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FACTORS AFFECTING HIGHER EDUCATION STUDENTS’ INTEREST AND MOTIVATION IN CULTIVATING ENTREPRENEURSHIP Nurhaliza Nurhaliza; Zuhrinal M. Nawawi
Indonesian Journal of Multidisciplinary Science Vol. 1 No. 5 (2022): Indonesian Journal of Multidisciplinary Science
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (748.621 KB) | DOI: 10.55324/ijoms.v2i2.106

Abstract

This research aims to analyze the factors that influence interest and motivation in fostering an entrepreneurial spirit in students of the Faculty of Economics and Islamic Business of the State Islamic University of North Sumatra. This research uses qualitative approaches that are descriptive analysis of data collection techniques used are observation techniques, interviews. The research subjects amounted to 5 people with different majors consisting of students who have a business. The results of this study are factors that can affect entrepreneurship there are 4, namely opinion faktor, family environment, motivation, and community environment, but of these 4 factors that greatly affect the opinion factor.
Developing Elementary School’s Social Studies Learning Using the Monopoly Game Nurhayati Nurhayati; Vera Rosdianti; Aprilia Sari; Nurhaliza Nurhaliza; Silvia Fransisca
Indonesian Journal of Multidisciplinary Science Vol. 1 No. 6 (2022): Indonesian Journal of Multidisciplinary Science
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (928.444 KB) | DOI: 10.55324/ijoms.v1i6.124

Abstract

This type of research uses Classroom Action Research (CAR), this study aims to improve student learning outcomes in Social Science (IPS) learners by using monopoly game media in elementary schools. Learning media is one of the important things needed by teachers and students in the learning process, in accordance with curriculum 13 which is expected to use learning media to improve student learning outcomes, using learning using monopoly game media is very effective and can be an option for used as a medium for the teaching and learning process in the classroom, by learning using the monopoly game media students can learn while playing so that they can improve student learning outcomes by proving the results at the first meeting, namely with the highest score with a value of 70, the lowest score with a value of 40, many students who completed as many as 2 people, while many students who did not complete as many as 18 people, while the percentage of student completeness was 20%, while the second meeting was the highest score with a value of 95, the lowest score with 65 results, many students who completed as many as 17 people, while many students 3 students who did not complete, while the percentage of students' completeness was 80%.