308 research outputs found
Apropriasi Perguruan Tinggi Nahdlatul Ulama pada Era Reformasi
The Reformation era in Indonesia presents a political ecosystem that has an impact on the development of Nahdlatul Ulama Universities (PTNU). The development of PTNU is important to study so that there is a better understanding of the development of education in NU, which has long been known for its religious education model, both in the form of pesantren and madrasah. Specifically, this study aims to map the changes that have occurred in PTNU since the reform era in Indonesia. This study is a qualitative research using data collection including documents, interviews, and observations. This research found that there was an attempt to centralize management with the establishment of the Nahdlatul Ulama Higher Education Institution by the Nahdlatul Ulama Executive Board (PBNU), a significant increase in the number of general study programs, and demographic changes on the PTNU campus so that it became more heterogeneous from a religious background. The conclusion of this research is that the reform era became an era of change in PTNU from the management of educational institutions on a local scale to a national scale, changes in the type of religious universities towards general universities, and changes in campus residents who were originally homogeneous to heterogeneous. The development and changing trends in PTNU are evidence of the appropriation process in PTNU which absorbs external values and is modified so that PTNU can grow and develop in line with the times
PRACTICE-ORIENTED EDUCATIONAL PROGRAM OF ACTIVITIES OF THE CHILDREN ENVIRONMENTAL ASSOCIATION AS A TOOL TO FORM THE SEVENTH AND EIGHTH-GRADERS’ ENVIRONMENTAL RESPONSIBILITY
The Article covers the problem of forming form the seventh and eighth-graders’ environmental responsibility in additional (informal education), which is caused by focus of the modern education on forming the environment-orientated moral personality qualities, which can assure the switching of the society over to the sustainable development; by significant possibilities of the children environmental associations in developing the environmental responsibility, and the lack of scientifically substantiated, approbated practice-oriented programs favoring the solution to this problem. The article is aimed at substantiating the specificity of a goal, content-related, procedural and technological components of the program of activities of the children environmental association “My environmental responsibility: to the co-creation with the nature”; opening of the pedagogical раскрытие педагогического tools of diagnostics of its efficiency, presentation of results of the program implementation in the educational practice. As the leading theoretical methods, simulation and designing were used, which make it possible to develop the key structural components of the program. The basic empirical method of the research is a pedagogical experiment, during which the program efficiency was diagnosed in terms of criteria and indicators of maturity of the environmental responsibility components with 210 members of the children environmental associations at the age from 11 to 14 years old. The article considers the theoretical and methodological basis of the program, which includes the ideas of ecohumanism, coevolution and sustainable development; an axiological, personal-activity and ecopsychological approaches, which provide for an organization of the developing ecology-оriented educational environment of the children association as a tool of forming the environmental responsibility. The article presents the program content, which consists of two components (external and internal components), discusses the succession of forming the environmental responsibility, which includes four stages and substantiates a technology of forming the environmental responsibility in the children association, which is presented by a system of environmentally responsible businesses. The article materials are of practical value to school teachers, additional education teachers, students of pedagogical specialties and advisers of children environmental associations.
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Game Appropriation: Where does the gamer fit?
The socio-technological transformation of digital games means that they are no longer single-player, co-located game experiences but instead are multiplayer socially-oriented ones (e.g. World of Warcraft). This change underpins the central concern of this thesis, to understand game appropriation and the intrinsically motivating nature of gaming. Game appropriation is defined as the broad incorporation of Massively Multiplayer Online Role-Playing Games (MMORPGs) into gamers’ daily practices, including the nature of their gameplay. Gaming is not viewed as a set of defined moments of participation but as a dynamic activity, directly interrelated with a gamers’ everyday life. Therefore, a broad perspective on motivation and gaming is adopted, incorporating not only reinforcing aspects of game design but also acknowledging the role of the social context and the gamer as an individual during gameplay.
