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7 hasil
Subjek: Game
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ResearchOpen AccessPDF tersedia

POSITIVE AND NEGATIVE EXCESSES OF ONLINE GAMES AMONG MUSLIM ADOLESCENTS IN TANAH DATAR, WEST SUMATRA

2026•Hasil Penelitian dan Pengabdian

This study aims to determine the factors and impact of online games on the behavior of Muslim adolescents in Jorong Tabek, Tanah Datar District, West Sumatra. The field methods used in this qualitative research were observation, interviews, focus group discussions, and the informants' documentation, which were determined by purposive sampling. The theoretical perspective of this research uses structuralfunctional and hipper-reality. The results of this study indicate that online games have negative and positive impacts on Muslim adolescents. For informants, online games have a positive impact because they are a medium of entertainment, relieve boredom, spend time, enrich friendships, and help them increase their English vocabulary. On the other hand, the informants also admitted that online games impacted negligence in performing prayers and other religious activities such as wirid and tadarus during Ramadan, negligence to studying, forgetting to eat, ignoring parents' words, and saying harsh words up to physical violence. The triggering factors that caused the informants to choose to play online games were boredom, lack of facilities and infrastructure to channel their hobbies, and the fact that the online game was currently viral.

8 dilihat · 4 unduhanSitasiDetail
ArticleOpen AccessPDF tersedia

The development of educational game-based learning media in natural science subject for elementary school students

2023•Artikel Penelitian dan Pengabdian

This research is based on the lack of innovative learning media that is easily accessible and suitable for the characteristics of students. This research aims to produce a learning media in the form of science learning educational games aimed at fifth-grade elementary school students. This educational game was developed using Construct2. This type of research is research and development (RnD) with the 4D development model (Define, Design, Develop and Disseminate). This educational game validation was obtained from media experts consisting of lecturers, practitioners, and teachers whose fields correspond to the media being developed. The questionnaire distributed to media experts obtained an average value of 0.97 which was categorized as valid. This educational game was also tested on users consisting of 21 fifth grade elementary school students, and obtained an average score of 94.15 in the very good category, this indicates that the science learning educational game for elementary school children is also very suitable for grade students. V elementary school which is evident from the assessment of grade V elementary school students who stated that this media was very good.

11 dilihat · 1 unduhanSitasiDetail
ArticleOpen AccessPDF tersedia

POSITIVE AND NEGATIVE EXCESSES OF ONLINE GAMES AMONG MUSLIM ADOLESCENTS IN TANAH DATAR, WEST SUMATRA

2023•Artikel Penelitian dan Pengabdian

This study aims to determine the factors and impact of online games on the behavior of Muslim adolescents in Jorong Tabek, Tanah Datar District, West Sumatra. The field methods used in this qualitative research were observation, interviews, focus group discussions, and the informants' documentation, which were determined by purposive sampling. The theoretical perspective of this research uses structuralfunctional and hipper-reality. The results of this study indicate that online games have negative and positive impacts on Muslim adolescents. For informants, online games have a positive impact because they are a medium of entertainment, relieve boredom, spend time, enrich friendships, and help them increase their English vocabulary. On the other hand, the informants also admitted that online games impacted negligence in performing prayers and other religious activities such as wirid and tadarus during Ramadan, negligence to studying, forgetting to eat, ignoring parents' words, and saying harsh words up to physical violence. The triggering factors that caused the informants to choose to play online games were boredom, lack of facilities and infrastructure to channel their hobbies, and the fact that the online game was currently viral.

5 dilihat · 2 unduhanSitasiDetail
ArticleOpen AccessPDF tersedia

PERANCANGAN GAME EDUKASI MATEMATIKA MENGGUNAKAN CONSTRUCT 2 UNTUK KELAS VII DI SMP N 1 LAREH SAGO HALABAN

2023•Artikel Penelitian dan Pengabdian

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games thatare used by teachers to students related to mathematics lessons caused a lack of interestand activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D ) research method using the MDLC (Multimedia Development Life Cycle ) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

13 dilihat · 0 unduhanSitasiDetail
ArticleOpen Access1 berkas tersedia

Positive and Negative Execesses of Online Game among Muslim Adolescents in Tanah Datar, West Sumatera

2023•Artikel Penelitian dan Pengabdian

his study aims to determine the factors and impact of online games on the behavior of Muslim adolescents in Jorong Tabek, Tanah Datar District, West Sumatra. The field methods used in this qualitative research were observation, interviews, focus group discussions, and the informants' documentation, which were determined by purposive sampling. The theoretical perspective of this research uses structural-functional and hipper-reality. The results of this study indicate that online games have negative and positive impacts on Muslim adolescents. For informants, online games have a positive impact because they are a medium of entertainment, relieve boredom, spend time, enrich friendships, and help them increase their English vocabulary. On the other hand, the informants also admitted that online games impacted negligence in performing prayers and other religious activities such as wirid and tadarus during Ramadan, negligence to studying, forgetting to eat, ignoring parents' words, and saying harsh words up to physical violence. The triggering factors that caused the informants to choose to play online games were boredom, lack of facilities and infrastructure to channel their hobbies, and the fact that the online game was currently viral.

7 dilihat · 0 unduhanSitasiDetail
ArticleOpen AccessPDF tersedia

Perancangan Media Pembelajaran Game Edukasi untuk Anak Berkebutuhan Khusus (ABK) Dengan Menggunakan Scratch Anak Autis Ringan di Sekolah Luar Biasa (SLB) Amanah Bunda

2022•Artikel Penelitian dan Pengabdian

Education is an important part in signaling the progress of a country, especially for a developing country, namely Indonesia. Education aims to improve intellectuals, skills and habits to change one's attitudes and thoughts in order to create a generation of potential and quality in all aspects of life. For Mild Autistic Children at the Amanah Bunda Special School (SLB), there was a problem where the learning media still used the natural surroundings such as grass, took it from the internet and then printed it. The use of media is repeated without any development so that it makes students feel bored, not to mention the erratic mood changes of students. So that the Researchers Design Educational Game Learning Media for Children with Special Needs (ABK) Using Scratch on Mild Autistic Children in Amanah Bunda Special Schools (SLB). The method used in this research is the 4-D (four D) version development method. 4D which consists of define, design, develop, and develop Luther-Sutopo multimedia. The results of the validity test of 2 tests are expert is 0.79 with valid criteria, and the results of the test with 2 practicality examiners with a total of 0.91 with very high criteria, and the results effectiveness test with teachers worth 0.05 who are effective and students have an average value of 0.86. And it can be concluded that this educational game learning media is valid, practical and effective and can be used by mild autistic students.

5 dilihat · 0 unduhanSitasiDetail