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Journal : Guiding World : Jurnal Bimbingan dan Konseling

Pengaruh Teknik Role-Playing Untuk Mengurangi Dampak Konformitas Negatif Pada Remaja Oktaliani, Gladys; Khairun, Deasy Yunika; Nurmala, Meilla Dwi
GUIDING WORLD (BIMBINGAN DAN KONSELING) Vol 7 No 2 (2024): GUIDING WORLD ( JURNAL BIMBINGAN DAN KONSELING)
Publisher : Program Studi Bimbingan dan Konseling

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33627/gw.v7i2.1471

Abstract

Conformity is a social behavior change experienced by an individual during socialization in their environment. In the adolescent phase, teenagers often engage in conformist behavior, where they follow the rules of a large or small group to be recognized as members, even if it goes against their true selves. The purpose of this research is to examine whether there is a change in the impact of Role-Playing Technique on reducing negative conformity among adolescents at SMAN 1 Kramatwatu. The research uses a Quasi-Experimental method with an Experimental Group and a Control Group. The Pre-Test results show that out of a total of 124 students, 16 students fall into the high category, 108 students in the moderate category, and no students in the low category. Those in the high category become the experimental sample. The hypothesis test in this research uses the Mann Whitney U test, and the hypothesis test result shows an Asymp. Sig. (2-tailed) = 0.001, where the value is < 0.05. Therefore, it can be concluded that the hypothesis in this research is accepted, and H0 is rejected. Thus, it can be concluded that there is a difference in the results between the experimental group that received treatment and the control group that did not receive treatment. Due to this difference, the result can be stated that the Role-Playing Technique has an effect on reducing the negative impact of conformity among adolescents at SMAN 1 Kramatwatu.
Profil Kompetensi Kepribadian pada Guru Bimbingan dan Konseling Fresh Graduate Untirta Ramdhini, Puji; Khairun, Deasy Yunika; Nurmala, Meilla Dwi
GUIDING WORLD (BIMBINGAN DAN KONSELING) Vol 7 No 2 (2024): GUIDING WORLD ( JURNAL BIMBINGAN DAN KONSELING)
Publisher : Program Studi Bimbingan dan Konseling

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33627/gw.v7i2.2739

Abstract

This research aimed to determine the personality competence of guidance and counseling teachers, especially fresh graduate teachers. The research employed a quantitative descriptive research method and used total sampling techniques to gather 32 respondents from the fresh graduate guidance and counseling teachers at Universitas Sultan Ageng Tirtayasa as the research sample. Data was collected using a Likert scale questionnaire. The research findings indicated that the personality competence of the fresh graduate guidance and counseling teachers from Untirta fell into the high category, at 87,5%. Meanwhile, in the moderate category, it was at 12.5%, and in the low category, it was 0%. Consequently, it can be concluded that the majority of the fresh graduate guidance and counseling teachers from Untirta have a high level of personality competence according to the provisions of the National Education Minister Regulation No. 27 of 2008 concerning Academic Qualification Standards and Counselor Competence. Keywords: Fresh graduates; guidance and counseling teacher; personality competency
Development of Werewolf Game Media To Improve Students' Social Skills Afiffah, Wanda; Dalimunthe, Raudah Zaimah; Nurmala, Meilla Dwi
GUIDING WORLD (BIMBINGAN DAN KONSELING) Vol 8 No 2 (2025): Guiding World: Jurnal Bimbingan dan Konseling
Publisher : Program Studi Bimbingan dan Konseling

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33627/gw.v8i2.3492

Abstract

The research is based on the low social skills of students, especially at SMAN 4 Kota Serang, as found that students only socialize with their group friends, are passive when discussing, passive when friends need help and do not accept reprimands from friends. Efforts made to improve students' social skills include playing games. One of the potential games to utilize is the werewolf game. This study, therefore, aims to enhance social skill through the development of werewolf game-based media. The research employs a research and development (R&D) approach, using the Thiagarajan 4D model, which includes the stages of define, design, develop, and dissemination. The results of the study obtained from the product feasibility test obtained an average score of 86% with the category "Very Eligible". Then continued with a limited trial to 10 students of class XI SMAN 4 Kota Serang who have low social skills and are willing. The average score results from the limited trial were 81% in the category "Very Eligible". In addition, the media developed from pre-test and post-test score data. The N-Gain score results obtained on the werewolf game media to improve social skills were 57,9% which means that the media developed is in the moderate or quite effective category. It can be concluded that the development of werewolf games to improve social skills can be an innovation in Guidance and Counseling media that can be implemented by Guidance and Counseling teachers in school.