scholarly journals Family, education and community: Results of a sociological research on the youth in Törökszentmiklós

Author(s):  
Aniko Khademi-Vidra ◽  
Endre Barko ◽  
Tibor Sarvak

The essay displays youth society in T?r?kszentmikl?s, the center of a small area located in the Big Plateau, in the first decade of this century. We started the research because we think that without innovative and opened youth society for modernization processes no territory or county can have future in the beginning of the 21st century. The future is endangered by the existential and moral crisis of the growing generation. Forming the research method, the specific deviant examples and of the newly graduated population migration played the main role. .

2021 ◽  
Author(s):  
Jonathan Manurung ◽  
Moses Glorino Rumambo Pandin

History is a part of social science. In history, we can study the various events that occurred in the past that can determine what happened in the future. With this historical knowledge, we can find out the origin of these events in the past through various sources such as books, relics, etc. [R1] However, in the 21st-century history lessons are starting to be abandoned by the current generation because of the ongoing technological advances. Even though studying history is very important as a provision for carrying out life in the future. Therefore, by taking advantage of these technological advances, we can use the game Assassin's Creed which is booming lately as a way to increase interest in learning history. The purpose of writing this paper is to explain the benefits of the game Assassin's Creed as a medium to increase interest in learning history so that in this game the player not only knows the characters, the time, and the mission but also knows the storyline of this game because it is related to events that have already occurred. To achieve this goal, the article focuses on several questions about historical learning in the present and the use of one of the games to increase interest in learning. The research method used is a literature review that performs data processing and sorting according to the discussion topics discussed by the author. The data is in the form of 20 journal articles with a span of years from 2019-2021 and website 2 trusted sites. The results of this study are in the form of an explanation of historical learning in the 21st century and the game Assassin's Creed with several series that have different synopses but have links to historical events. Thus, technological advances need to be utilized positively through the use of games as a means of increasing interest in learning history.


M/C Journal ◽  
2000 ◽  
Vol 2 (9) ◽  
Author(s):  
Frances Bonner ◽  
Paul Starr

In the beginning, the editors were brought together by science fiction, the popular cultural form most devoted to thinking about the future. The world though is too complex to produce a straight line from academic work on science fiction to editing a journal issue on the future, so the sf we started with was science fiction about the past. It's taken us a while to get to the future, but here, to a certain extent, we are. Thinking about the future is never easy, never really free of fiction, and the only strong chance is that you'll get it wrong (as innumerable prognostications from space ships with punch cards driving them to Government transport planning can testify). It became apparent as we worked through the submissions that there was a strange inhibition at work. Even though contributors knew that the publication date for the issue was 2000, not one had been able to project themselves into such a significant future time. Piece after piece talked of here in 1999 and what it would be like in the 21st century without actually trying to be there. Was it those millennial fears that stopped people writing 'here in 2000' or daring 'this century' for the 21st? Actually we don't think we've found many references anywhere at all to 'this century' yet; perhaps we're still recovering from the surprise at the uneventfulness of our entering it. Although we had been saying there was nothing special about the shift from one lot of numbers to another and that the fuss was a lot of marketing hype, actually believing it seems to have been more difficult. It became apparent as we worked through the submissions that there was a strange inhibition at work. Even though contributors knew that the publication date for the issue was 2000, not one had been able to project themselves into such a significant future time. Piece after piece talked of here in 1999 and what it would be like in the 21st century without actually trying to be there. Was it those millennial fears that stopped people writing 'here in 2000' or daring 'this century' for the 21st? Actually we don't think we've found many references anywhere at all to 'this century' yet; perhaps we're still recovering from the surprise at the uneventfulness of our entering it. Although we had been saying there was nothing special about the shift from one lot of numbers to another and that the fuss was a lot of marketing hype, actually believing it seems to have been more difficult. Daniel Palmer discusses the ways that one of the most interesting and provocative science fiction films of the last few years, Luc Besson's The Fifth Element, represents its future and what this can say about historicity. Given how very much the recent prognostication pieces in popular print media drew on stills from this film in preference to alternative images, we think his choice is a wise one. He doesn't mention the differential reception of the film inside and outside the US, but its role in displaying the ability of non-US film-makers to do big-budget sf as well as the thoughtful kind is worth noting. Andrew M. Butler continues the sf line with a light-hearted bid for power in the world of terminology in narrative theory. We move from Butler's parody to one of the most serious of the areas where attempts are made to regulate the future - welfare policy. Lisa Gunders specifically talks of the Australian situation but raises issues of global currency. Jacki Apple's contribution steers clear of parody in her consideration of what be the case in fifty years time in the light of recent developments in fields like nano-technology and genetic engineering. Our final contributor, Jason Ensor, takes us to religious prophecy -- for many the antithesis of where we began with science fiction. Citation reference for this article MLA style: Frances Bonner, Paul Starr. "Editorial: 'Future'." M/C: A Journal of Media and Culture 2.9 (2000). [your date of access] <http://www.uq.edu.au/mc/0001/edit.php>. Chicago style: Frances Bonner, Paul Starr, "Editorial: 'Future'," M/C: A Journal of Media and Culture 2, no. 9 (2000), <http://www.uq.edu.au/mc/0001/edit.php> ([your date of access]). APA style: Frances Bonner, Paul Starr. (2000) Editorial: 'future'. M/C: A Journal of Media and Culture 2(9). <http://www.uq.edu.au/mc/0001/edit.php> ([your date of access]).


