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dc.contributor.authorSari, Maya Kartika
dc.date.accessioned2018-06-12T04:29:52Z
dc.date.available2018-06-12T04:29:52Z
dc.date.issued2018-04
dc.identifier.citationDanandjaya, James. 2007. Folklor Indonesia, Ilmu Gosip, Dongeng dan lain-lain.. Jakarta : Pustaka Utama Grafiti Ifa H. Misbach. 2006. Peran Permainan Tradisional yang Bermuatan Edukatif dalam Menyumbang Pembentukan Karakter dan Identitas Bangsa. Laporan Penelitian Universitas Pendidikan Indonesia Krisna Pebryawan. (2015). Engklek Sebagai Sarana Pembelajaran Yang Asik Di Tengah Permainan Modern. Jurnal Magistra No. 92 Th. XXVII Juni 2015, 62-68 Majelis Luhur Persatuan Tamansiswa. 1977. Karya Ki Hajar Dewantara Bagian Pertama Pendidikan. Cetakan ke-2. Jogjakarta: Yayasan Persatuan Taman Siswa. Miles, M. B. & Huberman, M. (1994). Qualitative data analysis: an expanded sourcebook- (2end). SAGA Publication: International Educational and Professional Publisher Thousand Oaks London New Delhi. Muslich, Mansur. 2011. Pendidikan Karakter: Menjawab Tantangan Krisis Multidimensional. Jakarta: Bumi Aksara Moleong, Lexy J., 2007. Metodologi Penelitian Kualitatif (Edisi Revisi). Bandung: PT Remaja Rosdakarya MLPTS. 1992. Peraturan Besar dan Piagam Persatuan Taman Siswa. Yogyakarta: Majelis Luhur Persatuan Taman Siswaid_ID
dc.identifier.issn2503-5185
dc.identifier.urihttp://hdl.handle.net/11617/10061
dc.description.abstractThis study aims to find out the pattern of child-friendly education through the among system and the Traditional Game Teachings Ki Hadjar Dewantara in SD Taman Siswa Yogyakarta. This type of research is qualitative using case study approach. Research subjects are Majelis Luhur Taman Siswa, principals, teachers or guardians, students, parents, cultural figures, and surrounding communities. Determination of research subjects conducted by purposive sampling technique. Techniques of data collection using observation, interviews, and documentation. Data analysis in research using Model Miles and Huberman namely data collection, data reduction, data presentation, and conclusion. The results showed that the pattern of child-friendly education through the among system and the Traditional Game of Teachings Ki Hadjar Dewantara in SD Taman Siswa Yogyakarta is done through the among system between and teach with traditional game. SD Taman Siswa Yogyakarta applies various kinds of traditional game namely dakon, mushroom, cublak cublak suweng, jaranan, galasin, bentik, and egrang. In this study found that the system among is a pattern of child-friendly education that provides a positive stimulus to the personality and psychological child. In addition, traditional games become a fun pattern of child-friendly education, able to increase achievement and foster positive social character that is tolerance among friends at play, mutual help between friends, democratic, honesty and discipline in obeying the rules of the game, and foster a sense of love to the culture that exist and conserve traditional game to keep sustainable.id_ID
dc.language.isoen_USid_ID
dc.publisherThe 2nd International Conference On Child-Friendly Education (ICCE) 2018id_ID
dc.titlePatterns of Child Friendly Education Through the Among System and Traditional Game Teachings of Ki Hadjar Dewantaraid_ID
dc.typeArticleid_ID


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