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All Journal Jurnal Konseling dan Pendidikan Primary: Jurnal Pendidikan Guru Sekolah Dasar Psikopedagogia ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED Jurnal Psikologi Pendidikan dan Konseling Jurnal Counsellia Vidya Karya E-Dimas: Jurnal Pengabdian kepada Masyarakat Jurnal ORTOPEDAGOGIA BAGIMU NEGERI : JURNAL PENGABDIAN KEPADA MASYARAKAT Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini Jurnal Bimbingan dan Konseling Ar-Rahman Wikrama Parahita : Jurnal Pengabdian Masyarakat JKI (Jurnal Konseling Indonesia) Jurnal Pengabdian Pada Masyarakat ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Jurnal Komtika (Komputasi dan Informatika) Buana Pendidikan: Jurnal Fakultas Keguruan dan Ilmu Pendidikan Unipa Surabaya Bisma The Journal of Counseling JURKAM: Jurnal Konseling Andi Matappa Tunas: Jurnal Pendidikan Guru Sekolah Dasar GOLDEN AGE: JURNAL PENDIDIKAN ANAK USIA DINI Jurnal Review Pendidikan dan Pengajaran (JRPP) Jurnal Pengembangan Penyuluhan Pertanian JCOSE Jurnal Bimbingan dan Konseling Community Development Journal: Jurnal Pengabdian Masyarakat International Journal of Asian Education Special and Inclusive Education Journal (SPECIAL) Pahlawan : Jurnal Ilmu Pendidikan, Sosial dan Budaya Journal of English Language and Education Edu Cendikia: Jurnal Ilmiah Kependidikan Jurnal Inovasi, Kreatifitas Anak Usia Dini Journal of Education Research Jurnal Psikologi Pendidikan dan Konseling Journal of Education Method and Learning Strategy Bagimu Negeri : Jurnal Pengabdian Kepada Masyarakat Journal of Innovative and Creativity Jurnal Penelitian Pendidikan Indonesia INSANI: Jurnal Ilmu Agama dan Pendidikan Jurnal Komtika (Komputasi dan Informatika) Buletin Konseling Inovatif
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Sistem Informasi Fasilitas di DKI Jakarta berbasis Android dengan Algoritma Floyd Warshall Rachman, Ali; Leidiyana, Henny
Jurnal Komtika (Komputasi dan Informatika) Vol 4 No 1 (2020)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v4i1.3700

Abstract

Mobile devices, especially the Android operating system, are very easy to use to provide information related to work or location precisely and accurately, especially searching for the location of facilities in DKI Jakarta, such as hospitals, fire stations, restaurants, hotels, and other places. But so far the problem is often encountered related to inaccurate information reports where reports take the form of images and text without a real location statement. For this reason, it is necessary to design a mobile application that can provide detailed information about the location of several public facilities in DKI Jakarta using the Software Development Life Cycle (SDLC) method. Applications that are made can provide information that has several features including image information, title, description, location, and weather.
Meningkatkan Self Disclosure Siswa Menengah Kejuruan Menuju Era Society 5.0 dengan Art Psychotherapy Anggraini, Helda Yusfarina; Sari, Nina Permata; Rachman, Ali
Buletin Konseling Inovatif Vol. 1, No. 2
Publisher : citeus

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

Abstract

Self Disclosure is essential for every individual to freely express himself and improve his emotional, cognitive, physical, and spiritual well-being. Art Psychotherapy can be used to increase Self Disclosure. This study aimed to determine the effectiveness of Art Psychotherapy in increasing Vocational high school students' Self Disclosure. A quasi-experimental design is used in this quantitative study. A total of six students of the eleventh grade Music Skills Program at SMK Negeri 4 Banjarmasin became the research sample selected using the purposive sampling technique. Art Psychotherapy is a treatment that is used and given in four meetings. The measuring instrument uses a scale of self-disclosure that has been tested for validity and reliability. Data analysis technique using Mann Whitney U Test and Wilcoxon Test. The result shows differences in the level of Self Disclosure before and after being given treatment. Overall, the technique is Art Psychotherapy effective for increasing Self Disclosure in vocational high school students.
Hubungan On-Fomo dengan Netiquette Mahasiswa Jurusan Bimbingan dan Konseling Universitas Lambung Mangkurat: The Relationship Between On-Fomo and Netiquette of Guidance and Counseling Students at Lambung Mangkurat University Yunita Ani Rajatman; Eklys Cheseda Makaria; Ali Rachman
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 01 (2025): Research Articles, April 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i01.5692

