Zahro, Afridatuz
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Layanan Penguasaan Konten Dengan Teknik Modeling Simbolik Untuk Meningkatkan Tata Krama Siswa Wahyuningsih, Endang Tri; Zahro, Afridatuz; Utami, Dian Wahyu
JURNAL KONSELING GUSJIGANG Vol 4, No 1 (2018): Jurnal Konseling Gusjigang Juni 2018
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jkg.v4i1.2327

Abstract

This study is aimed to know the students’ manner level before and after given content mastery service symbolic modeling technique. The research design of this study is pre-eksperimental design with one-grup pretest-posttest design experiment design. The sample of this study is population study sample whereas the population of this study was amounted to 32 students class VIII F of SMP Muhammadiyah 3 Semarang. The instruments to collect the data are students’ manner questionnaire with reliability coefficient 0,918 and interview which given to one of the teacher that teach in class VIII F. The data was analyzed using descriptive qualitative analizing and t-test. The students' manner before given content mastery service symbolc modelling technique has average score 145,06 include in low criteria. The students' manner after given content mastery service symbolic modelling technique has average score178,93 include in middle criteria. Based on the results of different test (t-test) with 5% error rate is known t.count bigger than t.table (8,25 bigger than 2,039) and has significant value equal to 0,00 (p smaller than 0,05). So, it can be concluded that there was a significant influence of content mastery service symbolic modeling technique in improving the manner of students’ class VIII F of SMP Muhammadiyah 3 Semarang.
Meningkatkan Empai melalui Layanan Penguasaan Konten dengan Teknik Role Playing Zahro, Afridatuz; Awalya, Awalya; Sri Haratati, Maria Theresia
Indonesian Journal of Guidance and Counseling: Theory and Application Vol 7 No 2 (2018): Juni 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijgc.v7i2.20145

Abstract

Tujuan penelitian ini adalah untuk menguji pengaruh layanan penguasaan konten dengan teknik role playing untuk meningkatkan empati siswa kelas XI IPS 1 SMA N 6 Semarang. Metode yang digunakan adalah metode pre-experimental design, dengan menggunakan One group pretest-posttest design. Penelitian ini menggunakan teknik studi populasi, dengan sampel penelitian sebanyak 34 siswa. Alat pengumpul data menggunakan skala empati siswa, pengujian validitas dan reliabilitas menggunakan rumus Product Moment dan rumus alpha. Analisis data menggunakan analisis deskriptif kuantitatif dan Uji Beda atau T-Test. Kondisi empati siswa sebelum diberikan layanan penguasaan konten dengan teknik role playing memiliki rata-rata skor sabesar 197.09 termasuk dalam kategori rendah. Sedangkan kondisi empati siswa sesudah diberikan layanan penguasaan konten dengan teknik role playing memiliki rata-rata skor sebesar 246.06 termasuk dalam kategori sedang. Berdasarkan hasil Uji Beda (T-Test) dengan taraf kesalahan 5% diketahui bahwa thitung > ttabel (12,121 > 2,034) maka dapat dikatakan Ha diterima. Sehingga dapat disimpulkan bahwa layanan penguasaan konten dengan teknik role playing berpengaruh untuk meningkatkan empati siswa. ABSTRACT The purpose of this research is to examine the influence of content mastery service with role playing technique to improve empathy of student of class XI Social Science class I SMA N 6 Semarang. The method used is pre-experimental design method, using One group pretest-posttest design. This study uses population study technique, with a sample of 34 students. The data collection tools use students' empathy scale, validity and reliability testing using Product Moment and alpha formulas. The Data analysis used quantitative descriptive analysis and Different Test or T-Test. The condition of student empathy before being given content mastery service with role playing technique has average 197.09 sabesar score included in low category. While the condition of student empathy after being given content mastery service with role playing technique has average score equal to 246.06 included in category of being. Based on result of Different Test (T-Test) in 5% level error, it known that T-count > T-table (12,121> 2,034 ) then it can be said Ha accepted. So it can be concluded that content mastery services with role playing techniques have an effect to improve students' empathy.