23 research outputs found
PENERAPAN DASA DHARMA PRAMUKA DALAM KEGIATAN EKSTRAKURIKULER PRAMUKA SEBAGAI SALAH SATU UPAYA PENANAMAN PENDIDIKAN KARAKTER DI MADRASAH TSANAWIYAH MA’ARIF UDANAWU
ABSTRAK PENERAPAN DASA DHARMA PRAMUKA DALAM KEGIATAN EKSTRAKURIKULER PRAMUKA SEBAGAI SALAH SATU UPAYA PENANAMAN PENDIDIKAN KARAKTER DI MADRASAH TSANAWIYAH MA’ARIF UDANAWU Maya Hidayatulloh Prodi PPKn, Fakultas Ilmu Sosial, Universitas Negeri Malang Jalan Semarang 5, Malang 65145 mail : [email protected] ABSTRAK: Penelitian ini bertujuan untuk mendeskripsikan : 1) bentuk bentuk kegiatan ekstrakurikuler Pramuka di Madrasah Tsanawiyah Ma’arif Udanawu, 2) nilai nilai Dasa Dharma Pramuka yang diterapkan dalam kegiatan ekstrakurikuler Pramuka di Madrasah Tsanawiyah Ma’arif Udanawu, 3) nilai -nilai pendidikan karakter yang ditanamkan melalui penerapan Dasa Dharma Pramuka dalam kegiatan ekstrakurikul er Pramuka, 4) kendala yang dialami dalam menanamkan nilai nilai pendidikan karakter melalui penerapan Dasa Dharma Pramuka pada kegiatan ekstrakurikuler Pramuka di Madrasah Tsanawiyah Ma’arif Udanawu, dan 5) upaya yang dilakukan untuk mengatasi kendala yan g dialami dalam menanamkan nilai -nilai pendidikan karakter melalui penerapan Dasa Dharma Pramuka pada kegiatan ekstrakurikuler Pramuka. Hasil penelitian yang diperoleh dari penelitian ini adalah sebagai berikut : 1) bentuk bentuk kegiatan ekstrakurikuler P ramuka di Madrasah Tsanawiyah Ma’arif Udanawu yang terdiri dari kegiatan masa orientasi penggalang, latihan rutin, peringatan hari ulang tahun Pramuka, perkemahan Idul Adha, musyawarah penggalang dan kegiatan partisipasi 2) nilai -nilai Dasa Dharma Pramuka yang sudah diterapkan dalam kegiatan ekstrakurikuler Pramuka di Madrasah Tsanawiyah Ma’arif Udanawu Blitar adalah a) taqwa kepada Tuhan Yang Maha Esa, b) cinta alam dan kasih sayang sesama manusia, c) patriot yang sopan dan kesatria, d) patuh dan suka ber musyawarah, e) rela menolong dan tabah, f) rajin, terampil dan gembira, g) hemat, cermat dan bersahaja, h) disiplin, berani dan setia, i) bertanggung jawab dan dapat dipercaya, dan j) suci dalam pikiran, perkataan dan perbuatan, 3) nilai nilai pendidikan k arakter yang sudah ditanamkan melalui penerapan Dasa Dharma Pramuka dalam kegiatan ekstrakurikuler Pramuka di Madrasah Tsanawiyah Ma’arif Udanawu adalah a) religius, b) jujur, c) toleransi, d) disiplin, e) kerja keras, f) kreatif, g) mandiri, h) demokratis , i) rasa ingin tahu, j) semangat kebangsaan, k) cinta tanah air, l) menghargai prestasi, m) bersahabat/ komunikatif, n) cinta damai, o) gemar membaca, p) peduli lingkungan, q) peduli sosial dan r) tanggung jawab , 4) kendala yang dialami dalam menanamkan nilai nilai pendidikan karakter melalui penerapan Dasa Dharma Pramuka pada kegiatan ekstrakrikuler Pramuka di Madrasah Tsanawiyah Ma’arif Udanawu antara lain kesadaran dari anggota Pramuka yang masih kurang dalam mengikuti kegiatan latihan dan jumlah pelat ih yang tidak