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Meningkatkan empati anak dengan konseling role-playing untuk rehabilitasi sosial Sari, Nina Permata; Arsyad, Muhammad; Setiawan, Muhammad Andri; Putro, Hendro Yulius Suryo; Hadiatama, Dhafa Satria; Maisaroh, Siti
PROMOTIF: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 1 (2025): PROMOTIF: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um075v5i12025p53-62

Abstract

Tingkat empati yang rendah di kalangan anak binaan di Lembaga Pembinaan Khusus Anak (LPKA) Kelas I Martapura menjadi hambatan utama dalam proses rehabilitasi dan reintegrasi sosial mereka. Kondisi ini menyebabkan sulitnya membangun hubungan interpersonal yang sehat dan meningkatkan risiko perilaku antisosial. Oleh karena itu, diperlukan intervensi yang efektif untuk meningkatkan empati anak binaan agar mereka lebih siap menghadapi kehidupan sosial setelah masa pembinaan. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan empati anak binaan melalui layanan konseling berbasis role-playing. Metode pelaksanaan mencakup tiga tahapan utama: pre-test untuk mengukur tingkat empati awal, intervensi melalui ‘role-playing,’ dan ‘post-test’ untuk mengevaluasi perubahan tingkat empati setelah intervensi. Sebanyak 32 peserta berusia 12–18 tahun berpartisipasi dalam kegiatan ini. Hasil analisis menunjukkan adanya peningkatan signifikan pada tingkat empati, dengan skor rata-rata meningkat dari 116,13 menjadi 122,72 (p = 0,001). Temuan ini menunjukkan bahwa ‘role-playing’ efektif dalam membantu anak binaan memahami perspektif orang lain serta meningkatkan keterampilan sosial-emosional mereka. Selain itu, pendekatan ini memberikan rekomendasi bagi pengembangan program rehabilitasi di LPKA dengan metode berbasis pengalaman yang interaktif dan partisipatif.
Older Sibling or Younger Sibling? The Dynamics of Self-Confidence and Emotional Stability Among University Students in Wetland Communities Setiawan, Muhammad Andri; Sari, Nina Permata; Suryo Putro, Hendro Yulius; Andry Ananda Putra Tanggu Mara
G-Couns: Jurnal Bimbingan dan Konseling Vol. 10 No. 01 (2026): January 2026, G-Couns: Jurnal Bimbingan dan Konseling
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/g-couns.v10i01.8381

Abstract

This study investigates the impact of birth order on self-confidence and emotional stability among university students residing in wetland communities. Using a quantitative survey design, 200 students, comprising 100 firstborns and 100 lastborns, from Lambung Mangkurat University were assessed using the Edwards Personal Preference Schedule (EPPS). Descriptive statistics, Mann-Whitney tests, and Structural Equation Modelling (SEM) were used to analyze the data. Results indicated that firstborn students exhibited significantly higher self-confidence (M = 3.57, SD = 1.26) and emotional stability (M = 3.43, SD = 1.26) than lastborns (p < .05). Family expectations and academic experiences emerged as key influences. SEM revealed that self-confidence strongly predicts emotional stability (β = 0.52, p < .001), with family background and educational experience having moderate effects. The findings underscore the psychological challenges faced by students in geographically isolated, resource-limited wetland environments. Tailored counseling interventions are recommended, particularly for lastborn students. Future research should investigate the intersection of cross-cultural and environmental factors. Keywords: self-confidence, emotional stability, birth order, wetland communities, Edwards Personal Preference Schedule (EPPS)
Pendampingan minat bakat tinkercad coding simulator mengasah kemampuan berpikir kritis siswa untuk penguatan literasi numerasi Putri, Amanda Juliani; Setiawan, Muhammad Andri; Putro, Hendro Yulius Suryo
Jurnal Pembelajaran Pemberdayaan Masyarakat (JP2M) Vol. 5 No. 3 (2024)
Publisher : Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jp2m.v5i3.21983

