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Pengaruh Penggunaan Gadget Terhadap Konsentrasi Belajar Peserta Didik di SD 101 Panyabungan Hatikah, Nur
NAAFI: JURNAL ILMIAH MAHASISWA Vol. 2 No. 2 (2026): NAAFI: Jurnal Ilmiah Mahasiswa
Publisher : Pusat Penelitian dan Pengabdian (P3M) STKIP Majenang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62387/naafi.v2i2.373

Abstract

This study aims to explore the effect of gadget use on students' learning concentration at SD 101 Panyabungan. In this study, gadgets are defined as portable electronic devices such as smartphones, tablets, or similar devices used by students in their daily lives. The research method used a quantitative approach with a survey of a number of students, teachers, and parents as respondents. The results showed that the intensity and type of gadget use had a negative correlation with students' learning concentration levels. The dominant impacts that emerged were attention disorders, distraction from non-learning activities, and difficulty maintaining focus for long periods. Based on these findings, it is recommended that schools and parents establish rules for gadget use and provide digital literacy education to students. This study is expected to provide input for efforts to improve the quality of learning in the SD 101 Panyabungan environment.
Penerapan Model Kooperatif Tipe Teams Games Tournament dalam Meningkatkan Motivasi Belajar Peserta Didik pada Pembelajaran Pendidikan Agama Islam Budi Pekerti Riski, Rina; Hatikah, Nur; Lubis, Saskia Putri; Arfah, Fitri
An-Nuha Vol 2 No 4 (2022): Islamic Education
Publisher : Prodi Pendidikan Keagamaan Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/annuha.v2i4.945

Abstract

The implementation of the cooperative model of the Teams Games Tournament type is carried out through five main stages, namely the stage of class presentation, learning in group, games, competitions, and awarding to students. The students response to the implementation of Teams Games Tournament was very positive, they felt more motivated and easier to understand the material. The implication of implementing the cooperative model of the Teams Games Tournament type is an increase in students learning motivation in terms of activeness, responsibility, and enthusiasm in participating in lessons. Thus, the cooperative model of the Teams Games Tournament type is an effective alternatif to create more interesting and meaningful PAI-BP learning for students.