sebanding dengan jumlah anggota Pramuka, dan 5) upaya yang dilakukan untuk mengatasi kendala yang dialami dalam menanamkan nilai nilai pendidikan karakter melalui penerapan Dasa Dharma Pramuka pada kegiatan ekstrakurikuler Pramuka di Madrasah Tsanawiyah Ma’arif Udanawu antara lain memberikan sanksi kepada siswa yang bolos dan datang terlambat ketika latihan, mengadakan tutorial sebaya dengan membentuk anggota eksekutif Pramuka dan juga membagi tanggal latihan bagi anggota Pramuka
ANALISIS MANAJEMEN TERHADAP BANK WAKAF MIKRO DI LINGKUNGAN PONDOK PESANTREN HIDAYATULLOH TRENGGALEK
MANAGEMENT ANALYSIS OF MICRO WAKAF BANKS
IN THE PONDOK ENVIRONMENT HIDAYATULLAH ISLAMIC BOARDING SCHOOL TRENGGALEK
ABSTRACT
Poverty is currently a complex and multidimensional public problem, causing a lot of unemployment for the poor today. Community empowerment through MSMEs that have small businesses find it difficult to get capital. Finally came the Micro Waqf Bank which was founded by Pondok Pesantren, aiming to help small communities, people who have businesses to improve their welfare. In management, it is necessary to collect and distribute funds properly accompanied by management. The purpose of the Hidayatulloh Micro Waqf Bank is to find out waqf management with a management analysis approach (POAC) towards planning, organizing, actuating and controlling.
The analysis uses qualitative descriptive techniques and the reasoning that will be used is the inductive method, from the results of interviews, data obtained from the management of the Hidayatulloh Micro Waqf Bank, customers in the Islamic boarding school environment and supported by documentation that can help the accuracy of the information needed by researchers. The results of research that has been done by the author are as follows: 1). The collection carried out by the management of the Hidayatulloh Micro Waqf Bank using POAC analysis is not perfect in its implementation, due to the existence of funds that cannot be obtained by the public with excess funds but funds are only provided by LAZNAS BSM. 2). The distribution of funds carried out by the Micro Waqf Bank in the distribution has not been right on target, in which the empowerment of UMKM in the Islamic boarding school environment has not been maximized and in increasing customer business, not all of them have improved properly
TUGAS COOK HELPER DI RESTORAN DHARMAWANGSA SINGGASANA HOTEL SURABAYA
This final project aims to find out the duties and responsibilities of the cook helper in the Dharmawangsa Singgasana Hotel Surabaya restaurant. The author observes the duties of Cook Helper in the Dharmawangsa Singgasana Hotel Surabaya restaurant. The author can conclude that the task of the cook helper at Dharmawangsa Singgasana Hotel Hotel Surabaya is very much needed, because it can accelerate work in the kitchen and can help cook work so that the work runs smoothly and in accordance with the hotel operational standards.
