Journal On Education (Faculty of Education University of Pahlawan Tuanku Tambusai)
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    Pengaruh Umur Obligasi Dan Pertumbuhan Perusahaan Terhadap Peringkat Obligasi Pada Sektor Keuangan Yang Terdaftar Di Bursa Efek Indonesia Tahun 2020-2022

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    This study aims to determine the effect of bond age, company growth on the rating of financial sector bonds listed on the IDX in 2020-2022 using a quantitative research approach. which aims to test theories, build facts, show relationships between variables, provide statistical descriptions, estimate and predict the results. This research will be conducted on the Indonesia Stock Exchange. This study is to test the effect of bond age and company growth variables on bond rating variables, while to analyze the effect of each variable using SPSS software. Based on the results of the study, in the financial sector, bond age has a negative effect on bond ratings listed on the IDX. This is obtained from the results of the regression analysis, namely a significance value of <0.05 (0.249> 0.05) and a calculated t value of less than 2.022 (1.172 <2.039). In the financial sector, bond age has a negative effect on bond ratings listed on the IDX, on the company growth variable (X2), a Sig value of 0.00 and a calculated t value of -13.759 are obtained. because the Sig value is less than 0.05 (0.00 > 0.05) and the calculated t value is greater than 2.022 (-13.759 < 2.022)

    Implementasi Kurikulum Diniyah pada Sekolah SMP Abdul Wahid Hasyim, Pesantren Tebuireng

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    The use of the Diniyah curriculum applied in Islamic educational institutions such as pesantren, which focuses on the teaching of religious knowledge, aims to cultivate students with a deep understanding of Islam. This research aims to examine the implementation of the Diniyah curriculum at SMP AWH Pondok Pesantren Tebuireng Jombang and the impact of this learning on the students. This research method employs a qualitative research approach. Data collection techniques involve interviews and observations of teachers and students. The results show that the implementation of the Diniyah curriculum at the junior high school level is progressing well, although there are several challenges, such as limited time for the delivery of religious subjects. The Diniyah curriculum is divided into several levels: I’dad, Wustho, and Ulya. Some of the Diniyah subjects used include Nahwu, Shorof, Fiqh, Tauhid, Fashohah, and Hadith. The application of the Diniyah curriculum in teaching is not only in the form of learning materials but also includes the memorization of texts, which must be completed within a year. Each subject is allocated 1 hour of instructional time, and its implementation is coordinated with the Madin (Islamic Education Institution) in collaboration with the school and pesantren. The teachers implement the Diniyah curriculum with enthusiasm and strive to provide the best for the students so that they can understand and delve into Islamic religious knowledge comprehensively

    Pendidikan Karakter Masyarakat Lereng Merbabu melalui Budaya Rejeban

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    Character education is a vital foundation in the family. How family members will behave in the future when they are involved in society is greatly influenced by the character education that has been instilled. During increasingly advanced times, the people of Merbabu Slope still maintain the Rejeban culture to maintain a cultural heritage that is slowly starting to fade. This article will discuss the role of Rejeban Culture in the character education of the people living on the Merbabu Slopes. This research aims to identify and analyze how this local culture contributes to the character-building of the community. The study used a qualitative approach with data collection techniques through observation and in-depth interviews. The research subjects include community leaders, educators, and residents of Merbabu Slope who actively participate in Rejeban Culture. Rejeban culture is an effective medium in supporting character education of the Merbabu Slope community. The preservation and development of this culture are essential to strengthen positive values in society

    Pelaksanaan Pembelajaran Huruf Hijaiyah Pada Anak Tunagrahita Di SLB C Muzdalifah

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    Children with intellectual disabilities are one of groups of children with mental disorders who have below average intellectual abilities and have limitations in thinking, low thinking skills, weak attention and memory In the process of learning the hijaiyah letters, children with intellectual disabilities find it difficult to recognize the hijaiyah letters, find it difficult to write the hijaiyah letters, are busy with their respective activities such as dancing, playing with their friends, some tend to be quiet because they lack enthusiasm in learning Therefore, interesting and interctive hijaiyah letter learning media are needed The use of learning media to teach the hijaiyah letters to mentally retarded students is very necessary However, the findings obtained in mentally retarded students who still cannot read the hijaiyah letters. This study aims to determine the role of learning media in learning the hijaiyah letters for mentally retarded students This study uses a descriptive qualitative approach with data collection techniques used are interviews and observations The results of the study show that learning media can stimulate students interest in learning and encourage them to be able to focus on the material The obstacles faced are the lack of concentration this is easily lost, high emotionality, and classes that are not yet adequate. The solution obtained is a firm attitude that teachers need to have as educators to provide motivation to students, and be patient in educating. With the existence of learning media, it can be one of the solutions in improving learning the hijaiyah letters in mentally retarded chidren

    Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournamet Terhadap Hasil Belajar Matematika Siswa Kelas 5 DI SD YPK 1 Hamadi

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    This research aims to determine the effect of Teams Games Tournament type cooperative learning model on students' math learning outcomes at YPK 1 Hamadi Elementary School. This type of research is quantitative research with a quasi-experimental design. The sample selection technique used was random sampling. The sample in this study consisted of 2 groups, namely: the experimental group numbered 32 students, the control group numbered 32 students. This research was analyzed using SPSS 29 with normality test, homogeneity test, and hypothesis testing using t test. The results of hypothesis submission obtained the value of tcount> ttable which is 5.772> 0.1.669 thus Ha is accepted and Ho is rejected. So it can be concluded that there is a significant difference from learning using the Teams Games Tournament type cooperative learning model on student math learning outcomes at  SD YPK 1 Hamadi. Keywords:  Math, Learning, Outcomes,Teams Games Tournament

