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NILAI PENDIDIKAN KARAKTER DALAM PEMBELAJARAN IPS DI SEKOLAH DASAR NEGERI 159 PALEMBANG 159帕伦邦小学IPS学习的品格教育价值
Pub Date : 2023-11-02 DOI: 10.29303/pendas.v4i2.1959
Wulan Hafisa Putri, Trika Nur Fadillah, Mirta Antalika, Ines Tasya Jadidah
This research was conducted with observational thinking about the application of character education values in social considering learning at the 159 Palembang State Elementary School. This research uses an expressive qualitative design with a substance testing method. Based on the discourse and discourse, it is stated that: 1) Preparation for the implementation of character education at SD Negeri 159 Palembang consists of the stages of taking: planning, implementation, and assessment; and 2) the suitability of topical books that are in accordance with character education including religion, noble character, resilience, teaching, imaginative, fair, curiosity, national spirit, respect for achievement, communicative neighbors, care for the environment, social care, love to study, attentive, respect the country, work hard, and be independent
本研究以观察性思考的方式,在159巨港州立小学进行品格教育价值观在社会思考学习中的应用。本研究采用表达性定性设计和物质测试方法。基于话语和话语,指出:1)SD Negeri 159巨港实施品格教育的准备工作包括:规划、实施和评估三个阶段;2)符合宗教、高尚品格、适应力、教学、想象力、公平、好奇心、民族精神、尊重成就、与邻居交流、关心环境、关心社会、热爱学习、专心、尊重国家、努力工作、独立等品格教育的主题书籍的适宜性
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引用次数: 0
RANCANG BANGUN MEDIA PEMBELAJARAN INTERAKTIF ARTICULATE STORYLINE PADA MATA PELAJARAN IPS JENIS-JENIS PEKERJAAN DI SEKOLAH DASAR 设计互动学习媒体,阐明小学 IPS 学科作业类型的故事情节
Pub Date : 2023-11-02 DOI: 10.29303/pendas.v4i2.1509
Devita Syafitriyani, Komariah Komariah, Yona Wahyuningsih
This research is motivated by optimizing the concept of types of work including jobs based on geographic location in social studies learning for grade IV in elementary schools, so that interactive learning media articulated storylines for types of work were developed. This study aims to produce products from the design of interactive learning media articulate storyline, describe the feasibility of the media from the validation results of experts including material experts, linguists and media experts, as well as user responses, namely teachers and students, to the use of interactive learning media. By using articulate storyline interactive learning media, it is hoped that the media can help students at different levels of abstraction because of the images in the multimedia. This study uses the Design and Development method using the ADDIE model development (Analyze, Design, Development, Implementation, and Evaluation). Participants in this study involved material experts, linguists and media experts to provide an assessment of this interactive learning media. Data collection techniques carried out on this media used unstructured questionnaires and interviews. The results of this study indicate that the articulate storyline interactive learning media gets a very feasible category as a medium to be used in learning, especially social studies. Based on the results of limited product trials, this interactive learning media obtained a very feasible category from material experts with aspects of material, display, program, learning and language. The responses from users, namely teachers and fourth grade students at SDN Bedahan 02 gave an assessment in the "very feasible" category with aspects of material, appearance, language, and use. So from these results, it shows that interactive learning media articulate storyline for material types of decent work is used in social studies learning for grade IV elementary schools.