2018 ◽  
Vol 1 (1) ◽  
pp. 29-40
Author(s):  
Novita Novita ◽  
Damar Aji Irawan ◽  
Benyamin Suwitorahardjo

The biggest challenge faced by students nowadays and in the future, is how to deal with the increasingly high competition in the world, the increasing number of undergraduate and limited job opportunities. In this kind of situations, the students had to find a creative way and change the approach of being a university graduate looking for a job, to become scholars who can create their own jobs, or even able to create jobs for others. The purpose of this study was to determine the youth interest on entrepreneurship in Indonesia. It seems that the youth are unaware to see that the job is increasingly difficult to find nowadays. So through this study, researchers wanted to find out what causes youth in Indonesia, reluctant to become an entrepreneur. While being an entrepreneur, the youth can open or create jobs for others and can reduce the level of unemployment in Indonesia. Self-confidence is an important factor in entrepreneurship. Family environment and quality education also participate in creating interest for youth in entrepreneurship. This research is using basic research method; where researchers will try to link the theories of the existing variables. Thus, researchers can conduct research by distributing questionnaires to the youth throughout Indonesia. This study aims to determine the cause of Indonesian youth lack of interest in entrepreneurship.


2020 ◽  
Vol 3 (2) ◽  
pp. 222-233
Author(s):  
Veronika Fany Monica Yuniarti ◽  
Nurul Anriani ◽  
Cecep Anwar H. F. Santosa

Abstrak: Penelitian ini bertujuan untuk menghasilkan aplikasi e-modul berbasis smartphone pada materi integral tak tentu berorientasi keterampilan abad ke-21 yang valid, praktis, dan efektif. Penelitian menggunakan metode Research and Development (R&D) dari Borg dan Gall yang dimodifikasi menjadi enam langkah. Hasil penelitian menyatakan bahwa hasil skor validasi ahli materi sebesar 4.2 termasuk kategori valid, ahli media diperoleh 3.8 termasuk kategori valid dan guru matematika diperoleh 3.7 termasuk kategori valid. Sedangkan hasil efektivitas diperoleh dari persentase ketuntasan 70% dengan kategori tinggi, dan n-gain sebesar 0,7682 termasuk kategori interpretasi tinggi. Lebih jauh, hasil praktis diperoleh 44.55 jumlah rata-rata skor pernyataan yang termasuk kategori sangat praktis dan 39.80 jumlah rata-rata skor pernyataan yang termasuk kategori praktis. Berdasarkan hasil tersebut maka dapat disimpulkan bahwa pengembangan aplikasi e-modul berbasis smartphone merupakan media yang valid, praktis, dan efektif. Abstract: The research aims to produce a valid, practical, and effective smartphone-based e-module applications 21st-century skills-oriented integral material. The Research method was developmental research (R&D) according to Borg and Gall which was modified into six steps. The results of the research show that the validity of material experts score is 4.2 (valid category), media experts obtained is 3.8 (valid category) and the mathematics teacher score is 3.7 (valid category). While the effectiveness results obtained from the percentage of completeness of 70% with a high category and n-gain of 0.7682 including the high interpretation category. As well as the practical results obtained 44.55 the average number of statements in the very practical category and 39.80 the average number of statements in the practical category. Based on these results it can be concluded that the development of smartphone-based e-module applications is a valid, practical, and effective medium.


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