Abstract

Generation Z has a close relationship with the internet, leading to the emergence of various new habits, such as the fear of missing out (FoMO) behavior. In the digital context, this behavior is referred to as Online Fear of Missing Out (On-FoMO), which is the tendency to always stay connected to online activities due to the fear of missing out on information or trening topics. In social media usage, there are also norms or ethical rules that serve as boundaries for individuals' actions, commonly known as netiquette. Based on interviews conducted with guidance and counseling students, they admitted to experiencing FoMO, particularly in social media activities such as monitoring social media, adopting speech styles, following jokes, and keeping up with the latest news. However, in internet activities, some of them believe that ethical considerations are necessary, while others admitted to having acted outside these ethical boundaries. This study aims to analyze the relationship between On-FoMO and netiquette among students of the Guidance and Counseling Department at Lambung Mangkurat University. The results indicate that the majority of respondents have low to moderate levels of On-FoMO, whereas their netiquette levels tend to be high. Correlation analysis shows a value of r = -0.090 with p = 0.140 (>0.05). These results indicate that there is no significant relationship between On-FoMO and netiquette. Although there is a tendency for higher On-FoMO levels to correlate with lower netiquette, this relationship is very weak and cannot be concluded as significant. These findings suggest that other faktors influence netiquette more than On-FoMO levels. Therefore, future researchers are encouraged to include additional variabels to gain a deeper understanding of netiquette, such as digital awareness, social norms, self-control, and social media experience.
Implementasi Projek Penguatan Profil Pelajar Pancasila Melalui Pelatihan Pembuatan Lilin Aromaterapi Bagi Guru di SDN Karang Mekar 1 Banjarmasin Tika Puspita Widya Rini; Ali Rachman; Arta Mulya Budi Harsono; Aldy Ferdiyansyah; Ari Hidayat; M. Ziyan Takhqiqi Arsyad
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i3.5865

Abstract

Developing a project to strengthen the Pancasila student profile is an effective strategy for teachers to improve the quality of learning through innovative activities relevant to the challenges and demands of modern developments. However, the implementation of the project at SDN Karang Mekar 1 Banjarmasin, a partner school, still faces limitations, such as limited teacher knowledge and skills in developing innovative and economically valuable projects. This community service activity aims to improve teacher professionalism in implementing the project to strengthen the Pancasila student profile through aromatherapy candle-making training at SDN Karang Mekar 1 Banjarmasin. The activity was implemented through five stages of community service: outreach, training, technology application, mentoring and evaluation, and program sustainability. The aromatherapy candle-making training has demonstrated significant results. This activity successfully improved teachers' understanding of project-based learning, as evidenced by improved post-test scores compared to pre-test scores. Furthermore, teachers' active listening, note-taking, practice, and discussion during the training were also positive. These results indicate that the training has been effective in improving teachers' competency in implementing the Pancasila student profile project, which is expected to improve the quality of learning at the school.
Implementasi Projek Penguatan Profil Pelajar Pancasila Melalui Pelatihan Pembuatan Lilin Aromaterapi Bagi Guru di SDN Karang Mekar 1 Banjarmasin Tika Puspita Widya Rini; Ali Rachman; Arta Mulya Budi Harsono; Aldy Ferdiyansyah; Ari Hidayat; M. Ziyan Takhqiqi Arsyad
Journal of Innovative and Creativity Vol. 6 No. 1 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v6i1.5877

