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Permainan Ular Tangga Dengan Penguatan Self Esteem Dapat Meningkatkan Kepercayaan Diri Penyandang Disabilitas Di Yayasan Bhakti Senang Hati Ni Putu Yuniarika Parwati; Ega Dwi Meriani; Made Dwi Udiani; Ziadatun Nufus; Hestika Angelina Rukka; Adjie Achmad Zaini
Journal Prakarsa Paedagogia Vol. 8 No. 2 (2025): December 2025
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jpp.v8i2.15011

Abstract

This study aims to improve the self-confidence of persons with disabilities through an educational snakes and ladders game integrated with self-esteem reinforcement. Using an action research method in two cycles, the study was conducted within the Bhakti Senang Hati Foundation community. The results showed a significant increase in self-confidence, from 68.8% in the pre-cycle to 74.5% in the second cycle. This improvement was achieved through a game designed to stimulate social interaction, public speaking courage, and self-expression. The novelty of this research lies in the integration of traditional games with a psychological approach based on self-esteem enhancement within the context of empowering people with disabilities. In conclusion, the snakes and ladders game combined with self-esteem reinforcement proved to be an effective and enjoyable strategy to enhance self-confidence among persons with disabilities, and it can be considered an alternative method for psychosocial community interventions.
Peningkatan Hasil Belajar Sejarah melalui Implementasi Model Deep Learning pada Materi Masa Pendudukan Jepang di Indonesia Kelas XI SMA Negeri 10 Denpasar Vanesia Okadina Hidayati; Ni Putu Yuniarika Parwati; I Nyoman Bayu Pramartha
Dewantara : Jurnal Pendidikan Sosial Humaniora Vol. 5 No. 3 (2026): September: Dewantara : Jurnal Pendidikan Sosial Humaniora
Publisher : Universitas 45 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30640/dewantara.v5i3.7721

Abstract

This study aims to enhance the history learning outcomes of 11th-grade students on the topic of the Japanese Occupation of Indonesia by implementing the Deep Learning instructional model. The fundamental problem underlying this study is the students’ low level of interest and understanding of history material, which tends to be narrative in nature. This study employed the Classroom Action Research (CAR) method, conducted in two cycles, comprising the stages of planning, implementation, observation, and reflection. The research subjects were 36 grade XI students at Denpasar State High School 10. jLearning joutcome jdata jwere jcollected jthrough evaluation jtests jat jthe jend jof jeach jcycle jand jstudent jactivity jobservation jsheets. jThe jresults jshowed that jimplementing jthe jDeep jLearning jmodel jsignificantly jimproved jstudents’ jlearning jactivities jand understanding, jas jevidenced jby jan jincrease jin jthe javerage jclass jscore jfrom j70.47% jin jthe jpre-cycle jto 80.83% jin jthe jfinal jcycle, jas jwell jas ja jclassical jlearning jmastery jrate jof j88.89%. jThus, jit jcan jbe concluded jthat jthe japplication jof jthe jDeep jLearning jmodel jis jeffective jas jan jinnovative japproach jto history jinstruction jthat jis jmore jdynamic jand jcapable jof jimproving jstudent jlearning joutcomes.