本研究的动机是优化小学四年级社会研究学习中基于地理位置的工作类型概念,从而开发出针对工作类型的互动学习媒体。本研究旨在从互动学习媒体的设计产生产品,从材料专家、语言学家和媒体专家等专家的验证结果,以及教师和学生等用户的反应来描述媒体对互动学习媒体使用的可行性。通过使用清晰的故事情节互动学习媒体,希望媒体能够帮助学生在不同层次的抽象,因为多媒体中的图像。本研究使用ADDIE模型开发(分析、设计、开发、实施和评估)的设计和开发方法。本研究的参与者包括材料专家、语言学家和媒体专家,对这种互动式学习媒体进行评估。在该媒体上进行的数据收集技术采用非结构化问卷调查和访谈。本研究的结果表明,清晰的故事情节互动学习媒体是一种非常可行的学习媒介,特别是在社会研究中。基于有限的产品试验结果,这款互动式学习媒体从材料、展示、程序、学习和语言等方面获得了材料专家非常可行的类别。来自SDN北大汉02的教师和四年级学生的反馈从材料、外观、语言和使用等方面给出了“非常可行”的评价。因此,从这些结果来看,它表明交互式学习媒体为体面工作的材料类型提供了清晰的故事情节,并用于小学四年级的社会研究学习。
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引用次数: 1
IMPLEMENTASI BUDAYA SEKOLAH UNTUK MENUMBUHKAN NILAI-NILAI KARAKTER SISWA SEKOLAH DASAR DI SDN CINANGGERANG I KABUPATEN SUMEDANG 在 Sdn Cinanggerang I Sumedang 区实施学校文化以培养小学生的品德价值观
Pub Date : 2023-11-02 DOI: 10.29303/pendas.v4i2.2079
Agi Hamdani, Leli Halimah
This research discusses the implementation of school culture as a means to shape the character values ​​of students at at SD Negeri Cinangerang I. The topics of study in this research are: (1) What is the description of school culture at Cinanggerang I Public Elementary School, (2) How is the implementation of school culture in at SD Negeri Cinangerang I in shaping student character values. The research method used in this study is a qualitative method. Sources of data from this study are school principals, teachers, and students. Data collection techniques used are interviews, observation and documentation. The results of the study show that (1) the school culture applied at SD Negeri Cinangerang I is religious culture, 5S culture, literacy culture, environmental care culture. (2) The application of the school culture is carried out through consistent good habituation in both intra-curricular and extra-curricular activities. (3) The character values ​​that are developed through school culture are religious, tolerance, discipline, responsibility, friendship, social care, love to read, care for the environment, love the motherland.
本研究探讨了学校文化在SD Negeri Cinangerang I的实施作为塑造学生性格价值观的手段,本研究的研究课题是:(1)新南格朗I公立小学的学校文化是如何描述的,(2)新南格朗I学校文化的实施是如何塑造学生性格价值观的。本研究采用的研究方法是定性方法。本研究的数据来源为学校校长、教师和学生。使用的数据收集技术有访谈、观察和记录。研究结果表明:(1)SD Negeri Cinangerang I应用的学校文化为宗教文化、5S文化、识字文化、环境关怀文化。(2)学校文化的应用是通过在课内和课外活动中持续的良好习惯来进行的。(3)通过学校文化培养的品格价值观是宗教、宽容、纪律、责任、友谊、社会关怀、爱读书、爱护环境、热爱祖国。
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引用次数: 0
UPAYA MENINGKATKAN HASIL BELAJAR SISWA KELAS 2A MI MASYHUDIYAH PADA MUATAN MATEMATIKA MELALUI PENERAPAN MODEL PEMBELAJARAN CONTEXTUAL TEACHING AND LEARNING 通过应用概念教学模式和学习,增加2A班学生学习成绩
Pub Date : 2023-10-22 DOI: 10.29303/pendas.v4i2.1400
Alfiani Damayanti, None Agung Setyawan
This research aims to find out how the application of the contextual teaching and learning model can improve learning outcomes in mathematics content regarding sides, angles and edges of geometric shapes in class 2A MI Masyhudiyah students. This type of research is classroom action research or PTK. This research design uses the Kemmis and Mc. Taggart model which consists of 4 components, namely planning, implementing actions, observing and reflecting. The research subjects that will be used in this classroom action research are 25 students in class 2A MI Mashhudiyah, consisting of 15 male students and 10 female students. Data collection techniques in this research used interviews, observation and tests. This research data analysis technique uses quantitative descriptive. The criteria for success in this classroom action research are based on increasing student learning outcomes in each cycle. The criteria used to see the success of the action are in the form of increasing student learning outcomes. Students are declared to have improved if a minimum percentage of 70% of all students meet the KKM score of 70. The results of the research show that student learning completeness in the pre-test was 8% with an average score of 43.2%, then in cycle 1 it was 56% with an average score -an average of 68.8 and in the second cycle it was 64% with an average value of 69.2 then in the post test of third cycle it was 80% with an average value of 75. From these data it clearly shows that student learning outcomes have increased and indicators of success have been achieved
