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Integrating The Traditional Game Gasing: Comparison and Correlation of Responses, Peace-Loving Character, Social Care, and Student Responsibility

Journal of Innovation in Educational and Cultural Research · Vol. 5 No. 4 (2024) · hlm. 634–646

DOI
10.46843/jiecr.v5i4.2018
ISSN
2722-9696, 2722-9688
Terbit
2024-12-10
Penerbit
Yayasan Keluarga Guru Mandiri
Bahasa
eng

Abstrak

The era of globalization and the rapid development of technology have made many children prefer online games over traditional games. This makes it difficult for children to socialize with the surrounding environment and have high individual character; one of the traditional games is gasing (spinning top). This research aims to compare students' responses and characters towards the integration of traditional game gasing and to see the relationship between each variable to be studied. The research method uses mixed-method research. This research used a sample of 56 class IIIA and class IIIB students at SDN 55/I Sridadi, and the sampling technique used was total sampling. The data collection instruments used were questionnaires and interviews. Data analysis uses descriptive statistics and inferential statistics. The results of this research are that there is a significant relationship between variables, and it also produces a positive relationship, namely 0.00 0.05. Meanwhile, the results of the t-test comparison of each response variable, peace-loving character, social care character, and responsibility, have a significant comparison, with sig values of 0.000.05 and 0.020.05 and, respectively, dominant variable in the response variable in the good category. There is a need to develop innovative and educational traditional games to maintain their value and sustainability.

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  • Universitas Jambi
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Rekan penulisOrganisasiArtikel bersama
Muhammad SofwanAfiliasi tidak diketahui2
Dhea Annisa OktarizkaAfiliasi tidak diketahui1
Asrial AsrialUniversitas Jambi1
Destrinelli DestrinelliAfiliasi tidak diketahui1
Akhmad HabibiAfiliasi tidak diketahui1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) http://jiecr.org/index.php/jiecr/oai, pertama di-harvest 9 Nov 2026, terakhir terlihat 9 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en-US">Integrating The Traditional Game Gasing: Comparison and Correlation of Responses, Peace-Loving Character, Social Care, and Student Responsibility</dc:title>
	<dc:creator>Alirmansyah, Alirmansyah</dc:creator>
	<dc:creator>Zulkhi, Muhammad Dewa</dc:creator>
	<dc:creator>Pandya, Pebri Azmi</dc:creator>
	<dc:creator>Haya, Aqilla Fadia</dc:creator>
	<dc:creator>Wulandari, Vidia</dc:creator>
	<dc:subject xml:lang="en-US">response, traditional game, gasing</dc:subject>
	<dc:description xml:lang="en-US">The era of globalization and the rapid development of technology have made many children prefer online games over traditional games. This makes it difficult for children to socialize with the surrounding environment and have high individual character; one of the traditional games is gasing (spinning top). This research aims to compare students' responses and characters towards the integration of traditional game gasing and to see the relationship between each variable to be studied. The research method uses mixed-method research. This research used a sample of 56 class IIIA and class IIIB students at SDN 55/I Sridadi, and the sampling technique used was total sampling. The data collection instruments used were questionnaires and interviews. Data analysis uses descriptive statistics and inferential statistics. The results of this research are that there is a significant relationship between variables, and it also produces a positive relationship, namely 0.00  0.05. Meanwhile, the results of the t-test comparison of each response variable, peace-loving character, social care character, and responsibility, have a significant comparison, with sig values of 0.000.05 and 0.020.05 and, respectively, dominant variable in the response variable in the good category. There is a need to develop innovative and educational traditional games to maintain their value and sustainability.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Keluarga Guru Mandiri</dc:publisher>
	<dc:contributor xml:lang="en-US">Universitas Jambi</dc:contributor>
	<dc:date>2024-12-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>http://jiecr.org/index.php/jiecr/article/view/2018</dc:identifier>
	<dc:identifier>10.46843/jiecr.v5i4.2018</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Innovation in Educational and Cultural Research; Vol 5, No 4 (2024); 634-646</dc:source>
	<dc:source>2722-9696</dc:source>
	<dc:source>2722-9688</dc:source>
	<dc:source>10.46843/jiecr.v5i4</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>http://jiecr.org/index.php/jiecr/article/view/2018/256</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Journal of Innovation in Educational and Cultural Research</dc:rights>
</oai_dc:dc>