Habibi, Ahmad Syaf Ya
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Enhancing Critical Thinking Skills in Students: A Study on the Effectiveness of Group Counselling Strategies Using the Talking Stick Herawati, Anna Ayu; Syahriman, Syahriman; Saputra, Adif Jawadi; Mishbahuddin, Arsyadani; Habibi, Ahmad Syaf Ya
ENLIGHTEN: Jurnal Bimbingan Konseling Islam Vol 6 No 2 (2023): July-December
Publisher : Program Studi Bimbingan dan Konseling Islam IAIN Langsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/enlighten.v6i2.7014

Abstract

Critical thinking skills are a crucial aspect of education aimed at equipping students with strong analytical abilities, deep understanding, and effective problem-solving skills. The primary objective of this study is to assess the impact of implementing the talking-stick-playing strategy during group guidance sessions on the enhancement of critical thinking skills among students majoring in Guidance and Counseling at Bengkulu University. The research methodology employed in this investigation is experimental, utilizing a one-group pretest-posttest design. Participant selection involved purposive sampling, with a sample size of eight students from 29 students. Data collection used the critical thinking ability scale adapted from Purnomo (2020), comprising 5 dimensions and 15 statement items. Analytical techniques were using descriptive analysis and Wilcoxon test analysis. Findings from the descriptive analysis reveal that students' critical thinking abilities were categorized as sufficient before the intervention, but improved to a good level after the treatment. Furthermore, the Wilcoxon test results yielded an Asymp. Sig. (2-tailed) value of 0.000, indicating that the implementation of the talking-stick strategy during group guidance sessions significantly influences the development of students' critical thinking skills. This indicates that the structured and participatory communication method introduced through the Talking-Stick helps students develop their critical thinking skills. Therefore, this approach should be considered by educators and counsellors as a valuable resource in enriching students' learning experiences in higher education.
Layanan Penguasaan Konten Berbasis Digital Game Based Learning untuk Mengurangi Burnout Belajar Herawati, Anna Ayu; Afriyati, Vira; Mishbahuddin, Arsyadani; Habibi, Ahmad Syaf Ya
Counsellia: Jurnal Bimbingan dan Konseling Vol. 11 No. 2 (2021)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/counsellia.v11i2.10390

Abstract

Penelitian ini dilatar belakangi oleh masih ditemukan mahasiswa yang mengalami burnout belajar seperti gejala yang nampak menunda-nunda belajar, tidak memiliki semangat dalam belajar, terlihat jenuh dengan aktivitas belajar, merasa frustasi dengan tuntutan perkuliahan dan sebagainya. Penelitian ini bertujuan untuk mendeskripsikan efektivitas layanan penguasaan konten berbasis digital game based learning untuk mengurangi burnout belajar. Penelitian ini menggunakan metode kuantitatif. Jenis penelitian ini adalah Quasi Experiment dengan rancangan One Group Pretest- Posttest Design. Subjek penelitian ini adalah mahasiswa BK UNIB sebanyak 37 mahasiswa. Instrumen penelitian yang digunakan adalah skala burnout belajar dengan model Likert. Hasil penelitian ini diharapkan memiliki implikasi terhadap kegiatan belajar selanjutnya dan kemajuan program studi bimbingan dan konseling UNIB. Implikasi dari hasil penelitian ini yaitu dapat dijadikan sebagai bahan masukan dalam mengembangkan layanan bimbingan dan konseling yang lebih menarik sesuai kebutuhan, terutama dalam layanan penguasaan konten berbasis digital game based learning dengan aplikasi kahoot untuk mengurangi burnout belajar.Abstrack: This research is motivated by the fact that students still experience learning burnout such as symptoms that seem to procrastinate in learning, do not have enthusiasm in learning, look bored with learning activities, feel frustrated with the demands of lectures, and so on. This study aims to describe the effectiveness of digital game-based learning content mastery services to reduce learning burnout. This study uses quantitative methods. This type of research is a Quasi Experiment with One Group Pretest-Posttest Design. The subjects of this study were BK UNIB students as many as 37 students. The research instrument used was a learning burnout scale with a Likert model. The results of this study are expected to have implications for further learning activities and the progress of the UNIB guidance and counseling study program. The results of this study imply that it can be used as input in developing more attractive guidance and counseling services as needed, especially in content mastery services based on digital game-based learning with kahoot applications to reduce learning burnout