本研究旨在了解情境教学模式的应用如何改善MI Masyhudiyah 2A班学生关于几何形状的边、角和边的数学内容的学习效果。这种类型的研究是课堂行动研究或PTK。本研究设计采用Kemmis和Mc. Taggart模型,该模型由计划、实施行动、观察和反思4个部分组成。本次课堂行动研究的研究对象为MI Mashhudiyah 2A班的25名学生,男15名,女10名。本研究的数据收集技术采用访谈、观察和测试。本研究采用定量描述的数据分析技术。在这个课堂行动研究中,成功的标准是基于在每个周期中增加学生的学习成果。衡量行动成功与否的标准是以提高学生学习成果的形式。若有70%以上的学生达到70分,即表示学生成绩有所改善。研究结果表明:学生学习完整性在前测中为8%,平均分数为43.2%;在第一个周期中为56%,平均分数为68.8;在第二个周期中为64%,平均分数为69.2;在第三个周期后测中为80%,平均分数为75。从这些数据中可以清楚地看出,学生的学习成果有所提高,取得了成功的指标
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引用次数: 0
PAPAN PINTAR PROFESI: MEDIA PEMBELAJARAN SEBAGAI SARANA PENGENALAN KONSEP KARIR PADA SISWA KELAS IV SEKOLAH DASAR 职业智慧板:学习媒体作为四年级学生职业概念的入门工具
Pub Date : 2023-10-22 DOI: 10.29303/pendas.v4i2.3439
A. Hari Witono, I Ketut Widiada, Mansur Hakim, Heri Hadi Saputra, Heri Setiawan
The aim of this research is to develop a flannel board-based smart board to introduce career concepts in supporting elementary school teachers' duties in carrying out guidance and counseling. The type of research used is development research with a 4D model (define, design, develop, disseminate). The test subjects were guidance and counseling experts, media experts, elementary school teachers, and 9 students from class IV elementary school. The instruments used were expert feasibility and user practicality questionnaires. Data analysis was carried out using qualitative analysis for critical data and suggestions from experts and users, as well as quantitative analysis for values ​​from experts and users. The results of the BK expert test showed that the media developed received a score of 79.5 (decent) and the assessment of media experts and practitioners obtained a score of 82.5 (decent). The field test results obtained a score of 83 (practical). From the results of expert tests and field tests, it was concluded that the smart board media developed was suitable and practical for use in counseling and career guidance in elementary schools.
本研究的目的是开发一个基于法兰绒板的智能板,以引入职业概念来支持小学教师进行指导和咨询的职责。使用的研究类型是具有4D模型(定义,设计,开发,传播)的开发研究。测试对象为辅导专家、媒体专家、小学教师和小学四班9名学生。采用专家可行性问卷和用户实用性问卷。对关键数据和专家、用户的建议进行定性分析,对专家、用户的价值进行定量分析。BK专家测试结果显示,媒体开发的得分为79.5分(良好),媒体专家和从业人员的评价得分为82.5分(良好)。现场测试结果获得83分(实用)。从专家测试和现场测试的结果来看,开发的智能板媒体适用于小学心理咨询和职业指导。
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引用次数: 0
Penerapan Pembelajaran Teknologi Informasi dan Komunikasi (TIK) pada Ekstrakurikuler Komputer di TK Negeri 2 Yogyakarta 日惹幼儿园计算机课外活动的应用(TIK)
Pub Date : 2023-06-20 DOI: 10.29303/pendas.v4i1.3329
Ratih Septianna
The development of technology has touched aspects of education, including early childhood. Learning using computer devices, which is usually introduced at elementary school level, can already be done in early childhood This research aims to describe the application of learning using Information Communication Technology (ICT) in the form of computer devices in early childhood. The subjects in this research were the school principal, computer extracurricular teacher and students at TK Negeri 2 Yogyakarta. The method used in this research is descriptive qualitative while data collection uses interviews, observation and documentation studies. Based on research, the results showed that ICT learning at TK Negeri 2 Yogyakarta was included in the extracurricular activity program using computer devices and application-based educational games . The extracurricular teacher coordinates with the class teacher to adjust the type of activity to the theme, learning objectives and level of difficulty according to the student's age group. The material provided includes an introduction to hardware, an introduction to geometric shapes, colors, an introduction to letter and number symbols through games. The methods used in computer learning are demonstration methods, direct practice and games. Through computer learning, it is easier for teachers to convey teaching material and students are more interested in the learning being carried out.
