Kusuma, Rani
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STUDI KEPUSTAKAAN MENGENAI LANDASAN TEORI DAN PRAKTIK KONSELING NEURO LINGUISTIC PROGRAMMING (NLP) Kusuma, Rani
Jurnal BK UNESA Vol 8, No 1 (2018): Volume 8 Nomer 1
Publisher : Jurnal BK UNESA

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Abstract

Penelitian ini bertujuan untuk mengelaborasi landasan teori dan praktik konseling Neuro Linguistic Programming (NLP) sebagai alternatif pendekatan konseling. Metode penelitian yang digunakan adalah metode penelitian kepustakaan. Dengan metode pengumpulan data yang digunakan adalah metode dokumentasi. Teknik analisis data yang digunakan adalah analisis isi. Guna menjaga ketepatan pengkajian dan mencegah kesalahan informasi dalam analisis data maka dilakukan pengecekan antar pustaka dan membaca ulang pustaka serta memperhatikan komentar pembimbing. Hasil penelitian ini adalah terelaborasinya landasan teori dan praktik konseling Neuro Linguistic Programming secara utuh meliputi, : 1) Latar belakang berkembangnya konseling Neuro Linguistic Programming  (NLP), 2) konsep utama konseling Neuro Linguistic Programming  (NLP), 3) tujuan dari konseling Neuro Linguistic Programming  (NLP), 4) fungsi dan peran konselor dalam konseling Neuro Linguistic Programming  (NLP), 5) pengalaman konseli dalam proses konseling Neuro Linguistic Programming  (NLP), 6) hubungan antara konselor dan konseli dalam konseling Neuro Linguistic Programming  (NLP)), 7) teknik dan prosedur konseling Neuro Linguistic Programming  (NLP), dan 8) hasil penelitian penerapan konseling Neuro Linguistic Programming  (NLP), dan 9) proses konseling Neuro Linguistic Programming  (NLP) dalam menangani kasus. Kata Kunci: Studi Kepustakaan, Neuro Linguistic Programming  (NLP)
Enhancing Student Engagement and Cognitive Development Through Game-Based Learning (GBL) Hikamah, Siti Roudlotul; Kusuma, Rani; Lestari, Putri Dwi; Ka-Lupae, Saenab
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 10, No 1: JANUARY 2025
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v10i1.24852

Abstract

Elementary school students are classified as playing-age children, they like to do activities while playing. This research aims to determine the influence of the Game-Based Learning (GBL) learning model on students' cognitive activities and abilities. This type of research is quasi-experimental, one-group pre-test and post-test design. The population of this study were Madrasah Ibtidaiyah students at Darussalam Seuksa School, Thepa, Southern Thailand. The research sample for grade 5 students was 28 students. Student activity is measured using an observation sheet with indicators measured using a 1-5 Likert scale. Cognitive abilities are measured by tests. The results of data analysis showed that the class average N-gain value was 0.73 for learning activities, and a value of 0.80 for student cognition. The N-gain value is 0.7 or g > 0.7, it can be concluded that the GBL model with effective interpretation is used, because it is in the high criteria. The results of the analysis of the percentage of student activity obtained a pre-test value of 47.11%, and the post-test obtained a value of 85.63%. The results of the cognitive percentage analysis obtained a pre-test value of 70.71% and the post-test value obtained a value of 94.0%. The results of the Wilcoxon test obtained a tailed asymp sig value of 0.00, meaning that there was a significant influence between the pre-test and post-test. GBL influences student activities and has a significant influence on student cognition.