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STUDI KASUS TENTANG PESERTA DIDIK YANG MENGALAMI KECANDUAN GAME ONLINE DI SMP NURUL ISLAM KUBU RAYA Santosa, Anggi Anggraini; Astuti, Indri; Putri, Amallia
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 13, No 2 (2024): Februari 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v13i2.74251

Abstract

This research aims to determine the factors that cause online game addiction, the consequences, and strategies for handling cases among students at Nurul Islam Middle School, Kubu Raya. Using a qualitative approach with descriptive methods, using a case study research design. The case subjects consisted of two people, RA and MU. Data collection techniques are observation, interviews and documentation. The alternative given to the two case subjects was the Rational Emotive Behavior Therapy (REBT) counseling model; cognitive discord techniques, emotion regulation, behavioral techniques and directive counseling. The subject of Case I, the factors are boredom, limited social interaction, enjoyment of playing, financial gain, and enjoyment of playing online games. The impact is decreased achievement, lack of focus in studying, social isolation, health problems, falling asleep in class, neglecting assignments, and being late for school. As a result of treatment, Case Subject I demonstrated improvements in time management for positive activities, desire to break away from gaming addiction, willingness to socialize, increased focus on studies, and improved overall well-being. In Case Subject II, factors include trying games because of the family environment, boredom, seeking attention, and rationalizing excessive gaming as a form of self-esteem. The impact is decreased academic achievement, neglected assignments, health problems, and lack of focus on learning. After being accompanied, Subject II demonstrated the ability to appreciate and utilize time, understand that excessive gaming is detrimental, not neglect tasks, increase focus on learning, and manage the internet wisely
PENGEMBANGAN VIDEO ANIMASI INFORMASI KARIR UNTUK PERENCANAAN KARIR DI SEKOLAH MENENGAH PERTAMA Muharandri, Citra; Astuti, Indri; Putri, Amallia
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 13, No 4 (2024): APRIL 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v13i4.73859

Abstract

Developing animated videos is the aim of this research. The ADDIE development model is used in conjunction with Research and Development (RD) methods. There are several stages of research using the ADDIE development model: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. Six expert validation participants and 69 class IX students of SMP Negeri 18 Pontianak participated in this research. Data collection includes questionnaires and indirect interviews. Data from questionnaires are tested using descriptive analysis. The animated video material was validated by two material experts (average score of 3.5), two media experts (average score of 4.06), and two design experts (average score of 4.5) in the "very valid" category. Next, we tested the empirical test results using an individual test procedure consisting of 3 people (average score 4.31 in the "very happy" category), a small group of 6 people (average score 4.51 in the "very happy" category), and field trials involving 30 people in class IX E of SMPN 18 Pontianak (average score 4.46 in the range 1"“5). Students were "very happy" with using animated video media. With a p value 0.05 or 0.001 0.05 The pretest and posttest effectiveness tests, which involved thirty students, revealed a significant difference.. The animated video material was assessed using an effect size test which obtained a result of 1.45 in the "Strong Effect" category. Junior high school career planning resources, such as animated career information videos, can be used to provide information, guidance, and counseling services.
STUDI TENTANG PESERTA DIDIK YANG MEMILIKI EGO ORANG DEWASA DI KELAS X SMA KEMALA BHAYANGKARI Willy, Thomas; Yuline, Yuline; Putri, Amallia
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 13, No 2 (2024): Februari 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v13i2.72056

Abstract

This research examines the Ego Status of Adults in students. Aims to know and describe the adult ego status in class X students of SMA Kemala Bhayangkari Kab. Kuburaya. The subjects of this study consisted of 3 class X students and 7 supporting subjects: three classmates, three class teachers, and one counseling teacher. This research used a qualitative approach with descriptive methods. Data collection techniques used in-depth interviews and observation. Data analysis uses an interactive model consisting of data reduction, data display, and drawing conclusions/verification stages. This research is reviewed from the scope of transactional analysis theory. The results obtained are symptoms of adult ego in students such as being independent, having a patient nature, thinking rationally, being responsible, and being expressive. Factors causing adult ego are physical conditions, parental teaching/parenting, living environment, and school. The impact of the adult ego is on decision-making, rigid actions, being an audience in difficult times, and dominating in groups and learning. BK teachers try to approach students who have an adult ego. It can be seen that adult ego can be in the form of feelings, actions, and behaviors arising from learners.
"Who Am I?" Learning Media in the Form of Augment Reality for Mapping Student’s Talent and Interest Putri, Amallia; Yuniarni, Desni
Buletin Konseling Inovatif Vol. 4, No. 1
Publisher : citeus

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Abstract

The guidance and counseling media occupy a crucial position in achieving service goals. The existence of media can enhance accessibility to services and facilitate the dissemination of information to students and counseling teachers. The long-term goal in the development of Learning Media in the Form of Augment Reality "Who Am I?" for the material of mapping talents and interests of Guidance and Counseling Study Program Students, Faculty of Teacher Training and Education Science, UNTAN, is to facilitate the integration of the media into the curriculum for guidance and counseling study program students during their teaching practice at school. The method used in this research is the Multimedia Development Life Cycle (MDLC), which consists of 6 stages of development, namely concept, design, material collection, application development, application testing, and distribution. The research involved guidance and counseling students of the Faculty of Teacher Training and Education Science, UNTAN. The findings of this development research indicate that the learning media in the form of Augmented Reality "Who Am 1?" is an effective medium for the course of mapping the talents and interests of guidance and counseling students, as evidenced by the overall score of the validation questionnaire.
Student Perceptions of Talent and Interest Mapping Learning Media Based on RIASEC Yuniarni, Desni; Putri, Amallia
Buletin Konseling Inovatif Vol. 4, No. 3
Publisher : citeus

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Abstract

The main purpose of this study is to find out how students perceive the learning media provided during lectures. Learning media is one of the most important tools in learning. Less interesting learning media will make students not interested in learning. This research takes the form of a qualitative case study using face-to-face interviews and administering questionnaires with participants, as data collection tools. The subjects of the research are 67 students in semesters V and VII in the Guidance and Counseling Study Program. The sampling technique used is purposive sampling. The results of the study show that students' perception of the media that has been used in the RIASEC-based interest, talent and character mapping course is a learning media that is not interesting, less varied, tends to be boring, such as the use of PowerPoint. Students' perception of the media that should be used for the course is a learning medium that can attract students' interest in learning, such as the use of multimethod and interactive multimedia, e-books that contain examples of the application of important and more detailed materials.
Student Perceptions of Talent and Interest Mapping Learning Media Based on RIASEC Yuniarni, Desni; Putri, Amallia
Buletin Konseling Inovatif
Publisher : citeus

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

Abstract

The main purpose of this study is to find out how students perceive the learning media provided during lectures. Learning media is one of the most important tools in learning. Less interesting learning media will make students not interested in learning. This research takes the form of a qualitative case study using face-to-face interviews and administering questionnaires with participants, as data collection tools. The subjects of the research are 67 students in semesters V and VII in the Guidance and Counseling Study Program. The sampling technique used is purposive sampling. The results of the study show that students' perception of the media that has been used in the RIASEC-based interest, talent and character mapping course is a learning media that is not interesting, less varied, tends to be boring, such as the use of PowerPoint. Students' perception of the media that should be used for the course is a learning medium that can attract students' interest in learning, such as the use of multimethod and interactive multimedia, e-books that contain examples of the application of important and more detailed materials.