Abstract

Developing a project to strengthen the Pancasila student profile is an effective strategy for teachers to improve the quality of learning through innovative activities relevant to the challenges and demands of modern developments. However, the implementation of the project at SDN Karang Mekar 1 Banjarmasin, a partner school, still faces limitations, such as limited teacher knowledge and skills in developing innovative and economically valuable projects. This community service activity aims to improve teacher professionalism in implementing the project to strengthen the Pancasila student profile through aromatherapy candle-making training at SDN Karang Mekar 1 Banjarmasin. The activity was implemented through five stages of community service: outreach, training, technology application, mentoring and evaluation, and program sustainability. The aromatherapy candle-making training has demonstrated significant results. This activity successfully improved teachers' understanding of project-based learning, as evidenced by improved post-test scores compared to pre-test scores. Furthermore, teachers' active listening, note-taking, practice, and discussion during the training were also positive. These results indicate that the training has been effective in improving teachers' competency in implementing the Pancasila student profile project, which is expected to improve the quality of learning at the school.
Pengembangan Media Edukatif Make a Match terhadap Keterampilan Sosial Siswa Menengah Pertama: Development of Make a Match Educational Media for Junior High School Students' Social Skills Ramadhani, Venia; Putro, Hendro Yulius Suryo; Rachman, Ali
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7836

Abstract

Social skills are an important competency that needs to be developed in junior high school students. However, in learning practice, educational media that encourage active student interaction, communication, and cooperation remain needed. Given these conditions, it is necessary to develop learning media that capture students' attention and support the process. This research was conducted using a research and development approach through the 4D model stages, namely define, design, develop, and disseminate. The media developed was an educational game card titled "Make a Match." The feasibility of the media was assessed through validation by material experts and media experts.In contrast, the practicality of the media was reviewed through a questionnaire of teacher responses as observers and student responses represented by the class leader. Based on the validation results, the feasibility of the developed media was 90.90% among material experts and 94.66% among media experts, both classified as very feasible. At the dissemination stage, the teacher response was 100%, and the student response was 98.33%, indicating that the media is very practical and received a positive response from users. The Make a Match educational media developed can be used as a learning tool and to support guidance and counseling services in junior high schools, demonstrating good feasibility and practicality. This media also aligns with Riggio's theory of social skills because the game activities encourage students to practice communication, cooperation, and social interaction.
Pengaruh Permainan Round of Dragon Snake Rainbow terhadap Peningkatan Kemampuan Berpikir Kritis pada Peserta Didik : The Effect of the Round of Dragon Snake Rainbow Game on Improving Critical Thinking Skills in Students Hafizah, Siti; Rachman, Ali; Sari, Nina Permata
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7884

Abstract

Critical thinking is one of the most important 21st-century skills students need to develop to analyse, evaluate, and make rational decisions. However, in practice, students' critical thinking skills remain low because learning tends to be one-way and lacks exploratory activities. The gap between the demands for developing critical thinking skills and the implementation of learning in schools is the basis for this research. This study aims to determine the effect of the Round of Dragon Snake Rainbow game on the critical thinking skills of eighth-grade students at SMP Negeri 17 Banjarmasin. The study used a quantitative approach within the influence research type. The research subjects were 29 students selected through purposive sampling. The research instrument was a Likert scale questionnaire that had been tested for validity and reliability. Data were analysed using prerequisite tests (normality, homogeneity, and linearity) and hypothesis testing with simple linear regression and a t-test in SPSS. The study results indicate that the Round of Dragon Snake Rainbow game has a positive and significant effect on students' critical thinking skills, with a significance level < 0.05 (p = 0.001) and a t-value (3.707) greater than the t-table (2.052). These findings indicate that educational games can create active, interactive, and enjoyable learning experiences, thereby fostering greater critical thinking among students. These findings indicate that educational games can create active, interactive, and enjoyable learning experiences, thereby fostering greater critical thinking among students. Thus, the Round of Dragon Snake Rainbow game can serve as an alternative medium for guidance and counselling to develop critical thinking skills in schools.
Analisis Online Disinhibition Effect pada Perilaku Mahasiswa Jurusan Bimbingan dan Konseling di Media Sosial X: An Analysis of the Online Disinhibition Effect on Guidance and Counseling Students' Behavior on Social Media X Putri, Nur Amalia; Rachman, Ali; Setiawan, Muhammad Andri
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7901

