Wahyu Iskandar
STIT Al-Ittihadiyah Labuhanbatu Utara

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Analisis Materi Pokok Seni Budaya dan Prakarya (SBdP) Kelas IV MI/SD Ruja Wati; Wahyu Iskandar
Tarbiyah Wa Ta'lim: Jurnal Penelitian Pendidikan dan Pembelajaran VOL 7, NO 3 (2020): TARBIYAH WA TA'LIM
Publisher : Institut Agama Islam Negeri (IAIN) Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (267.546 KB) | DOI: 10.21093/twt.v7i3.2581

Abstract

Tujuan tulisan ini untuk mengetahui ruang lingkup materi Pokok SBdP IV SD/MI, Relevansi materi pokok SBDP Terhadap Higher Order Thinking Skills (HOTS), Inovasi Materi Pokok SBdP Berbasis Integrasi Interkoneksi. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kepustakaan (library research) yaitu dengan cara menghimpun data dari berbagai sumber literatur dengan cara meliputi buku-buku dan artikel-artikel ilmiah yang berhubungan dengan penelitian yang sedang dilakukan. Serta melakukan analisis materi pokok seni budaya dan prakarya (SBDP). Penulis menyajikan hasil temuan data secara objektif dan sistematis melalui teknik analisis deskriptif data.  Adapun hasil penelitian ini (1) Ruang lingkup materi pokok SBDP yaitu: Apresiasi serta kreasi karya seni rupa, Apresiasi kreasi karya seni musik, Apresiasi karya seni tari, Apresiasi kreasi prakarya, Apresiasi warisan budaya, Apresiasi serta kreasi karya seni. (2) Relevansi materi pokok SBDP Terhadap Higher order thinking skills (HOTS) yaitu struktur keilmuan, karakteristik perkembangan peserta didik, kemampuan berfikir tingkat tinggi (HOTS), abad 21 (4C), literasi budaya dan kewarganegaraan, literasi digital, dan pendidikan karakter. (3) Inovasi materi pokok SBDP berbasis integrasi interkoneksi yang berarti menggabungkan materi atau kompetensi SBDP dengan mata pelajaran lain. Pendekatan yang dapat dilakukan yaitu pendekatan intradisipliner, interdisipliner, multidisipliner, dan transdisipliner.
ANALISIS DAMPAK NEGATIF DAN POSITIF GAME ONLINE TERHADAP PERILAKU SOSIAL SISWA SMP NEGERI 1 PUNCAK SORIK MARAPI Muhammad Amin; Wahyu Iskandar
Al-Mursyid : Jurnal Ikatan Alumni Bimbingan dan Konseling Islam (IKABKI) Vol 6, No 2 (2024): AL-MURSYID EDISI JULI-DESEMBER
Publisher : Ikatan Alumni BKPI FITK UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/mrs.v6i2.934

Abstract

ABSTRAK Adolescence is a period of transition between children to adulthood, at this time adolescence is also known as a difficult period. The current era of technology has received a lot of attention from the public at large, one of which is the problem of online games. This research is motivated by the existence of very rapid technological developments that cause students to change social behavior. The basic purpose of this study is to explain the positive and negative impacts of online games on the social behavior of students of SMP Negeri 1 Puncak Sorik Marapi. The research method used is a qualitative method. The approach used is the Phenomenological Approach. This study will focus on online games that have an impact on students' social behavior. The results of this study are as follows: The positive impact includes adding relationships, teamwork, reducing stress, eliminating boredom and releasing emotions through virtual world games. While the negative impact is wasteful finances, lack of confidence, lack of ability to follow lessons at school, lazy to study, poor time management, lazy to socialize, often live five prayers, late to eat and decreased academic achievement. Keywords: Online Game, social behavior, students