科技的发展已经触及了教育的方方面面,包括儿童早期教育。通常在小学阶段引入的使用计算机设备进行学习,在儿童早期就已经可以做到 本研究旨在探讨资讯通讯科技(ICT)在儿童早期以电脑设备的形式学习的应用。本研究的对象为日惹TK Negeri 2学校的校长、电脑课外教师和学生。本研究使用的方法是描述性定性,而数据收集使用访谈,观察和文献研究。研究结果显示,日惹TK Negeri 2的ICT学习被纳入课外活动计划,使用计算机设备和基于应用程序的教育游戏。课外教师配合班主任根据学生的年龄段,调整活动类型、主题、学习目标和难度等级。提供的材料包括硬件介绍,几何形状,颜色介绍,通过游戏介绍字母和数字符号。计算机学习的方法主要有演示法、直接练习法和游戏法。通过计算机学习,教师更容易传达教材,学生对正在进行的学习更感兴趣。
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引用次数: 0
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW GUNA MENINGKATKAN HASIL BELAJAR MATEMATIKA KELAS V MATERI PECAHAN 采用拼图式合作学习模式,以提高V类数学分数的成绩
Pub Date : 2023-06-20 DOI: 10.29303/pendas.v4i1.1319
Devi Sulistiawati, Agung Setyawan
The research aims to improve student learning outcomes in the mathematics content of fractions. This research was conducted in class V SDNU Al-Istiqomah Rejodadi, which is one of the private schools in Gresik Regency. In this research using the Class Action Research (CAS) Kemmis and MC. Taggart Models by applying two research cycles. Each cycle is carried out once, with one action carried out in one meetings. The research subjects were students of class V SDNU Al-Istiqomah which consisted of fifteen students, with 8 male students and 7 female students. Data sources consisting of primary data and secondary data. The data collection techniques and instruments consist of unstructured interview, observations, documents and student test results. This research data analysis technique consists of qualitative and quantitative data. The results showed that the jigsaw type cooperative learning model can be improve student learning outcomes in mathematics content of the fractional material for class V SDNU Al-Istiqomah Rejodadi, Gresik Regency.
本研究旨在提高学生在分数数学内容方面的学习效果。这项研究是在ssdu Al-Istiqomah rejdadi五班进行的,这是Gresik Regency的一所私立学校。本研究采用了集体诉讼研究(CAS)的Kemmis模型和MC. Taggart模型,应用了两个研究周期。每个循环执行一次,在一次会议中执行一次行动。研究对象为ssdu Al-Istiqomah五班15名学生,其中男8名,女7名。数据源由主要数据和次要数据组成。数据收集技术和工具包括非结构化访谈、观察、文献和学生测试结果。本研究数据分析技术包括定性数据和定量数据。结果表明,拼图式合作学习模式能够提高学生在ssdu Al-Istiqomah regidadi, Gresik Regency五班分数材料数学内容的学习效果。
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引用次数: 0
UPAYA MENINGKATKAN KEAKTIFAN BELAJAR SISWA DI SEKOLAH MELALUI PENDEKATAN INKUIRI SISWA KELAS 1 SDN TUNJUNG 4 通过1年级学生温习方法提高学生在学校学习的活动
Pub Date : 2022-06-28 DOI: 10.29303/pendas.v3i1.1291
Mega Trian Agustina, Agung Setyawan
This research was conducted because of the problems that occurred in grade 1 students, namely the activeness of students at school. This study aims to determine the activity of students in grade 1 using an inquiry approach or without an inquiry approach. This research method was carried out on grade 1 students at SDN Tunjung 4 Burneh. This research use desciptive qualitative approach. In this research, knowledge is built to find out and solve a problem that exists in school. This type of research used is Classroom Action Research. Based on the results that have been described that in the first cycle student activity is very less, where the acquisition of information or how to convey learning that is applied by the teacher using the lecture model, while in the second cycle students are very enthusiastic and very active in class. . So it can be concluded that the inquiry approach applied by researchers in the learning process has a very important effect on student activity, therefore, for future learning, it is more important to prioritize an effective approach for students.
