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BIMBINGAN KELOMPOK DENGAN TEHNIK SIMULATION GAME UNTUK MENINGKATKAN KERJASAMA SISWA DI SMP KRISTEN PALANGKA RAYA Romiaty Romiaty; Andri M R Sidauruk
JURNAL KOULUTUS Vol. 3 No. 1 (2020): JURNAL KOULUTUS
Publisher : LPPM Universitas Kahuripan Kediri

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Abstract

Tujuan penelitian ini untuk mengetahui apakah penerapan teknik simulation game dapatmeningkatkan kerjasama dalam kelompok belajar siswa sesudah pemberian bimbingan kelompok dengan teknik simulation game.Penelitian ini dilakukan pada siswa kelas VIII di SMP Kristen Palangka Raya dengan jumlah siswa sebanyak 5 siswa.Penarikan sampel menggunakan teknik purposive sampling yang diambil dari populasi siswa yang berjumlah 44 siswa. Penelitian yang digunakan adalan penelitianpre-experimental design dengan one-group pretest-postest design. Teknik pengumpulan data menggunakan observasi, kuesioner dan dokumentasi.Teknik analisis data menggunakan Uji-T berpasangan. Dari hasil penelitian yang telah dilakukan diperoleh hasil bahwa bimbingan kelompok dengan teknik simulation game sebelum diberi teatment hasil pretest 50,6% dengan kategori rendah, setelah diberi treatment berubah menjadi 67,6%dengan kategori sedang, dengan peningkatan dari hasil pretest dan posttest adalah 16%. Dari hasil angket pretest dan posttes mengenai kerjasama siswa dengan menggunakan bimbingan kelompok teknik simulation game menggunakan analisis statistic uji t dua sampel berpasangan diperoleh hasil (-16,209) sedangkan (2.776) dimana hal ini menunjukkan bahwa (-16,209) < (2.776) maka ditolak danditerima. Berdasarkan dari data diatas peneliti menyimpulkan bahwa bimbingan kelompok dengan teknik simulation gamedapat meningkatkan kerjasama dalam kegiatan belajar kelompok siswa di SMP Kristen Palangka Raya. Kata Kunci: Kerja Sama, Simulation Game AbstractThe purpose of this study was to determine whether the application of simulation game techniques can increase collaboration in student learning groups after providing group guidance with simulation game techniques. This research was conducted on eighth grade students at Palangkaraya Christian Middle School with a total of 5 students who took samples using a purposive sampling technique taken from a student population of 44 students. The research used is a pre-experimental design research with one-group pretest-posttest design. Data collection techniquesare observation, questionnaires and documentation. Data analysis techniques is using paired T-Test. From the research results obtained, the results of the use of group guidance with simulation game techniques before being given a pretest result of 50.6% with a low category, after being given treatment changed to 67.6% with a moderate category, with an increase in the results of the pretest and posttest was 16 %. From the results of the pretest and posttest questionnaires regarding student collaboration using group guidance simulation game techniques using statisticalanalysis t test two paired samples obtained t-count results (-16,209) while t_ (table) (2,776) where this shows that t_ count (16,209) < t_table (2,776) then is rejected and is accepted. Based on the data obtained from the researcher who participated in the group guidance with simulation game technique is effectively use to increase collaboration in student learning activities at SMP Kristen Palangka Raya. Keywords: Cooperation, Simulation Game.
Pengaruh Intensitas Penggunaan Game Online Terhadap Disiplin Belajar Siswa SMA Negeri 2 Palangka Raya Febry Ortega Rita Tampubolon; Romiaty Romiaty
Jurnal Ilmiah Kanderang Tingang Vol 14 No 1 (2023): Jurnal Ilmiah Kanderang Tingang
Publisher : FKIP Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/jikt.v14i1.190

Abstract

This study aims to determine how much influence the intensity of using online games has on the learning discipline of SMA Negeri 2 Palangka Raya students. The research method used is a quantitative method, where in quantitative research the main instruments are the results of interviews, observations and questionnaires. In this study the data collection techniques used were interviews, observations, and questionnaires. This research was conducted at SMA Negeri 2 Palangka Raya, October 2022 – November 2022. In this study, data analysis techniques were used for normality tests, homogeneity tests and simple correlation analysis. The results of this study indicate that the intensity of using online games contributes to the learning discipline of class XII IPS students at SMA Negeri 2 Palangka Raya by 39%. It can be concluded that the learning discipline of class XII IPS students at SMA Negeri Palangka Raya is influenced by the intensity of using online games by 39%, while 61% is determined by internal and external factors which include the physical and environmental conditions of students.