The findings of three studies showed that game design, social interaction and gamers’ psychological characteristics uniquely interplay to support game appropriation. The key findings are: (i) Flexible game design is a prerequisite for game appropriation; multiple game structures enable the creation of collaborative and competitive relationships and contribute to innovative forms of play; (ii) Diverse forms of social interaction, within and around gameplay, define the nature of game appropriation; (iii) The role of the gamer in game appropriation is critical. The gamer as an individual is the agent defining the distinct social forms of play when shaping the game experience, underpinned by certain psychological characteristics. While gamers with higher trait emotional intelligence (trait EI) play for social interaction per se, those with lower trait EI make purposive use of sociality in order to progress and succeed in the game. Similarly, on a needs scale (Basic Psychological Needs Scale) lower scorers on autonomy are more prone to competitive and instrumental social gaming practices; (iv) The process of game appropriation is progressively developed, influenced by the type of in-game activities and novel game features, trait EI scores and the presence of other gamers in the game.
In summary, game appropriation, being game-specific, begins with the interaction between the gamer and a flexible game design and becomes socially negotiated within a community of gamers. The final social configuration -instrumental or social per se- is influenced by certain psychological characteristics of gamers as individuals
The Office at Home: Information Technology and Work-Life Balance among Women in Developing Countries
The use of information technology (IT) has increased in developing countries, especially during the COVID-19 pandemic era, since many have been forced to stay indoors to stop the spread of the virus. IT use means the acquisition and use of smart devices and Apps that make work and communication from home efficient. Women in developing countries who also have to work from home have challenges of acquiring IT. They must solely care for the family as it is the norm. This potentially increases burnout. This study, therefore, seeks to understand how women in developing countries appropriate IT for work-life balance during COVID-19. This study employs qualitative autoethnography methodology and theoretical lens of technology appropriation to recount how female academics appropriate IT in Ghana during the COVID-19 pandemic. We present an analysis and discussion of the empirical finding through the three levels of the technology appropriation process that support Work-Life balance
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What characteristics of the gamers' profile should be taken into account in player-centred game design?
In this paper, we introduce the theory of trait Emotional Intelligence ('trait EI') as a personality theory that could assist in exemplifying the gamers' profile and contribute to the design of player-center game experiences. Data from two studies (a game-specific and a game-general one) led to a number of player-centered playability principles that could inform the design of adaptable games and games targeting specific gaming audiences. The gamers' emotional characteristics were found to be of prominent importance to the design of good games
Analysis of the Effect of Games the Sims as an Attitude Change to Millennial Generations
Video games or online games have appeared in Indonesia since 2001. Since then, video games have grown rapidly and are in great demand. One of them is The Sims, a simulation game of daily activities in great demand by Indonesian people. The purpose of this study is to analyse changes in the behavior of the millennial generation with the emergence of the sims game. This study used a qualitative descriptive approach and conducted interviews with four informants using focus group discussion interviews as a data collection method. Using Perloff (2017), it can be concluded that this research provides a persuasive effect on players so as to create changes in behavior in terms of developing creativity and ideas that arise in the minds of players, there are changes in playing time, style of appearance, makeup, and emotional players.Video game atau permainan daring muncul di Indonesia sejak tahun 2001. Sejak saat itu seiring berjalannya waktu pertumbuhan video game pun semakin pesat dan banyak diminati. The Sims yang merupakan permainan simulasi aktivitas sehari-hari yang diminati masyarakat Indonesia. Tujuan penelitian adalah untuk menganalisis perubahan perilaku generasi milenial dengan munculnya permainan The Sims. Penelitian ini menggunakan pendekatan kualitatif deskriptif dan melakukan wawancara kepada empat narasumber dengan wawancara focus group discussion sebagai metode pengumpulan data. Menggunakan teori Komunikasi Persuasif oleh Perloff (2017), sehingga dapat disimpulkan bahwa penelitian ini memberikan adanya efek persuasif kepada pemain sehingga menciptakan perubahan perilaku dari segi mengembangkan kreativitas maupun ide yang muncul di benak pemain, adanya perubahan dalam waktu bermain, gaya berpenampilan, makeup, dan emosional pemai
Interaksi Sosial pada Remaja Kecanduan Game Online