本研究是针对一年级学生存在的问题,即学生在学校的积极性。本研究旨在确定一年级学生使用探究性方法或不使用探究性方法的活动。本研究方法是在东中四Burneh中学一年级学生中进行的。本研究采用描述性定性方法。在本研究中,知识的建立是为了发现和解决学校存在的一个问题。这种类型的研究被称为课堂行动研究。根据已经描述的结果,在第一个周期中,学生的活动非常少,其中信息的获取或如何传达学习是由教师使用讲座模式应用的,而在第二个周期中,学生在课堂上非常热情和非常活跃。由此可见,研究者在学习过程中运用的探究性方法对学生的活动产生了非常重要的影响,因此,对于未来的学习来说,优先为学生选择一种有效的方法更为重要。
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引用次数: 0
PENGARUH METODE BRAINWRITING TERHADAP KEMAMPUAN PEMECAHAN MASALAH PADA PELAJARAN IPS KELAS V SDN 20 AMPENAN TAHUN AJARAN 2021/2022 头脑写作方法对IPS类V SDN 20年AMPENAN学年2021/2022年的问题解决能力的影响
Pub Date : 2022-06-25 DOI: 10.29303/pendas.v3i1.435
Daefatul Azizati, Safruddin Safruddin, Itsna Oktaviyanti
Penelitian ini dilakukan berdasarkan hasil observasi di SDN 20 Ampenan yaitu masih rendahnya kemampuan pemecahan masalah siswa terutama pada mata pelajaran IPS. Hal ini disebabkan karena guru cenderung menggunakan metode satu arah (konvensional) dan kurang variasinya guru dalam menerapkan metode pembelajaran. Oleh karena itu perlu adanya pembaruan dalam melaksanakan metode pembelajaran yakni menggunakan metode Brainwriting. Berdasarkan hal tersebut penelitian ini bertujuan untuk mengetahui pengaruh metode Brainwriting terhadap kemampuan pemecahan masalah pada pelajaran IPS kelas V SDN 20 Ampenan Kecamatan Mataram Tahun Ajaran 2021/2022. Penelitian ini adalah penelitian kuantitatif dengan rancangan penelitian Nonequivalent control group design tipe quasi eksperimen. Teknik pengambilan sampel yang digunakan adalah sampling jenuh. Populasi dan sampel dalam penelitian ini yaitu seluruh siswa kelas VB sebagai kelas eksperimen dan siswa kelas VA sebagai kelas kontrol. Metode pengumpulan data yang digunakan yaitu observasi, tes, dan dokumentasi. Instrument yang digunakan yaitu lembar observasi keterlaksanaan pembelajaran metode Brainwriting dan tes kemampuan pemecahan masalah. Dalam pengujian instrument, peneliti menggunakan uji validitas ahli. Adapun analisis data dalam penelitian ini diawali dengan uji normalitas menggunakan rumus Kolmogrov Smirnov dengan taraf signifikansi 5 % (0,05) yang dilanjutkan dengan uji homogenitas dan uji hipotesis penelitian. Kemudian data kemampuan pemecahan masalah dianalisis dengan uji-t untuk mengetahui hipotesis penelitian. Hasil analisis data didapatkan nilai sig.2 tailed sebesar 0,000 yang nilainya kurang dari 0,05, maka berdasarkan hipotesis penelitian, jika nilai sig.2 tailed < 0,05 t-tabel maka H0 ditolak dan Ha diterima. Hal ini menunjukkan bahwa terdapat pengaruh metode Brainwriting terhadap kemampuan pemecahan masalah pada pelajaran IPS kelas V SDN 20 Ampenan Tahun Ajaran 2021/2022.
