MUHAMAD LUTHFI INSAGHI, . (2021) STRATEGI GURU PPKN DALAM MEMBERI PEMAHAMAN KARAKTER TANGGUNG JAWAB SISWA DI TENGAH PERKEMBANGAN ESPORTS DI INDONESIA (Studi Kualitatif di Madrasah Aliyah Negeri 14 Jakarta). Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan untuk mengetahui perkembangan esports di Indonesia, strategi guru dalam memperkuat karakter tanggung jawab, serta upaya siswa dalam penyelesaian tanggung jawab di tengah perkembangan esports yang terjadi di Indonesia. Penelitian ini menggunakan metode kualitatif, teknik pengumpulan data yang dipergunakan adalah observasi, wawancara, dan dokumentasi. Teknik analisis data yang digunakan yaitu, reduksi data, penyajian data, serta penarikan kesimpulan. Teknik kalibrasi keabsahan data dilakukan melalui perpanjangan pengamatan, triangulasi, peningkatan ketekunan dan penggunaan bahan referensi. Temuan penelitian ini menunjukkan bahwa perkembangan esports di Indonesia mengalami perkembangan pesat yang dapat dilihat dari semakin tingginya minat esports serta intensitas waktu bermain video game di masyarakat, termasuk siswa. Perkembangan tersebut juga memiliki berbagai dampak dirasakan siswa. Dampak yang banyak dirasakan oleh siswa antara lain seperti merasa lelah, bad mood, serta adiksi setelah siswa bermain video game. Berkaitan dengan hal itu pemahaman konsep tanggung jawab dapat mempengaruhi karakter tanggung jawab. Guna memberikan pemahaman tentang karakter tanggung jawab, strategi akan pemahaman karakter tanggung jawab diterapkan oleh guru di MAN 14 Jakarta dengan cara pemberian pemahaman akan pentingnya tanggung jawab, pemberian tugas yang terstruktur, menjadi teladan yang bertanggung jawab, dan memberikan pemahaman tentang konsekuensi yang diterima jika lalai akan tanggung jawab. Setelah siswa menerima pemahaman mengenai tanggung jawab, siswa berupaya menyelesaikan tanggung jawabnya dengan baik. Kesimpulan penelitian ini adalah perkembangan esports di Indonesia membuat penyelesaian tanggung jawab pada siswa yang bermain esports terganggu, karena tingginya intensitas waktu bermain video game yang menyebabkan rasa lelah, bad mood serta adiksi, seperti mengumpulkan tugas hampir tenggat waktu serta kurang maksimalnya tugas yang dikerjakan. Strategi yang diberikan oleh guru di sekolah tentang pemahaman karakter tanggung jawab serta akibat jika lalai akan tanggung jawab membuat siswa berupaya mengatur waktu dalam menyelesaikan tanggung jawabnya dengan baik sebelum menyalurkan minatnya pada esports. This study aims to determine the development of Esports in Indonesia, the teacher's strategy in strengthening the character of responsibility, and student efforts in completing responsibilities during the development of esports that occurred in Indonesia. This study uses qualitative methods, data collection techniques used are observation, interviews, and documentation. The data analysis techniques used are data reduction, data presentation, and drawing conclusions. The data validity calibration technique was carried out through extended observations, triangulation, increased persistence and the use of reference materials. The results of this study indicate that the development of esports in Indonesia is experiencing rapid development which can be seen from the increasing interest in esports and the intensity of playing video games in the community, including students. These developments also have various impacts felt by students. The impacts that are felt by many students include feeling tired, bad mood, and addiction after students play video games. In this regard, understanding the concept of responsibility can affect the character of responsibility. To provide an understanding of the character of responsibility, a strategy for understanding the character of responsibility is applied by teachers at MAN 14 Jakarta by providing an understanding of the importance of responsibility, giving structured assignments, being responsible role models, and providing an understanding of the consequences that students will receive if they ignore their responsibilities. After students receive an understanding of responsibilities, students try to complete their responsibilities as well as possible. This study concludes that the development of esports in Indonesia makes the completion of responsibilities for students who play esports disrupted, due to the high intensity of playing video games which causes fatigue, bad mood and addiction, such as collecting tasks near deadlines and less than optimal assignments. The strategy given by the teacher at the school about understanding the character of responsibility and the consequences of neglecting responsibility makes students try to manage time in completing their responsibilities well before channeling their interest in esports.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Dr. Yasnita, M.Si. ; 2). Prof. Dr. Sarkadi. M. Si. |
Subjects: | Pendidikan > Pendidikan Dasar Pendidikan > Aneka Ragam tentang Pendidikan Teknologi dan Ilmu Terapan > Teknologi (umum) Olah Raga dan Seni Pertunjukan > Pendidikan Olah Raga > Aneka Olah Raga |
Divisions: | FIS > S1 Pendidikan Pancasila dan Kewarganegaraan |
Depositing User: | Users 11860 not found. |
Date Deposited: | 31 Aug 2021 01:05 |
Last Modified: | 31 Aug 2021 01:05 |
URI: | http://repository.unj.ac.id/id/eprint/18716 |
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