The phenomenon of online games addiction is currently rife in adolescents. This study aims to describe social in adolescents who are addicted to online games using qualitative research methods. Informants in this study were 5 people with characteristic adolescents aged between 18 to 20 years old, who play online games in a day at least 5 hours. From the results of the study, revealed that the subject is a gamers with the level of online game addiction that includes moderate, it is shown from the results of research in the form of several goals in social interaction conducted by gamers, such as learning of live in the community, strap relationships, and establish cooperation. How to communicate well directly with the person you are talking to, adjust the other person via WA or social media. Interaction activities are woven as well as news and sharing courses with friends of the organization. News and conditions, status, are commonly raised in the topic of speech. Neighbors, close friends and family are the people who are subjected to gamers in interactions. Activities on campus such as helping children, participating in community service activities in the village, scouting activities, and mentoring. With the activation of the material makes gamers unable to talk passively, and quiet
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Expressivity of Creativity and Creative Design Considerations in Digital Games
Currently little is known about how creativity is expressed in digital entertainment games or what specific design elements may foster it. Using a qualitative methodology, this article reports on the findings of 24 semi-structured interviews and 14 narrative surveys with regular players of different types of digital games. Using a hybrid thematic approach to analysis involving both deductive and inductive phases, three main categories relating to the expressivity of creativity were discovered and one category relating to the specific game design considerations which give rise to such creative opportunities. Creativity was found to be expressed in terms of creative problem-solving involving the creation of novel strategies, solutions and approaches to problems; in terms of appropriation involving emergent play practices and how gameplay was adapted for alternative goals; and finally, in terms of affective change involving the personally meaningful insights and changes in attitudes/perceptions which games elicited. Design considerations were also identified relating to: freedom of play, environment, replayability, tools, avatar design and content creation. By shedding light on the grey area of creativity in digital games and illuminating how games may support and promote creativity in players, this article provides a basis for future research and can help inform game design practices in both digital entertainment games and games specifically designed to facilitate creativity
PRACTICE-ORIENTED EDUCATIONAL PROGRAM OF ACTIVITIES OF THE CHILDREN ENVIRONMENTAL ASSOCIATION AS A TOOL TO FORM THE SEVENTH AND EIGHTH-GRADERS’ ENVIRONMENTAL RESPONSIBILITY
The Article covers the problem of forming form the seventh and eighth-graders’ environmental responsibility in additional (informal education), which is caused by focus of the modern education on forming the environment-orientated moral personality qualities, which can assure the switching of the society over to the sustainable development; by significant possibilities of the children environmental associations in developing the environmental responsibility, and the lack of scientifically substantiated, approbated practice-oriented programs favoring the solution to this problem. The article is aimed at substantiating the specificity of a goal, content-related, procedural and technological components of the program of activities of the children environmental association “My environmental responsibility: to the co-creation with the nature”; opening of the pedagogical раскрытие педагогического tools of diagnostics of its efficiency, presentation of results of the program implementation in the educational practice. As the leading theoretical methods, simulation and designing were used, which make it possible to develop the key structural components of the program. The basic empirical method of the research is a pedagogical experiment, during which the program efficiency was diagnosed in terms of criteria and indicators of maturity of the environmental responsibility components with 210 members of the children environmental associations at the age from 11 to 14 years old. The article considers the theoretical and methodological basis of the program, which includes the ideas of ecohumanism, coevolution and sustainable development; an axiological, personal-activity and ecopsychological approaches, which provide for an organization of the developing ecology-оriented educational environment of the children association as a tool of forming the environmental responsibility. The article presents the program content, which consists of two components (external and internal components), discusses the succession of forming the environmental responsibility, which includes four stages and substantiates a technology of forming the environmental responsibility in the children association, which is presented by a system of environmentally responsible businesses. The article materials are of practical value to school teachers, additional education teachers, students of pedagogical specialties and advisers of children environmental associations.