本研究是根据20个安培的观察得出的,主要是ip问题解决能力较低。这是因为教师倾向于使用单一的(传统的)方法,而教师在应用学习方法时缺乏多样性。因此,使用头脑写作方法进行学习需要更新。基于此,本研究旨在探讨集思写作方法对第V类IPS解决问题能力的影响,第20课Ampenan Ampenan council of Mataram class 2021/2022。该研究是一种由非equivalent控制组设计类型的定量研究。采用的抽样技术是饱和抽样。本研究的总体和样本包括VB班的所有学生作为实验班,而VA班的学生作为控制班。用于收集数据的方法包括观察、测试和文档。工具使用的是智慧书写方法和问题解决能力测试研究结果表。测试工具测试中,研究人员使用专家的有效性。至于这个数据分析研究中测试常态开头用斯米尔诺夫Kolmogrov公式5 %(0。05)的重要性程度继续homogenitas试验和研究假设测试。然后用uj -t分析问题解决能力数据来确定研究假设。数据分析发现,sig.2后面的值小于0.05,因此研究假设,如果sig.2后面的值小于0.05 t表,那么H0就会被拒绝和Ha接受。这表明,智能书写方法对社会解决问题能力的影响,在20 - 20年的教训2021 - 2022年。
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引用次数: 0
NILAI-NILAI PENDIDIKAN KARAKTER DALAM PERMAINAN TRADISIONAL SUKU SASAK DI DESA BABUSSALAM GERUNG LOMBOK BARAT
Pub Date : 2022-06-23 DOI: 10.29303/pendas.v3i1.1071
Tika Safitri, L. H. Affandi, Moh. Irawan Zain
This research aims to describe the educational values of karater contained in the traditional games of the sasak tribe in the village of babussalaam gerung west Lombok. The research approach used is qualitative research with ethnography methods. Data collection techniques use observation, interviews and documentation. Data analysis uses Milles and Huberman Model data analysis. The results showed that there are character education values in traditional engklek games, traditional congklak games, and traditional catfish starch games. In traditional games, the value of character education includes peace- love, faith and piety, love of the environment, love of the homeland, hard work, learners, creative, brave, discipline, cooperation, solidarity, honesty and deliberation. With the highest percentage of appearances, namely independent characters with a percentage of 100%, then religious characters with a percentage of 75% and continued with mutual aid characters with a percentage of 66%. In traditional games congklak integrated character education values include peace, faith and piety, love of the environment, love of the homeland, hard work, learners, creative, brave, discipline, cooperation, family, honesty and deliberation. With the highest percentage of appearances, namely independent characters with a percentage of 100%, then religious characters with a percentage of 75% and continued with mutual aid characters with a percentage of 66%. In traditional games pati lele integrated character education values include peace, faith and devotion, love of the environment, love of the homeland, hard work, learners, creative, discipline, cooperation, solidarity, honesty and deliberation. With the highest percentage of appearances, namely independent characters with a percentage of 80%, then religious characters with a percentage of 75% and continued with mutual aid characters with a percentage of 66%. The three games are very suitable for cultivating independent, religious and mutual cooperation characters in children.
本研究旨在描述龙目岛西部babussalaam gerung村sasak部落传统游戏中空手道的教育价值。使用的研究方法是民族志方法的定性研究。数据收集技术使用观察、访谈和文件。数据分析采用Milles和Huberman模型进行数据分析。结果表明,传统的engklek游戏、传统的conklak游戏和传统的鲶鱼淀粉游戏都具有一定的品格教育价值。在传统游戏中,品格教育的价值包括和平-爱,信仰和虔诚,热爱环境,热爱祖国,努力工作,学习,创新,勇敢,纪律,合作,团结,诚实和深思熟虑。出现率最高的是独立角色,占100%;其次是宗教角色,占75%;其次是互助角色,占66%。在传统游戏中,康克拉克的综合品格教育价值观包括和平、信仰和虔诚、热爱环境、热爱祖国、努力工作、学习、创造、勇敢、纪律、合作、家庭、诚实和深思熟虑。出现率最高的是独立角色,占100%;其次是宗教角色,占75%;其次是互助角色,占66%。在传统的帕蒂莱游戏中,综合素质教育的价值观包括和平、信仰和奉献、热爱环境、热爱祖国、努力工作、学习、创新、纪律、合作、团结、诚实和深思熟虑。出现率最高的是独立角色,占80%;其次是宗教角色,占75%;其次是互助角色,占66%。这三个游戏非常适合培养孩子的独立、宗教和相互合作的性格。
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引用次数: 5
期刊
JURNAL ILMIAH PENDAS: PRIMARY EDUCATION JOURNAL
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