Keywords: cook helper, restaurant, hotel
Desain Game “Agent J” dengan Memanfaatkan Mind Wave dan Webcam sebagai Kontrol Masukan dan Interaksi
Berbagai perangkat masukan kontrol telah dikembangkan, seperti Joystick, Pad, Wheelsteer, Keyboard bahkan Kinect. Jenis–jenis perangkat masukan yang ada, mengacu pada gerak motorik pemain. Hal ini masih membatasi para penyandang disabilitas untuk ikut bermain. Penerapan teknologi EEG pada Mindwave dan kamera web mampu diterapkan sebagai masukan kontrol permainan maya yang bersifat “Motionless”. Permainan (game) ini menggunakan karakter dan environment tiga dimensi (3D) dengan 3 level/stage. Pengujian terhadap Beta-User mencapai keberhasilan rata – rata 78.8% dengan sentimen ketertarikan sebesar 90%, kesulitan sebesar 68%, akurasi sebesar 72%, imersifitas sebesar 78% dan objektifitas manfaat 86%. Dari hasil pengujian dapat disimpulkan bahwa penerapan teknologi EEG telah mempengaruhi ketertarikan pemain dalam bermain dengan tingkat imersifitas dan manfaat yang cukup tinggi untuk kendali yang bersifat “Motionless” dimana hal ini dapat dikembangkan dan diterapkan bagi para penyandang disabilita
Desain Game “Agent J” dengan Memanfaatkan Mind Wave dan Webcam sebagai Kontrol Masukan dan Interaksi
Berbagai perangkat masukan kontrol telah dikembangkan, seperti Joystick, Pad, Wheelsteer, Keyboard bahkan Kinect. Jenis–jenis perangkat masukan yang ada, mengacu pada gerak motorik pemain. Hal ini masih membatasi para penyandang disabilitas untuk ikut bermain. Penerapan teknologi EEG pada Mindwave dan kamera web mampu diterapkan sebagai masukan kontrol permainan maya yang bersifat “Motionless”. Permainan (game) ini menggunakan karakter dan environment tiga dimensi (3D) dengan 3 level/stage. Pengujian terhadap Beta-User mencapai keberhasilan rata – rata 78.8% dengan sentimen ketertarikan sebesar 90%, kesulitan sebesar 68%, akurasi sebesar 72%, imersifitas sebesar 78% dan objektifitas manfaat 86%. Dari hasil pengujian dapat disimpulkan bahwa penerapan teknologi EEG telah mempengaruhi ketertarikan pemain dalam bermain dengan tingkat imersifitas dan manfaat yang cukup tinggi untuk kendali yang bersifat “Motionless” dimana hal ini dapat dikembangkan dan diterapkan bagi para penyandang disabilita
PENGGUNAAN MODEL PEMBELAJARAN COOPERATIVE SCRIPT DALAM PEMBELAJARAN PENDIDIKAN AGAMA ISLAM SISWA KELAS X SMA RIYADLUL JANNAH, CISEENG, BOGOR
This study aims to determine the description of the use of the Cooperative Script learning model and determine student learning outcomes after using the Cooperative Script learning model in Islamic Religious Education learning for class X students of SMA Riyadlul Jannah, Ciseeng, Bogor for the academic year 2020/2021. The method used in this research is descriptive qualitative with research data sources, namely the results of observations made by the author and written tests (pre-test and post-test) conducted by students of class X SMA Riyadhul Jannah.The results showed that the use of cooperative script learning model can help students be more active during the learning process. This can be seen from the percentage of active student observations which increased significantly from 27% to 90%. In addition, the use of the cooperative script learning model can help improve student learning outcomes. This can be seen from the achievement of mastery student learning outcomes before using the cooperative script learning model only reached 25% while after using the cooperative script learning model it reached 90% with the average value before using the cooperative script learning model, which was 62.75, while after using the cooperative script learning model, the average score was 62.75. cooperative script learning is 84.25. Thus, this proves that the cooperative script learning model is effective in increasing student activity in class and can improve student learning outcomes for class X SMA Riyadhul Jannah, Ciseeng, Bogor
The Role of Alumni in Improving School Marketing: Peran Alumni Dalam Meningkatkan Pemasaran Sekolah
In the amid of the educational institutions growth, there is strict competition with the various advantages offered, schools that still want to exist in the fields should have an effective marketing strategy to recrut learners as a key component in the education system. Many marketing strategies are avaiable, part of it is promotion. In the promotion there is a Word of mouth Marketing model. Researchers assumed that this promotion model was more effective and efficient when it gained the support of alumni roles as a school product that had strong ties with his almamater. The quality of the alumni is a reflection of the quality of the institution hence to influence the community in choosing a quality school. What differs from other research is the author elevating the important role of alumni in school marketing. The purpose of this research is to describe the important role of alumni for schools and the role of alumni in improving school marketing. Data was