MODEL LATIHAN SHORINJI KEMPO USIA ANAK 10-14 TAHUN BERBASIS PERMAINAN PADA DOJO ROROTAN JAKARTA UTARA
*ABSTRAK*
Kegiatan bermain merupakan kegiatan yang penting bagi anak, melalui anak-anak dapat
memperoleh kegiatan fisik, proses berpikir memahami dan mengikuti peraturan, belajar
bersosialisasi dan bekerja sama dengan anak yang lain (Erwin, 2008). Dalam Penulisan ini,
Peneliti akan meneliti anak shorinji kempo dituntut untuk memiliki teknik dasar yang baik
maka untuk perkembangan anak usia remaja terutama usia 10-14 tahun ini perlu perlakuan
khusus untuk dapat dikembangkan secara modern sehingga anak dapat menerima latihan
dengan baik dan ini akan memberikan dampak positif sehingga anak dapat menangkap dan
menerima materi yang diberikan. Dengan lima tahapan yang ada didalam model
pengembangan ADDIE yang sesuai dengan namanya, peneliti merasa bahwa penelitian
ADDIE lebih memudahkan dalam proses penelitian dan akan lebih memudahkan dalam
menerima pengembangan Model Latihan Shorinji Kempo Usia Anak 10-14 Tahun
Berbasis Permainan Pada Dojo Rorotan Jakarta Utara. Selain itu model ADDIE juga
memiliki sifat umum yang bertujuan untuk mudah dipahami dan dimengerti. Model ini
terdiri atas lima langkah, yaitu: (1) analisis (analyze), (2) perancangan (design), (3)
pengembangan (development), (4) implementasi (implementation), dan (5) evaluasi
(evaluation). Secara visual tahapan ADDIE Model Hasil dari produk yang dikembangkan
ditulis dalam bentuk naskah, video, dan berupa buku Model Latihan Shorinji Kempo Usia
Anak 10-14 Tahun Berbasis Permainan Pada Dojo Rorotan Jakarta Utara. Model yang
digunakan adalah model pengembangan menurut ADDIE. Serta pengembangan model
yang diperoleh secara keselurahan dari ahli olahraga shorinji kempo bahwa model yang
dikembangkan termasuk kategori sesuai dan layak digunakan, maka peniliti dapat menarik
kesimpulan bahwa Model Latihan Shorinji Kempo Usia Anak 10-14 Tahun Berbasis
Permainan Pada Dojo Rorotan Jakarta Utara ini dapat di terapkan pada anak usia tersebut
serta tujuan dari latihan tercapai. Pada penelitian ini didapatkan 15 model latihan shorinji
kempo berbasis permainan yang layak dan dapat di terapkan.
Kata Kunci : Model Latihan, Shorinji Kempo.
*ABSTRACT*
Playing activities are important activities for children, through children can get physical
activity, thought processes understand and follow rules, learn to get along and work
together with other children (Erwin, 2008). In this writing, researchers will examine
shorinji kempo children who are required to have good basic techniques, so for the
development of adolescents, especially those aged 10-14 years, special treatment is needed
so that they can be developed in a modern way so that children can receive good training
and this will have an impact positive so that children can capture and accept the material
provided. With the five stages included in the ADDIE development model as the name
implies, researchers feel that ADDIE's research makes it easier for the research process
and will find it easier to accept the development of the Shorinji Kempo Training Model for
Children Age 10-14 Years Based on Permainan at Rorotan Dojo, North Jakarta. In
addition, the ADDIE model also has general characteristics that aim to make it easy to
understand and understand. This model consists of five steps, namely: (1) analysis, (2)
design, (3) development, (4) implementation, and (5) evaluation. Visually, the stages of the
ADDIE Model. The results of the product being developed are written in the form of scripts,
videos, and in the form of a book. The model used is the development model according to
ADDIE. As well as the development of the model obtained as a whole from shorinji kempo
sports experts that the model developed is in the appropriate category and is suitable for
use, the researcher can draw the conclusion that the Shorinji Kempo Training Model for
Children Age 10-14 Years Based on Permainan at Dojo Rorotan North Jakarta can be
implemented apply to children of that age and the objectives of the exercise are achieved.
In this study, 15 game-based shorinji kempo training models were found that were feasible
and applicable.
Keyword : Practice Models, Shorinji Kemp
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