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Pengaruh Maraknya Judi Online Terhadap Pengelolaan Keuangan di Kalangan Mahasiswa: Studi Kasus: Mahasiswa Universitas Negeri Medan Hapni Laila Siregar; Diana Puspita Ayu; Hanifah Hanum; May Sartika; Silvia Annur Hasibuan
Jurnal Riset Rumpun Ilmu Ekonomi Vol. 4 No. 2 (2025): Oktober: Jurnal Riset Rumpun Ilmu Ekonomi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrie.v4i2.5098

Abstract

The purpose of this research is to examine how Medan State University students' financial management is affected by the widespread practice of online gambling.  The increasingly accessible online gambling phenomena has led to a number of issues, particularly with regard to the personal financial situation of students.  60 students were chosen as a sample for this study, which used a quantitative approach with a survey methodology.  With the use of SPSS 25 software and basic linear regression, data analysis was completed. The purpose of this research is to examine how Medan State University students' financial management is affected by the widespread practice of online gambling.  The increasingly accessible online gambling phenomena has led to a number of issues, particularly with regard to the personal financial situation of students.  60 students were chosen as a sample for this study, which used a quantitative approach with a survey methodology.  With the use of SPSS 25 software and basic linear regression, data analysis was completed.
ANALISIS KEGIATAN EKSTRAKURIKULER ENGLISH DAY TERHADAP PEMBENTUKAN KARAKTER SISWA DI SD NEGERI 4 LINTONG NIHUTA KABUPATEN SAMOSIR Sylvia Ramadhani; Hapni Laila Siregar
JURNAL ILMIAH PENELITIAN MAHASISWA Vol 3 No 5 (2025): Oktober
Publisher : Kampus Akademik Publiser

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jipm.v3i5.1498

Abstract

This study aims to analyze the impact of the English Day extracurricular activity on character building among elementary school students. The research was conducted using a qualitative descriptive approach at SD Negeri 4 Lintong Nihuta. Data were collected through observation, interviews, and documentation related to the implementation of English Dayactivities. The findings reveal that English Day positively contributes to students’ character development, particularly in fostering confidence, responsibility, discipline, and teamwork. Students become more courageous in communicating using English, more responsible in completing assigned tasks, and more disciplined in adhering to school rules during activities. Group-based tasks such as educational games and drama performances also enhance cooperation and respect among peers. Nevertheless, challenges remain, including teachers’ limited English proficiency and a lack of activity variation and learning facilities. Overall, English Day serves not only as a medium for improving English language skills but also as an effective character education program that shapes students into more confident, disciplined, and collaborative individuals. Future implementations should emphasize teacher involvement, creative program design, and parental support to optimize outcomes.
Pengaruh Media Audio Visual Terhadap Sikap Toleransi Siswa Kelas V Sdn 064976: Penelitian Suci Khairani Siregar; Sandy Despian Permana; Adhaniha Karimah Lubis; Amalia Nazlah Hutabarat; Hapni Laila Siregar
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.3119

Abstract

This study aims to examine how audiovisual media influence the tolerance attitudes of fifth-grade students at SDN 064976. The foundation of this research is the decline in students’ tolerance due to conventional teaching methods that are less engaging. The study employs a quantitative approach with a quasi-experimental design (one-group pretest-posttest). The participants consist of 30 students. Data were collected using a Likert scale survey that evaluated aspects of respecting differences, cooperation, and mutual appreciation. The findings show a significant improvement in students’ tolerance attitudes after the use of audiovisual media. The average pretest score of 44.083% increased to 89.208% in the posttest, indicating an improvement of 45.125%. These results demonstrate that audiovisual media can enhance students’ understanding and application of tolerance values by providing engaging, interactive, and easily comprehensible learning experiences. Therefore, the effective use of audiovisual media fosters tolerant character development among elementary school students.
ANALISIS DAMPAK BERMAIN ROBLOX TERHADAP KEDISIPLINAN IBADAH MAHASISWA MUSLIM UNIVERSITAS NEGERI MEDAN Adzkia Rizkianisa Awira Siregar; Faza Najmul Pasha; Hapni Laila Siregar; Keyla Artika Ramadhani; zaskia.2242411007@mhs.unimed.ac.id
Jurnal Intelek Insan Cendikia Vol. 2 No. 11 (2025): November 2025
Publisher : PT. Intelek Cendikiawan Nusantara

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

Abstract

Dalam era digital saat ini, permainan daring seperti Roblox telah menjadi fenomena populer di kalangan mahasiswa, namun aktivitas ini sering kali menimbulkan kekhawatiran terkait potensi dampak negatifnya terhadap aspek kehidupan sehari-hari, termasuk kedisiplinan ibadah bagi mahasiswa muslim. Penelitian ini bertujuan untuk mengeksplorasi pengalaman mahasiswa Universitas Negeri Medan dalam bermain Roblox, serta mengkaji pengaruhnya terhadap komitmen ibadah dan strategi pencegahan yang dapat diterapkan untuk mengurangi risiko tersebut. Pendekatan kualitatif diterapkan melalui pengumpulan data primer via kuesioner yang disebarkan kepada mahasiswa Universitas Negeri Medan, serta analisis data sekunder dari berbagai sumber literatur terkait melalui teknik triangulasi. Analisis data dilakukan secara tematik dengan menyaring informasi dari data sekunder dan kuesioner, bertujuan untuk menghasilkan wawasan mendalam dan mutakhir mengenai konsekuensi serta langkah pencegahan bermain permainan daring Roblox. Temuan penelitian ini diantisipasi mampu menyediakan perspektif konseptual tentang pentingnya membatasi aktivitas bermain daring agar tidak mengganggu rutinitas ibadah umat muslim. Hasil penelitian ini variabel X sebesar 2,47 (Bermain Roblox) dan variabel Y sebesar 3,93 (Kedisiplinan Ibadah) didapat hasil bahwa Mahasiswa UNIMED lebih bisa menjaga waktu saat bermain permainan daring dari menghargai waktu untuk bisa beribadah tepat waktu