Harahap, Nia Helmita
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PENGARUH BERMAIN GAME ONLINE TERHADAP TUMBUH KEMBANG SERTA KREATIVITAS ANAK USIA “LATE ADOLESCENCE” (USIA REMAJA AKHIR: 17-21 TAHUN) Asri, Mawaddah Nur; Nopriandi, Deni; Harahap, Nia Helmita
Effect : Jurnal Kajian Konseling Vol 2 No 2 (2023): Effect : Jurnal Kajian Konseling
Publisher : Yayasan Amanah Nur Aman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58432/effect.v2i2.208

Abstract

Abstrak. Tumbuh kembang remaja merupakan hal yang perlu untuk diperhatikan, dikhawatirkan apabila remaja tidak melewati satu-persatu tahapan tugas perkembangannya maka akan berpengaruh pada ketercapaian pola pikir dan tumbuh kembang remaja tersebut. Smartphone memberikan dampak yang sangat bagi remaja dalam mendukung pola pikir dan perkembangan remaja untuk itu bijak dalam menggunakan smartphone adalah hal yang perlu untuk disosialisasikan lebih lanjut. Metode yang digunakan dalam penelitian adalah kuantitatif dengan pendekatan korelasional. Subjek penelitian sebanyak 30 orang dari SMA N 1 Sei Kepayang dan 25 orang dari MAN 2 Aceh Tenggara. Teknik pengambilan data menggunakan instrumen yang dimuat dalam google form. Hasil penelitian diperoleh bahwa remaja hanya menghabiskan waktunya untuk menggunakan smartphone untuk bermain game online hal ini mempengaruhi remaja dalam bersosialisasi dengan orang lain. Hal ini dikhawatirkan akan mempengaruhi kesehatan fisik dan mental siswa, untuk itu perlu kiranya pendampingan oleh orangtua dalam melakukan pengawasan penggunaan smartphone pada siswa serta dapat membantu remaja menyelesaikan tugas perkembangan sesuai dengan usianya. Kata Kunci. Game Online; Kreativitas Anak   Abstract. Adolescent growth and development is something that needs to be considered, it is feared that if adolescents do not pass one by one the stages of developmental tasks it will affect the achievement of the mindset and growth of the teenager. Smartphones have a great impact on teenagers in supporting the mindset and development of teenagers, so being wise in using smartphones is something that needs to be further socialized. The method used in this research is quantitative with a correlational approach. The research subjects were 30 people from SMA N 1 Sei Kepayang and 25 people from MAN 2 Aceh Tenggara. The data collection technique uses the instruments contained in the google form. The results showed that teenagers only spend their time using smartphones to play online games, this affects teenagers in socializing with other people. It is feared that it will affect the physical and mental health of students, for that it is necessary to provide assistance by parents in supervising the use of smartphones in students and can help adolescents complete developmental tasks according to their age. Keywords. Online Game; Children's Creativity
Development of Student Worksheets (LKPD) on Integer Topics to Improve Seventh-Grade Students’ Mathematical Problem Solving Abilities at SMP Negeri 3 Halongonan Harahap, Nia Helmita; Lubis, Mara Samin
Mathline : Jurnal Matematika dan Pendidikan Matematika Vol. 11 No. 1 (2026): Mathline : Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/mathline.v11i1.1105

Abstract

The development of appropriate learning materials is essential to support active learning and to enhance students’ understanding of mathematical concepts, particularly in problem-solving activities that require logical and systematic thinking. This study aimed to develop Student Worksheets (LKPD) on integer topics that meet the criteria of validity, practicality, and effectivity in improving seventh-grade Students’ Mathematical Problem-Solving Abilities at SMP Negeri 3 Halongonan. This research applied a Research and Development (R&D) method based on the 4D development model, which includes the stages of define, design, develop, and disseminate. The participants of this study were seventh-grade students at SMP Negeri 3 Halongonan. The instruments used in this study consisted of validation sheets assessed by media and subject-matter experts, student response questionnaires, and a test measuring mathematical problem-solving skills. The results indicated that the developed worksheets achieved a validity score of 87.27% from media experts, categorized as highly valid, and 75% from subject-matter experts, categorized as valid. The practicality test showed a percentage of 67.26%, indicating that the worksheets were practical and easy to implement in classroom learning activities. The effectiveness of the worksheets was indicated by an increase in students’ mathematical problem-solving skills, as reflected by an N-gain value of 0.55, classified as category. These findings suggest that the developed worksheets help students better understand integer concepts, increase learning engagement, and support the development of mathematical reasoning skills. Therefore, the developed LKPD is considered appropriate and practical to implement as a mathematics teaching medium for integer topics for seventh-grade students at SMP Negeri 3 Halongonan.