taken from literature, alumni interviews related to alumni and observation roles. The results of the study showed the strategic and potential of the alumni role should be recognized and utilized for school development. The role of alumni include: Develop extracurricular activities, build opinions on the quality of the school in the community, build networks outside of the school, become motivators and Inspirators for the sister of her class, become a companion of learning, supporting activities organized by the school, and the evaluation media for the school curriculum. The role of alumni in improving school marketing is very high. This is because the perception of schools developing in the community as consumers are influenced by the quality of alumni as a school product, the quality of alumni supports the promotion of schools in the community as well as information about schools obtained directly through alumni
Permainan Edukasi Tebak Nama Pahlawan Nasional Menggunakan WEB di SDN Cikancung 1
Learning history, especially about national heroes, is the first thing that needs to be done to instill the value of struggle and is a moral lesson for students at school. Observations that the author made on students in the SDN Cikancung 1 environment, the problem obtained was that there was so much material that had to be memorized and the lecture learning method applied at this time made students less interested and bored quickly. So the purpose of this research is to create a WEB-based question-and-answer educational game on the names of national heroes using the GDLC method for grade 4 SDN Cikancung 1. GDLC (game development life cycle) is a step-by-step approach to analyzing and building games using a specific cycle and more complex. The GDLC method is used as a research method in making this game, where the research stages consist of initiation, pre-production, production, testing, beta, and release. The results of this study indicate that students as game users judge that they can operate this game easily, helping the learning process to be more interesting than the previous learning process as well as making teachers and students more creative and innovative in the learning process at school
PENGARUH PERGERAKAN RETURN BURSA SAHAM NEGARA ASEAN: TINJAUAN FENOMENA SPILLOVER ATAUKAH DAMPAK NILAI TUKAR?
In March 2018, the United States announced a policy regarding import duties which contained restrictions on incoming goods from the People's Republic of China and early 2020, the whole world was faced with the COVID-19 pandemic causing many changes to macroeconomic indicators in many countries, including the stock market. This study uses historical data on the stock markets of the Americas, Indonesia, Singapore, Malaysia, the Philippines and Vietnam and the exchange rates of the Indonesian, Singaporean, Malaysian, Philippine and Vietnamese currencies against the USD to test whether there is a significant influence between the returns on the American stock market and the exchange rates. money of each country on stock market returns in Indonesia, Singapore, Malaysia, the Philippines and Vietnam. The author analyzes stock market returns using the Threshold GARCH method and continues by using the Standard GARCH method for heteroscedastic stock market returns and the Vector Autoregressive (VAR) method for non-heteroscedastic stock market returns. The results of the study show that the return on the American stock market and the exchange rates of currencies of ASEAN countries against the USD are related to the stock market returns of Indonesia, Singapore, Malaysia, the Philippines and Vietna
Comparative Analysis of the Support Capacity and Settlement of Bored Pile Foundations Using Manual Methods and Allpile Software: Case Study
Foundations are structural elements that function to bear the load of a building and transfer it to the ground to a certain depth. Foundations must be designed so that the transferred load does not exceed the bearing capacity of the soil, as this can cause excessive settlement and lead to structural collapse. The purpose of this study is to determine the comparison of bearing capacity and settlement of bored pile foundations in the Poltekkes Kemenkes Mataram building using two approaches: the manual method and the Allpile software. The analysis was conducted based on secondary data obtained from the Detailed Engineering Design (DED), results of the Standard Penetration Test (SPT), and laboratory soil test results. The results of the manual Meyerhof method yielded an ultimate bearing capacity of 13,127.79 kN and a single pile settlement of 0.0455 m. The manual Reese and Wright method yielded an ultimate bearing capacity of 2,697.3453 kN and a single pile settlement of 0.0241 m. Meanwhile, the Allpile software calculation yielded an ultimate bearing capacity of 14,391.891 kN and a single pile settlement of 0.0027 m. All settlement values, both for single piles and groups, remain below the maximum permitted limit
