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Hubungan Durasi Penggunaan Gadget Terhadap Gejala Attention Deficit Hyperactivity Disorder (ADHD)
Naufal, Adnan Faris
; Safitri, Eri Fersiana
; Nurulinsani, Atikah
; Darojati, Hafizhah Putri Ilma
; Pristianto, Arif
; Susilo, Taufik Eko
; Awanis, Almas
FISIO MU: Physiotherapy Evidences
Vol 4
, No 2
(2024)
Latar Belakang: Durasi penggunaan gadget yang disarankan untuk anak usia 4-6 tahun oleh American Academy of Pediatrics adalah tidak lebih dari 1 jam per hari. Menggunakan gadget dalam jangka waktu lama dapat menimbulkan masalah bagi anak, seperti meningkatkan risiko gejala ADHD. Attention deficit hyperactivity disorder (ADHD) didefinisikan sebagai gangguan perkembangan yang ditandai dengan kurangnya perhatian, hiperaktif, dan impulsif. Penelitian ini bertujuan untuk mengetahui hubungan lama peng...
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Awal Masuk dan Perkembangan Perkebunan Karet di Lampung Pasca Orde Baru
Keraton: Journal of History Education and Culture
Vol 6
, No 1
(2024)
The objectives of this study are 1) to determine the beginning of entry of rubber plantations in Lampung, 2) to determine the condition of rubber plantations in Lampung after the New Order, 3) the determine the sosio-economic conditions of rubber farmers in Lampung after the New Order. The method used in this research is the historical method which includesh heuristics,ccriticism/ verification,i interpretation, and historiography. The resultssand this study state that at the beginning of the 20t...
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Review Study Learning Apps in Teaching Vocabulary Using Duolingo
Scripta : English Department Journal
Vol 11
, No 1
(2024)
The objective of this research is to find out whether there is or not effectiveness Duolingo application in teaching vocabulary at tenth grade of SMA N 2 Purworejo. The design of this research was quasi experimental research which belongs to the quantitative method. The researcher determines this study as quantitative in the form of quasi experimental design that involves one only group pre-test and post-test. The population of this study was tenth grade of SMA N 2 Purworejo. By employing purpos...
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Increasing Students Reading Skills Using Audio-Visual Platform with Problem-Based Learning
Scripta : English Department Journal
Vol 11
, No 1
(2024)
This research aims to improve reading comprehension skills for students in eight-grade-student in Adimulyo, Indonesia. It is used YouTube video media platform and problem-based learning (PBL). Several media is used to improve students' reading skills and YouTube is the most effective for English Narrative text. The data collection method uses observation and tests. The data analysis method is descriptive for both qualitative data and quantitative data. The results showed that before treatment us...
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EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN DIGITAL PADA HASIL BELAJAR SISWA KELAS 5 SD N NAGRI KALER
Rosmana, Primanita Sholihah
; Iskandar, Sofyan
; Rahma, Ayang Ranisa
; Maria, Salsa
; Supriatna, Supriatna
; Wahyuningtyas, Tri
Jurnal Sinektik
Vol 7
, No 1
(2024)
Generations of the Nation is the hope of the state, services for Basic Education are the needs of the Indonesian people. This study aims to: 1) determine the effectiveness of digital learning media in improving student learning outcomes; 2) knowing students' knowledge before and after being given learning with digital learning media; 3) take advantage of advances in digital technology. On the other hand, this technological progress is very rapid and can be said to be a form of re-adaptation for...
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PENGARUH PERMAINAN DALAM PEMBELAJARAN IPAS TERHADAP MOTIVASI BELAJAR SISWA KELAS 4 SD N CIBUNGUR
Jurnal Sinektik
Vol 7
, No 1
(2024)
This research is an observational study of data on students who are less effective in learning which can indicate a lack of motivation and concentration in student learning in participating in various learning activities both inside and outside the classroom. The objectives of this study include (1) testing the relationship between games and science learning outcomes (2) testing the relationship between students' learning motivation and science learning outcomes (3) the relationship between game...
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Investigating the Utilization of YouTube Videos for Improving Speaking Proficiency in English
Scripta : English Department Journal
Vol 11
, No 1
(2024)
This study conducts a systematic literature review to examine the efficacy of incorporating YouTube videos to improve the speaking abilities of English as a Foreign Language (EFL) learners. From 2022 to 2023, the study thoroughly examines, assesses, and combines 30 pertinent publications. By applying strict criteria for inclusion, the evaluation focuses on three specific publications that examine the influence of YouTube videos on speaking proficiency. The findings emphasize the favourable resul...
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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA UNTUK MENINGKATKAN KREATIVITAS GURU DI SEKOLAH DASAR
Jurnal Sinektik
Vol 7
, No 1
(2024)
First of all, there are problems with instructors who do not provide a sufficient variety of learning media. Less interesting learning materials provide students with a more boring and uninspiring learning environment. This research aims to evaluate how learning media made with Canva can encourage teachers at SDN Karangrejo 01 to think more creatively. This research is a Research and Development (R&D) development using the 4D development model which consists of four stages which include defi...
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PENGEMBANGAN MEDIA PUZZLE PANCASILA DI KELAS I SDN PANGGUNG LOR BERDASARKAN GAYA BELAJAR KINESTETIK
Jurnal Sinektik
Vol 7
, No 1
(2024)
The purpose of this research is to find out feasible of the puzzle Pancasila media in class I at SDN Panggung Lor based on kinesthetic learning styles. The development of the puzzle Pancasila media uses R&D methods. The development stages adapted the 4D model from Thiagarajan, that is Define, Design, Develop, and Disseminate. Methods of data collection in this reseach using observation, interviews, and questionnaires. The overall results of the feasibility test of this development research p...
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PENGEMBANGAN VIDEO ANIMASI PLOTAGON MATERI FOTOSINTESIS DI KELAS IV SD SUPRIYADI 02 SEMARANG
Jurnal Sinektik
Vol 7
, No 1
(2024)
The purpose of this study was to determine the validity of the Plotagon animated educational video about photosynthesis material in Class IV SD Supriyadi 02 Semarang. The research used in development research is the ADDIE model which refers to the Robert Maribe Branch. in this stage using 5 stages of development namely analysis, design, development, implementation and evaluation. The learning media uses the Plotagon application which was developed by applying learning, especially in the photosyn...
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