Abstract

Tinkercad Coding Simulator merupakan sebuah platform pembelajaran yang bertujuan untuk meningkatkan kemampuan berpikir kritis siswa dalam menghadapi tantangan teknologi masa kini. Platform ini dirancang sebagai alat bantu bagi guru dalam menyajikan pembelajaran yang interaktif dan menarik. Melalui simulasi pemrograman sederhana, siswa diajak untuk memecahkan masalah secara kreatif, serta memperkuat pemahaman konsep-konsep dasar dan kemampuan berpikir logis mereka. Tinkercad Coding Simulator diharapkan dapat menjadi solusi yang efektif untuk memperkuat literasi numerasi di sekolah, membantu siswa meraih pemahaman yang lebih baik terhadap teknologi. Dalam penerapan tinkercad coding simulator menggunakan pembelajaran berbasis game based learning, strategi yang digunakan adalah menyajikan materi secara interaktif melalui game yang memungkinkan siswa untuk belajar melalui pengalaman praktis dan eksplorasi. Pendekatan blended learning digunakan dengan menggabungkan elemen-elemen pembelajaran virtual visual yang memperkaya pengalaman belajar secara online. Metode interaktif diterapkan untuk mendorong partisipasi aktif siswa dan meningkatkan pemahaman konsep secara mendalam.
Pemberdayaan Pemuda Kreatif Kalimantan Selatan melalui Optimalisasi Teknologi Digital untuk Meningkatkan Daya Saing Usaha: Empowering South Kalimantan's Creative Youth through Digital Technology for Enhanced Business Competitiveness Putro, Hendro Yulius Suryo; Sari, Nina Permata; Rahmatullah, Akhsanul; Mara, Andry Ananda Putra Tanggu; Annisa, Najwa; Putri, Namira Kamelia
Jurnal Pengabdian dan Pengembangan Masyarakat Indonesia Vol. 4 No. 2 (2025)
Publisher : Media Publikasi Cendekia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56303/jppmi.v4i2.672

Abstract

Pemberdayaan pemuda kreatif merupakan strategi penting dalam mendorong pertumbuhan ekonomi berbasis potensi lokal, khususnya di wilayah Kalimantan Selatan yang memiliki kontribusi signifikan terhadap Produk Domestik Regional Bruto (PDRB) sektor industri kreatif, namun rendahnya kapasitas manajerial dan pemanfaatan teknologi digital menjadi tantangan utama yang dihadapi pelaku usaha muda. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi manajemen usaha dan keterampilan pemasaran digital pemuda mitra Kalsel Kreatif Forum (KKF) melalui pelatihan tematik dan pendampingan berbasis teknologi. Metode pelaksanaan meliputi tahap sosialisasi, pelatihan empat sesi, praktik langsung, dan evaluasi dengan pendekatan kuantitatif deskriptif melalui angket pretest dan posttest. Hasil evaluasi menunjukkan peningkatan skor rata-rata pada domain manajemen usaha dari 64,00 menjadi 86,00 dan pada domain pemasaran digital dari 58,00 menjadi 82,00. Penerapan aplikasi https://kalselkreatif.id sebagai platform lokal buatan manduri turut berkontribusi dalam perluasan pasar dan peningkatan brand awareness peserta. Keberhasilan ini tidak terlepas dari peran aktif mitra KKF serta strategi pendampingan adaptif dalam mengatasi tantangan literasi digital dan keterbatasan infrastruktur. Kegiatan ini menunjukkan bahwa pendekatan pemberdayaan berbasis pelatihan dan digitalisasi dapat memperkuat daya saing pelaku usaha kreatif dan layak direplikasi pada wilayah serupa
Peran Wali Kelas sebagai Guru Pembimbing dalam Implementasi Kurikulum Merdeka: Gambaran di Sekolah Dasar Ariliani, Tiara; Makaria, Eklys Cheseda; Putro, Hendro Yulius Suryo
Journal of Education Research Vol. 5 No. 4 (2024)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v5i4.1743

Abstract

Wali kelas menghadapi berbagai tantangan, termasuk penyesuaian terhadap perubahan kurikulum dan keterbatasan sumber daya. Namun, dengan strategi pembelajaran yang interaktif dan kontekstual, wali kelas berhasil meningkatkan karakter siswa, khususnya dalam hal kemandirian, gotong royong, dan berkebhinekaan global. Penelitian ini bertujuan untuk menggambarkan peran wali kelas sebagai guru pembimbing dalam implementasi Kurikulum Merdeka di SDN 3 Dawuhan, Jawa Timur, dari segi penerapan, sumber daya dan persiapan, strategi, serta hasil dan dampak dari pembimbingan. Melalui temuan ini diharapkan dapat memberikan wawasan bagi pengembangan kebijakan Pendidikan dan praktik pembelajaran di Indonesia, serta menjadi referensi bagi guru dalam meningkatkan kompetensi mereka sebagai pembimbing yang efektif di lingkungan Pendidikan. Teknik pengumpulan data informasi menggunakan wawancara, observasi dan dokumentasi. Teknik analisis data yang digunakan meliputi: pengumpulan data, reduksi data, penyajian data, dan verifikasi/kesimpulan data. Hasil penelitian menunjukkan bahwa wali kelas memiliki peran signifikan tidak hanya dalam aspek akademik, tetapi juga dalam mendukung perkembangan sosial, emosional, dan moral siswa. Penelitian ini diharapkan dapat memberikan kontribusi bagi pengembangan kebijakan pendidikan serta peningkatan kompetensi guru dalam peran mereka sebagai pembimbing di sekolah dasar.
Mapping Adolescent Cyberbullying in Wetland Communities: An Ecological Analysis Based on Bronfenbrenner’s Theory Sari, Nina Permata; Setiawan, Muhammad Andri; Makaria, Eklys Cheseda; Putro, Hendro Yulius Suryo; Saputra, Daniar Gunawan; Ananda, Pramudya
G-Couns: Jurnal Bimbingan dan Konseling Vol. 10 No. 01 (2026): January 2026, G-Couns: Jurnal Bimbingan dan Konseling
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/g-couns.v10i01.8523

