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Penerapan Teknik Self-Control terhadap Kecanduan Game Online pada Mahasiswa Amanda, Raisa; Solechah, Firda Nikmatus; Jamaluddin, Muhammad
Socius: Jurnal Penelitian Ilmu-Ilmu Sosial Vol 2, No 12 (2025): July 2025
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to know the effectiveness of self-control techniques in decreasing online gaming addiction in a college student. Using the Single Subject Research (SSR) method with an A–B design and a follow-up phase, this study focused on observation of subjects’ gradual changes in behavior through three phases: baseline, intervention, and follow-up. The subjects were selected through purposive sampling techniques based on the criteria of online game addiction according to the theoretical indicators of Chen Chang (2008) as well as Lemmens et al. (2016). The intervention was conducted through self-control techniques for 10 days, accompanied by the use of self-monitoring and behavioral contracts. The study results showed there was a decrease in game playing duration from an average of 3 hours 26 minutes/day in the baseline phase to 1 hour 22 minutes/day in the follow-up phase. Additionally, subjects showed improvements in managing stress more adaptively, a decrease in impulse play, and awareness of the negative impact of addiction. These findings indicate that self-control techniques are effective in modifying online gaming addiction behaviors, as well as supporting the development of preventive strategies against digital addictive behaviors among college students.
Pengembangan Model Asesmen Kinerja Menyimak (Istima') Bahasa Arab Berbasis Teks Fungsional Kelas X SMA Babul Magfirah Afriati, Intan; Rambe, Rika Putri; Izzah, Nurul; Amanda, Raisa
Shaut al Arabiyyah Vol 14 No 1 (2026): JURNAL SHAUT AL-'ARABIYAH
Publisher : Jurusan Pendidikan Bahasa Arab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/saa.v14i1.64293

Abstract

Penelitian ini bertujuan untuk mengembangkan model asesmen kinerja menyimak (istimā’) berbasis teks fungsional dalam pembelajaran Bahasa Arab di Madrasah Aliyah. Penelitian menggunakan metode Research and Development (R&D) dengan mengadaptasi model pengembangan ADDIE yang meliputi lima tahap, yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Produk yang dikembangkan berupa instrumen asesmen menyimak berbasis teks fungsional bertema al-taḥiyyāt wa al-ta‘āruf dalam bentuk tes audio dan lembar penilaian kinerja. Uji coba terbatas dilakukan terhadap sepuluh siswa kelas X SMA Babul Maghfirah untuk menilai keefektifan instrumen. Hasil analisis data menunjukkan nilai rata-rata (mean) sebesar 72, median 75, modus 80, dan standar deviasi 9,8 dengan tingkat ketuntasan belajar mencapai 80%. Hasil tersebut menunjukkan bahwa asesmen kinerja yang dikembangkan efektif dan layak digunakan untuk mengukur keterampilan menyimak siswa secara autentik dan komunikatif. Dengan demikian, asesmen ini dapat menjadi alternatif instrumen evaluasi dalam pembelajaran Bahasa Arab yang menekankan kemampuan pemahaman makna dan konteks komunikasi sehari-hari.
PEMANFAATAN BAHAN LIMBAH PLASTIK PADA PEMBELAJARAN KOLASE UNTUK MENINGKATKAN KREATIVITAS SISWA KELAS IV DI UPTD SD NEGERI 10 JULI KABUPATEN BIREUEN Amanda, Raisa; Fitri, Aida; Hasniyati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42806

Abstract

Creativity is one of the important abilities that need to be developed in elementary school students, especially in fine arts learning to help students express ideas and develop creative thinking skills. However, in practice, art learning still does not utilize materials in the surrounding environment as meaningful learning media so that student engagement in the learning process is not optimal. Initial conditions indicate that student creativity is relatively low, where 62% of students have not reached the Learning Objective Achievement Criteria (KKTP) of 70. This study aims to describe the process of utilizing plastic waste materials in collage learning and increasing the creativity of fourth-grade students of UPTD SD Negeri 10 Juli, Bireuen Regency. This study uses a qualitative approach with a descriptive research type. The research subjects were 21 fourth-grade students. Data collection techniques were carried out through observation and student performance tests. Data analysis techniques used the Miles, Huberman, and Saldana models which include data reduction, data presentation, and conclusion drawing. The results of the study indicate that the use of plastic waste materials in collage learning can be implemented effectively through the stages of material preparation, the manufacturing process, and the completion of the work. Student creativity increased, as indicated by the percentages for each indicator: fluency (91.6%), flexibility (86.9%), originality (83.3%), and elaboration (78.5%), with an overall average of 85.1%, which is in the very good category. Therefore, it can be concluded that the use of plastic waste materials in collage learning can enhance the creativity of fourth-grade students and provide an engaging, active, and meaningful learning experience.