    Implementasi Program Gerakan Intensif Membaca (GIM) pada Kelas Rendah di SDN 1 Watubelah

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    The basic skills that must be possessed by students are literacy and numeracy. SDN 1 Watubelah packs a literacy program by providing an Intensive Reading Movement. This study contains an explanation of the Reading Intensive Movement which is a program of SDN 1 Watubelah which is carried out by lower grade students who collaborate with (PMDS) Student Service at school. The method used is a qualitative method with a case study approach with interview, observation and documentation instruments. In the implementation of the intensive reading movement, it produces conclusions in the form of program evaluations and program impacts in the form of advantages, disadvantages or obstacles and student participatio

    Analisis SWOT dalam Penentuan Strategi Keamanan Siber pada Implementasi Sistem Internet of Defense Things (IoDT) 5.0 di Industri Pertahanan (PT. Dirgantara Indonesia, PT. Len Industri, dan PT. Pindad)

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    This study examines the implementation of the Internet of Defense Things (IoDT) 5.0 within the Indonesian defense industry, focusing on cybersecurity aspects. Through a SWOT analysis, the research identifies internal and external factors influencing the success or challenges of IoDT 5.0 implementation. Data collected via observations and questionnaires at PT. Pindad, PT. Dirgantara Indonesia, and PT. Len Industri in Bandung reveal key insights into the effectiveness of access management processes, incident response in cybersecurity, organizational culture and employee awareness of cybersecurity, the readiness of cybersecurity infrastructure, and the competencies of cybersecurity human resources. The findings highlight the critical need to strengthen access management procedures, enhance employee awareness, improve cybersecurity infrastructure, and develop the skills of cybersecurity professionals to address escalating threats. This research provides valuable insights into the challenges and strategic approaches for advancing IoT 5.0 in Indonesia's defense sector

    Digital Flashcard Sebagai Media Pembelajaran Anatomi Fisiologi Kelas X

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    This study aims to develop learning media in the form of digital flashcards based on Quizlet, which are feasible and practical to use for Anatomy and Physiology subjects for class X students of the Beauty and Spa vocational program at SMK Negeri 1 Kemang.The research method employed is Research and Development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The results of the study indicated that the developed digital flashcards were deemed highly practical, with a score of 92% in the one-to-one trial, 89.2% in the small group, and 91.52% in the large group test. Consequently, this Quizlet-based digital flashcard media is deemed feasible and practical as a learning media, with the potential to enhance students' comprehension and memorization of Anatomy Physiology terms in an interactive manner

    The Effects Of Gamification And Lyrical Music On Reading Comprehension Of Esl Students At Mahabodhi Vidya High School

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    This research explores the challenges faced by ESL students in reading comprehension, specifically focusing on Grade 12 students at Mahabodhi Vidya High School. Unit test results indicate that reading comprehension scores are significantly lower than those for listening, grammar, and vocabulary, largely due to difficulties with unfamiliar vocabulary and inconsistent application of reading strategies. To address these challenges, the study employs a quasi-experimental design with non-equivalent groups to examine the impact of gamification and lyrical music on vocabulary acquisition and comprehension of informational texts. Two experimental groups (one using gamification and the other using lyrical music) and a control group participated in pretests and posttests aligned with the Common Core State Standards. Statistical analyses, including paired t-tests, one-way ANOVA, and N-Gain calculations, demonstrated that while both interventions improved reading comprehension, gamification had a significantly stronger effect, as evidenced by higher mean scores in the gamification group compared to the lyrical music group. The interactive features of gamification, such as real-time feedback and competitive elements, fostered deeper engagement, whereas lyrical music facilitated learning through emotional connections. Grounded in the Active View of Reading theory, this study highlights how these strategies address multiple reading processes and enhance student motivation. Although both approaches proved beneficial, gamification exhibited greater potential, offering valuable insights for innovative instructional methods to enhance ESL students’ reading comprehension

    Pencegahan Bullying Melalui Sosialiasasi video Interaktif di SDN 1 Watubelah

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    Bullying is a serious problem in the school environment that can have a negative impact on students' psychological, social and academic development. SDN 1 Watubelah faces challenges in creating a safe learning environment, so preventive efforts are needed to overcome this problem. This research aims to evaluate the effectiveness of interactive video-based socialization in preventing Bullying, which involves the participation of Muhammadiyah University Cirebon students in community service programs. A qualitative approach using the case study method was used in this research, with data collection techniques through interviews, participant observation and documentation. The research results show that interactive video-based socialization increases students' understanding of the impact of Bullying and builds collective awareness among students, teachers and the community in preventing this behavior. Implementation of this method also increases student participation in discussions and self-reflection, which contributes to positive behavioral changes in the school environment. Thus, the use of interactive videos as an educational medium has proven effective in increasing students' awareness and understanding of Bullying. It is hoped that this program can become a model for other schools in developing more interactive and sustainable Bullying prevention strategies

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    Journal On Education (Faculty of Education University of Pahlawan Tuanku Tambusai)
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