Abstract

Social media X has become a space for students to interact and express their thoughts, feelings, and opinions relatively freely. This condition may give rise to the Online Disinhibition Effect (ODE), namely the tendency for individuals to exhibit more open, impulsive, or less controlled behavior online than in face-to-face interactions. This phenomenon is important to study among Guidance and Counseling (BK) students, who are required to demonstrate communication ethics, self-control, and professionalism across various interaction contexts. This study aims to analyze the Online Disinhibition Effect on the behavior of Guidance and Counseling students at Lambung Mangkurat University on social media X. This study used a quantitative descriptive method. The research sample consisted of 164 students from the classes of 2022, 2023, and 2024, selected via simple random sampling from a population of 279 students. Data were collected using a five-point Likert-scale questionnaire compiled from the six aspects of ODE, as outlined by Suler, and divided into benign and toxic disinhibition. The research instrument was deemed valid, comprising 30 statements, and demonstrated high reliability (Cronbach's Alpha = 0.940). Data analysis was conducted using descriptive statistics. The results showed that students' Online Disinhibition Effect was in the high range, with a tendency toward benign disinhibition over toxic disinhibition. The aspects of solipsistic introjection and dissociative imagination were the most prominent indicators. These findings provide an empirical contribution to the study of BK students' online behavior and have practical implications for the development of Guidance and Counseling education, particularly by strengthening digital literacy, online communication ethics, and the self-regulation of prospective counselors.
Penggunaan Permainan Make & Match untuk Peningkatan Keterampilan Sosial Peserta Didik di SMP Negeri 7 Banjarmasin: The Use of Make & Match Games to Improve Students' Social Skills at SMP Negeri 7 Banjarmasin Apriliya, Amanda; Rachman, Ali; Putro, Hendro Yulius Suryo
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7904

Abstract

An effective learning process is not only limited to achieving cognitive goals, but must also consider the development of students' social skills. Cooperative learning, combined with educational games such as Make & Match, can contribute to achieving this goal. This game is designed to improve social interaction, cooperation, and communication among students. This quantitative quasi-experimental study used a single-group pre-test/post-test design. This study involved 31 8th-grade E students at SMP Negeri Banjarmasin No. 7. Data were collected using a social skills questionnaire that met validity and reliability requirements. Data analysis was conducted using a paired Student's t-test and calculation of effect size (Cohen's d). The analysis showed a significant difference in students' social skills levels before and after the implementation of the "Make & Match" game (p < 0.001). The average social skills score increased from 104.35 in the first assessment to 111.26 in the final assessment. The calculation of effect size resulted in a Cohen's d value of 1.518, indicating a very large effect. Based on the results of this study, it can be concluded that the "Make & Match" game is effective in improving students' social skills, particularly in communication, cooperation, empathy, self-control, and the ability to resolve conflicts constructively. Therefore, this game can be used as an alternative cooperative learning strategy, encouraging active and collaborative learning and contributing to students' character development.
Indeks Literasi Digital Ethic pada Siswa Sekolah Menengah Atas di Wilayah Bantaran Sungai Verawati, Inuriya; Rachman, Ali
Pahlawan: Jurnal Ilmu Pendidikan-Sosial-Budaya Vol. 21 No. 2 (2025): Oktober 2025
Publisher : Universitas Achmad Yani

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (359.495 KB) | DOI: 10.57216/pah.v21i2.18

