Global Era: a Study Of Twitter Usage and Student Voter Behavior Ariani, Sinta; Patmisari, Patmisari
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Purpose: This study aims to determine the effect of using Twitter/X on student voting behavior in the 2024 election. Methodology: This study uses a quantitative approach with a correlational design. The in-strument used was developed by the researcher through variable indicators of Twitter/X usage and voter behavior. The sample was taken using propor-tional sampling, and the data collection technique used a questionnaire dis-tributed to 363 students. Results: Based on the formulation of the problems raised in this study, it was found that the use of Twitter/X has a significant influence on student voter behav-ior, which can be grouped into four groups, namely rational, critical, tradi-tional, and skeptical. The results of this study indicate that student voter be-havior is dominated by the rational, as many as 147 or 40.5% of students, while as many as 59.5% still need improvement. Applications/Originality/Value: This research is important because it classifies the orientation of student vot-er behavior and uses measurements based on indicators of Twitter/X use in-cluding participation, openness, conversation, community, and connected-ness and uses indicators of voter behavior including participation in demon-strations, discussions, solidarity actions, and consolidation. From the results of this study, efforts need to be made to improve student voter behavior, which can be done through Pancasila education by improving digital literacy skills through the use of Twitter/X as a learning medium, Pancasila education learning needs to utilize Twitter/X because Twitter/X is a popular social me-dia used, and can significantly improve student voter behavior.
Enhancing Pancasila Education: The Role of Learning Interest and Digital Literacy in Shaping Gen Z Learning Patterns Nurholipah, Wahyu; Patmisari, Patmisari
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Purpose: Study this aiming to know the influence interest learning and digital literacy towards pattern Gen Z learning in partial and simultaneous on the eyes Pancasila Education lessons. Methodology: Types of research methods used that is quantitative with design correlational. Research is used to test the hypothesis that has been submitted. Samples in the study totaling 268 partic-ipants in high school/vocational high school education in Surakarta City. Engineering data was collected through a distribution questionnaire with a points scale Likert as a tool meas-ure. The study used analysis regression multiple with the assistance of the SPSS version 27 program. Results: Research results show that 1) Interest in learning influential in a way partial to pattern Study with t- value 4.427 > t- table 1.969. 2) Digital literacy has an effect in a way partial to pat-tern study with t- t-value count 8.066 > t- t-table 1.969. 3) Interest in learning and digital literacy has marked significant F 0.000 <0.05 and the Adjusted R Square value is 0.332. This shows contribution to interest learning and digital literacy is 33.2% and the remaining 66.8% was influenced by other variables outside variables studied. Applications/Originality/Value: Based on the results, hypothesis interest learning and literacy digital has influenced in a way partial and simultaneous to pattern Gen Z learning on Pancasila Education lessons. This fills in emptiness in existing literature, regarding factors that influence pattern Study Gen Z in context Education Pancasila. Uniqueness study This located on the focus that is Gen Z, a combination of interest learning and digital literacy, as well as Education Pancasila. In gen-eral, overall, research can enrich understanding about the learning process of Gen Z and give implications for development of more educational programs relevant to Gen Z.
UMS PPKn Students' Perceptions of Commucation Ethics on Social Media Sabrina, Alma Putri; Patmisari, Patmisari
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Purpose: The objective of this study is to determine how game addiction and the school environment affect the emotional development of students at Karanganyar High School (SMA). The study seeks to understand the joint influence between internal (gaming addiction) and external (school environment) factors on emotional development, which may be more complex than the influence of either factor alone. Methodology: The research method used is a quantitative correlation approach. Data were collected using a questionnaire consisting of 51 statements. The sample included 263 students from various high schools (SMA) across Karanganyar. Data analysis involved prerequisite tests (normality, multicollinearity, and heteroscedasticity) and hypothesis testing using multiple regression, F-test, and coefficient of determination. Results: The study shows that game addiction (X1) has a positive and significant effect on emotional development, with a significance value of 0.000 < 0.05 and a t-value of 3.682 > t-table (1.969). Similarly, the school environment variable (X2) also has a positive and significant effect, with a significance value of 0.000 < 0.05 and a t-value of 14.911 > t-table (1.969). The F significance value is 0.000 < 0.05 and the Adjusted R Square value is 0.558, indicating that 55.8% of the variation in emotional development is explained by the two variables, while 44.2% is influenced by other factors. Findings reveal that online game addiction can hinder emotional intelligence (e.g., alexithymia), while a positive school environment (e.g., teacher support, extracurriculars) can foster emotional well-being. Applications/Originality/Value: This study provides a novel perspective by emphasizing the emotional impact of gaming addiction, rather than the commonly studied academic impacts. It highlights the school environment as either a protective or risk factor, offering practical insights for educational institutions to support students’ emotional development. This dual focus on internal and external influences adds depth to the understanding of emotional health among adolescents.
Game Addiction and School Environment: Implications for Students' Emotional Development in SMA Karanganyar Prasetyo, Agung Dwi; Patmisari, Patmisari
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Purpose: The objective of this study is to determine how game addiction and the school environment affect the emotional development of students at Karanganyar High School (SMA). The study seeks to understand the joint influence between internal (gaming addiction) and external (school environment) factors on emotional development, which may be more complex than the influence of either factor alone. Methodology: The research method used is a quantitative correlation approach. Data were collected using a questionnaire consisting of 51 statements. The sample included 263 students from various high schools (SMA) across Karanganyar. Data analysis involved prerequisite tests (normality, multicollinearity, and heteroscedasticity) and hypothesis testing using multiple regression, F-test, and coefficient of determination. Results: The study shows that game addiction (X1) has a positive and significant effect on emotional development, with a significance value of 0.000 < 0.05 and a t-value of 3.682 > t-table (1.969). Similarly, the school environment variable (X2) also has a positive and significant effect, with a significance value of 0.000 < 0.05 and a t-value of 14.911 > t-table (1.969). The F significance value is 0.000 < 0.05 and the Adjusted R Square value is 0.558, indicating that 55.8% of the variation in emotional development is explained by the two variables, while 44.2% is influenced by other factors. Findings reveal that online game addiction can hinder emotional intelligence (e.g., alexithymia), while a positive school environment (e.g., teacher support, extracurriculars) can foster emotional well-being. Applications/Originality/Value: This study provides a novel perspective by emphasizing the emotional impact of gaming addiction, rather than the commonly studied academic impacts. It highlights the school environment as either a protective or risk factor, offering practical insights for educational institutions to support students’ emotional development. This dual focus on internal and external influences adds depth to the understanding of emotional health among adolescents.