An Analysis of Teacher Strategies in Teaching Reading Comprehension at SMP N 1 Metro Academic year 2022/2023
DOI:
https://doi.org/10.70294/juperan.v1i1.2Abstrak
This paper aims to examine the use of educational games applications in building discipline character and hard work of students through the science learning process. It is proper that every student has the nature of discipline and hard work in learning, but this must be instilled as early as possible. Not a few school-age children currently have a low level of learning discipline and hard work attitude to obtain good learning achievements. This problem must be immediately addressed by various parties, especially from the educators. There must be character education to teach the nature of discipline and also hard work. School-age children are very vulnerable to pressure and coercion, so this must also be considered if they want to provide discipline character education. One way to grow the values of discipline without the pressure and coercion is education that is taught in fun way, one of them is education by using educational media games. With educational games that contain the education of character discipline and the attitude of hard work in the learning process, students are expected to have a better discipline and also have a higher hard working nature so that they will get success in the future.
Unduhan
Referensi
A.M, Sardiman. 2006. Interaksi dan Motivasi Belajar-Mengajar. Jakarta : PT Raja Grafindo Persada.
BSNP. 2006. Permendiknas RI No. 22 Tahun 2006 tentang Standar Isi untuk Satuan Pendidikan Dasar dan Menengah. Jakarta.
Depdiknas. (2006). Panduan Pengembangan pembelajaran IPA Terpadu Sekolah Menengah Pertama/Madrasah Tsanawiyah (SMP/MTs). Jakarta: Puskur Balitbang, DEPDIKNAS.
Djamarah, Syaiful Bahri. 2011. Psikologi Belajar. Jakarta : Rineka Cipta.
Dosen Pendidikan. 2020.Pengertian disiplin menurut ahli, macam dan tujuan. https://www.dosenpendidikan.co.id/disiplin-adalah.Akses 20 Juni 2020 21:29
Elfindri. 2012. Pendidikan Karakter: Kerangka, Metode, Dan Aplikasi Untuk Pendidikan dan Professional. Jakarta: Baduose Media.
Handriyantini. (2009). Permainan Edukatif Berbasis Komputer Untuk Siswa Sekolah Dasar. Sekolah Tinggi. Malang.
Kesuma, Dharma dkk. 2011. Pendidikan Karakter Kajian Teori dan Praktik di Sekolah. Bandung: PT Remaja Rosdakarya.
Khisbiyah, Yahya. 1992. Hubungan antar Religiusitas Kemaknaan Hidup Pada Mahasiswa Beragama Islam Fakultas Isipol Universitas Gajah Mada.Yogyakarta: Fakultas Psikologi UGM.
Moles, Joan Gaustad. 1992. The Fundamentals of School Security, ERIC Digest.
Prensky, Marc. 2012. From Digital Natives to Digital Wisdom. New York.
Robbins, Stephen P. dan Coulter, Mary. 2010. Manajemen Edisi Kesepuluh. Jakarta: penerbit Erlangga Wiwik A. 2009. Antara Game, Pendidikan dan HP (Game Mobile Learning Sebagai Wacana Pendidikan). https://m-edukasi.kemdikbud.go.id/medukasi/?m1=artikel&kd=3. Akses 13 Agustus 2019. 16:23
Rohmani, R., Apriza, B., & Mahendra, Y. (2021). Pengembangan gim kuis edukasi suplemen buku ajar pengantar dasar IPA berbasis website. JINoP (Jurnal Inovasi Pembelajaran), 7(2), 194–208. https://doi.org/10.22219/jinop.v7i2.18576
Slameto. 2010. Belajar dan faktor-faktor yang Mempengaruhinya. Jakarta: PT.Rineka Cipta
Student, Indonesia. 2017. Pengertian Game Edukasi Menurut Para Ahli dan Contohnya Lengkap. https://www.indonesiastudents.com/pengertian-game-edukasi-menurut-para-ahli-dan-contohnya-lengkap/. Akses 11 Juni 2020 09:23
Sugiyono. 2013. Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.
Syarbini, Amirulloh. 2012. Buku Pintar Pendidikan Karakter. Jakarta : As@-prima pustaka.
Trianto. 2010. Model Pembelajaran Terpadu: Konsep, Strategi, dan Implementasinya dalam Kurikulum Tingkat Satuan Pendidikan (KTSP). Jakarta: PT Bumi Aksara.