Eem Munawaroh
Coventry University

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Developing Multicultural Competence through Deep Learning: A Quasi-Experimental Study of Indonesian School Counselors Nandang Budiman; Aam Imaddudin; Ibrahim Al Hakim; Yuli Nurmalasari; Eem Munawaroh; Yasinta Putri Khairunnisa; Christine Grace Yane Juwita
G-Couns: Jurnal Bimbingan dan Konseling Vol. 10 No. 03 (2026): July 2026, G-Couns: Jurnal Bimbingan dan Konseling
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/g-couns.v10i03.8618

Abstract

This study examines the effectiveness of deep learning-based training in strengthening multicultural competence and awareness of radicalism among Indonesian school counselors. Employing a quasi-experimental mixed-method design, the study involved 17 guidance and counseling teachers from secondary schools in Garut Regency, West Java. The three-week intervention integrated Socratic dialogue, experiential simulation, and structured cultural reflection. Quantitative data were collected using a pretest-posttest Radicalism Attitude Inventory, while qualitative data were obtained from reflective portfolios, interviews, focus group discussions, and observations. The paired-sample t-test revealed statistically significant improvement in counselors' radicalism awareness (p = 0.015, Cohen's d = 0.657), driven primarily by substantial gains in detecting overt radicalism indicators (Revolutionary dimension: p = 0.001, d = 1.03). Qualitative findings demonstrated transformative professional development, including increased cultural self-awareness, enhanced empathetic and dialogic counseling skills, greater sensitivity to subtle forms of intolerance, and improved readiness to implement preventive strategies in school contexts. Overall, the findings indicate that deep learning-based training facilitates professional transformation through iterative reflection and experiential learning, supporting its integration into counselor professional development programs focused on multicultural practice and radicalism prevention. Keywords: deep learning, mixed-method research, multicultural competence, radicalism prevention, school counselors
Student perceptions of game-based learning in civic education: A Technology Acceptance Model (TAM) approach Iim Siti Masyitoh; Giri Harto Wiratomo; Margi Wahono; Sukron Mazid; Eem Munawaroh
Jurnal Civics: Media Kajian Kewarganegaraan Vol. 23 No. 2 (2026)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jc.v23i2.96527

Abstract

The development of digital technology has brought significant changes to learning practices in higher education, particularly in the use of games that are close to students' lives. This study aims to analyze students' perceptions of game-based learning in civic education using digital game learning media. The study used a quantitative approach, employing a survey, with 120 students from Universitas Negeri Semarang (UNNES) across various study programs and semesters in 2025-2026. The researcher collected data through a Likert-scale questionnaire and analyzed it using quantitative descriptive methods within the Technology Acceptance Model (TAM), which comprises indicators of perceived usefulness and perceived ease of use. The results showed that students had a relatively moderate level of game play and exhibited positive perceptions of the use of digital games as learning media. Students assessed that digital games can increase interest in learning, help understand the material, and have the potential to develop student character traits such as tolerance, appreciation, honesty, and responsibility. However, students also recognized the potential negative impacts, namely the risk of game addiction and decreased focus on learning. These findings indicate that the use of games in learning needs to be pedagogically directed and based on values. Theoretically, this study strengthens the relevance of TAM in civic education while providing an empirical basis for developing game-based learning media that support student character building.