Abstract

Perkembangan teknologi sudah sangat pesat, para siswa saat ini berada dalam suatu era teknologi yang membuat mereka cepat sekali menggunakan teknologi, yang terkadang hal ini bisa membuat mereka tidak menyadari akan etika dalam penggunaan internet, sehingga menuntut kemampuan literasi digital siswa, literasi digital terdiri dari empat pilar yaitu Digital Skill, Digital Ethics, Digital Safety, dan Digital Culture, kajian literasi digital pada penelitian ini dikhususkan pada literasi digital ethic, oleh karena itu penelitian ini memiliki tujuan untuk mengetahui bagaimana literasi digital ethic siswa. Subjek penelitian ini siswa pada SMAN 1 Marabahan yang bejumlah sebanyak 282 orang, fokus penelitian ini meneliti terkait dengan digital ethic saja, sedangkan pilar digital lainnya tidak dilakukan, hasil yang diperoleh, dapat disimpulkan bahwa Digital ethic pada siswa secara keseluruhan untuk literasi digital ethic diperoleh indeks sebesar 3,68. Untuk peneliti selanjutnya diharapkan dapat lebih memperluas lagi dengan populasi yang lebih luas dengan pilar-pilar literasi digital lainnya agar dapat diperoleh lebih banyak data terkait literasi digital siswa.
Co-Authors A, Sya’adah Alfiah. AA Sudharmawan, AA Agustina, Febry Akhmad Sugianto Akhmad Sugianto Akhmad Sugianto Aldy Ferdiyansyah Alfiah, Sya'adah Amanda, Putri Nova Anggraini, Helda Yusfarina Anita Anita Annida, Alya Apriliya, Amanda Ari Hidayat Ariliani, Tiara Arta Mulya Budi Harsono Asniwati Asniwati Aulia Ajizah Babiera, Rene M. Chresty Anggreani Cintami, Pelisa Nagi dessy dwitalia sari Dessy Dwitalia Sari Dwi Pujirahayu Puji Eka Yulianti Eklys Cheseda Makaria Fahrina, Helda Faisal Rachman Faisal Rachman Hafizah, Siti Hairunisa Hairunisa, Hairunisa Helda Yusfarina Anggraini Hendro Yulius Suryo Putro Henny Leidiyana Jayawarsa, A.A. Ketut Jessica Ester Bawimbang LUWIH, AMBAR M. Arli Rusandi M. Rico Ramadhan M. Ziyan Takhqiqi Arsyad Mandey, Verawati Mirnawati Mirnawati Muhammad Andri Setiawan Muhammad Arsyad Muhammad Azimi Muhammad Noor Alfiansyahrani Muhammad Pahri Munawarah, Mahdina Nabilah, Azalia Azmi NAHDIAH NAHDIAH Nina Permata Sari Nina Permata Sari Nina Permatasari Nor Syifa Novitawati Novitawati Nurhanifah, Diana Nurlatifa, Hafiza Nurul Fauzatun Nisa Prayudy, Renandra Putri, Nur Amalia R Siti Rukayah Rafidah, Anisa Ramadhan, M. Rico Ramadhan, Muhamad Rico Ramadhani, Venia Ratna Safitri Renandra Prayudy Riandy Agusta, Akhmad Ririanti Rachmayanie Ririanti Rachmayanie Jamain Rizalie, Ahmad Muhyani Rizki, Iftitakhur Rusandi, Muhammad Arli Sari, Dessy Dwitalia Setiawan, Muhammad Andri Shalihah, Ummi Sri Yustina Sugianto, Akhmad Suhaib, Norliana Lestari Sulistiyana Syafira Ika Putri Nuralifa Takwin, Mukhlis Toni Maxitop Verawati, Inuriya WARNI, ALGIA WARNI, ALGIA Widya Rini, Tika Puspita Yunita Ani Rajatman Yusniarti Yusniarti Zahra, Anisa