Abstract

This research is important because the increasing cases of cyberbullying among adolescents, particularly vocational high school students in wetland communities, pose serious risks to their psychological Well-being and social relationships. The study aims to map the characteristics, influencing factors, and interaction patterns within adolescents’ social systems in cases of cyberbullying, using Bronfenbrenner’s ecological theory. A total of 798 vocational students in South Kalimantan participated in the study. Data were collected using a Likert-scale questionnaire grounded in five ecological systems, validated through expert review and Exploratory Factor Analysis (KMO > 0.5; factor loading > 0.5), with Cronbach’s Alpha > 0.70. Data were analysed using SPSS 25 with descriptive, correlation, and factor analyses. The findings reveal that the microsystem, particularly peer relationships and social media interactions, is the most dominant determinant of cyberbullying behaviour in wetland communities. Keywords: cyberbullying prevention, digital literacy education, quality education, peaceful and inclusive societies
Role-Playing for Rehabilitation: Enhancing Empathy Among Juveniles in Correctional Facilities Permatasari, Nina; Arsyad, Muhammad; Setiawan, Muhammad Andri; Putro, Hendro Yulius Suryo; Riva’i, Muhammad Fajar; Widyanti, Wiwik
Buletin Konseling Inovatif Vol. 5, No. 2
Publisher : citeus

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

Abstract

This study examines the effectiveness of role-playing-based counseling services in enhancing empathy among children at Juvenile Rehabilitation Center Class I Martapura. Employing a quantitative approach, the research utilized a one-group pre-test post-test experimental design to measure changes in empathy levels before and after the intervention. A total of 32 children participated in the study. Data were collected using two instruments: the Empathy Scale and the Role-Playing Engagement Questionnaire. The intervention consisted of structured role-playing sessions designed to improve both cognitive and affective components of empathy. Data analysis using paired sample t-tests revealed a statistically significant increase in empathy scores, with the mean score rising from 151.53 to 157.34 (p < 0.05). These results suggest that role-playing shows promise as an effective method for enhancing empathy in juvenile rehabilitation settings. The findings underscore the potential of integrating experiential learning strategies into psychosocial interventions for institutionalized youth. Further research is recommended to examine contextual and individual factors that may influence the impact of such interventions.
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.
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.
Implementasi Penggunaan Game Stairs & Cigarettes terhadap Peningkatan Pemahaman Peserta Didik Sekolah Menengah Mengenai Bahaya Merokok Khairiah, Nafisah; Makaria, Eklys Cheseda; Putro, Hendro Yulius Suryo
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16371

Abstract

This study aims to analyze the extent to which the use of the educational game Stairs & Cigarettes can improve high school students' understanding of the dangers of smoking. This study uses a quantitative approach with a quasi-experimental One Group Pretest-Posttest Design. The subjects were 34 students of grades X-F of SMA Negeri 9 Banjarmasin who participated in classical guidance services. Data collection was carried out using a questionnaire on understanding the dangers of smoking given to students at the pretest stage to determine their initial level of understanding, then after being given treatment in the form of the educational game Stairs & Cigarettes, students were given a posttest to determine changes in understanding after the treatment. The research instrument was a questionnaire on understanding the dangers of smoking compiled based on the Health Belief Model indicators with 74 items that have been tested for validity and represent indicators of perceived susceptibility, perceived severity, perceived benefits, perceived barriers, cues to action, and self-efficacy. Data were analyzed using descriptive statistics and paired sample t-test. The results showed that the average student understanding score increased from 265.09 in the pretest to 309.85 in the posttest. The results of the paired sample t-test showed a significance value of p<0.05, indicating a significant increase in student understanding after the treatment. Thus, it can be concluded that the use of the educational game Stairs & Cigarettes has a significant effect on increasing high school students' understanding of the dangers of smoking.