Wahyu Agung Prasetyo
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Peran Ayah Terhadap Perkembangan Karakter Anak Reva Ananda Rudiana; Wahyu Agung Prasetyo; Muhammad Irfani; Alfian Muchammad Zidane
IHSANIKA : Jurnal Pendidikan Agama Islam Vol. 2 No. 1 (2024): Maret : IHSANIKA : Jurnal Pendidikan Agama Islam
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/ihsanika.v2i1.774

Abstract

The aim of this research is to find out how the role of a father influences the character of students at MA Al Islam Jamsaren Surakarta. The respondents of this research were the guidance and counseling teachers at the school. This research method uses qualitative through a case study approach. The data collection technique uses structured interviews, namely preparing questions that require an explanation and then conveying them to the respondent, namely the guidance and counseling teacher. The results of the research show that some students have their character and personality affected by not being able to play the role of a father, which causes some students to want to get attention from other people, either by committing mischief or wanting to pay attention to the opposite sex. This explains that the role of the father is very important in the development of character and 3 aspects (cognitive, affective, psychomotor) of a child and is also able to control the child's behavior while at school.
DAMPAK PENGGUNAAN SERIOUS GAME DAN GAME EDUKATIF PADA PEMBELAJARAN PEDAGOGI ANAK SEKOLAH DASAR: LITERATURE REVIEW Wahyu Agung Prasetyo; Namora; Joni Karnando; Silvia Netri Azhari; Anita, Sri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.52950

Abstract

Serious game and educational game technology is currently widely available in app stores, and is often used for classroom learning for research or production purposes. This study will focus on the impact of using serious games and educational games for pedagogical learning and the health aspects that follow. The creativity that has been created can answer the challenges of children's diverse intelligence. Games can certainly be used to facilitate children's diverse intelligence and provide tasks by utilizing adequate visuals, audio, and illustrations. Several studies related to pedagogical learning from teachers still have gaps in guiding and giving assignments to children, this creates a gap where educational games can be used as learning media aimed at pedagogy. This study uses a literature review method to obtain an overview of the benefits and risks that follow the use of gadgets in games. Article data sources come from SINTA, IEEE Xplore, Springer Link, Sciencedirect, ACM, digital libraries, and Scopus.