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Kalibrasi Item Instrumen Kecenderungan Nomophobia Pada Remaja Milenial Wayan Eka Paramartha; I Ketut Dharsana; Ni Made Diah Padmi
Jurnal Bimbingan dan Konseling Indonesia Vol 7 No 2 (2022): Jurnal Bimbingan dan Konseling Indonesia
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jurnal_bk.v7i2.1581

Abstract

The purpose of this study was to develop instruments and to analyze differences in nomophobic tendencies among adolescents in terms of gender, daily internet visits, and social media volume. The subjects of this study were 150 adolescents using a non-probability sampling technique using accidental sampling. Data collection in this study used the NMP-Q instrument which measures four dimensions, namely: (1) fear or nervousness because they cannot communicate with other people; (2) fear of not being able to connect; (3) fear of not being able to have direct access; and (4) fear of being denied the convenience that mobile devices provide. This instrument consists of 30 items using the Likert rating scale model including the answer choices: very appropriate, appropriate, moderately appropriate, not appropriate, and very inappropriate. The analysis technique used is the Rasch model with the help of WINSTEPS Version 3.73. The results of this study are expected to provide knowledge and understanding of new phenomena in the development of guidance and counseling science with differences in nomophobia tendencies among adolescents. So that later it is hoped that active smartphone users will use cellphones more wisely and reduce the duration of excessive smartphone use so as to avoid the negative effects of use which can lead to addiction. Abstrak: Tujuan penelitian ini adalah untuk mengembangkan instrumen serta menganalisis perbedaan kecenderungan nomopobia dikalangan remaja ditinjau dari jenis kelamin, kunjungan internet harian, dan volume media sosial. Subjek penelitian ini sebanyak 150 remaja dengan teknik non probability sampling dengan jenis menggunakan sampel accidental sampling Pengumpulan data pada penelitian ini menggunakan instrumen NMP-Q yang mengukur empat dimensi, yaitu: (1) ketakutan atau kegugupan karena tidak dapat berkomunikasi dengan orang lain; (2) takut tidak bisa terhubung; (3) takut tidak dapat memiliki akses langsung; dan (4) ketakutan akan penolakan kenyamanan yang diberikan oleh perangkat seluler. Instrumen ini terdiri dari 30 aitem dengan menggunakan model Likert rating scale diantaranya pilihan jawaban: sangat sesuai, sesuai, cukup sesuai, tidak sesuai, dan sangat tidak sesuai. Teknik analisis yang digunakan adalah model rasch dengan bantuan WINSTEPS Version 3.73. Hasil penelitian ini diharapkan dapat memberikan pengetahuan dan pemahaman tentang fenomena baru dalam perkembangan ilmu bimbingan konseling dengan adanya perbedaan kecenderungan nomophobia dikalangan remaja. Agar nantinya diharapkan bagi pengguna aktif smartphone agar menggunakan ponsel dengan lebih bijak lagi serta mengurangi durasi penggunaan smartphone yang berlebihan supaya terhindar dari dampak negatif penggunaan yang dapat berujung munculnya kecanduan.
Aplikasi SIG Sebagai Media dalam Mengkonstruksi Spatial Thinking Siswa I Gede Made Yudi Antara; I Gede Putu Eka Suryana; Wayan Eka Paramartha
Jurnal Bimbingan dan Konseling Indonesia Vol 7 No 3 (2022): Jurnal Bimbingan dan Konseling Indonesia
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jurnal_bk.v7i3.1838

Abstract

Dalam kaitannya dengan ruang, peta merupakan representasi ruang di permukaan bumi baik dua maupun tiga dimensi yang memuat simbol-simbol geografis lainnya. Peta disajikan dalam bentuk peta konvensional hingga peta digital yang tampil di layar komputer. Dengan menggunakan teknologi SIG memungkinkan untuk mengelola data kemudian diolah menjadi sebuah peta digital yang mampu menyimpan lebih banyak informasi geografis sehingga analisis ruang dilakukan dengan lebih kompleks. Pengenalan sistem informasi geografis dalam pembelajaran masih pada tahap teori dan siswa tidak mengenal langsung jenis aplikasi yang digunakan dalam sistem informasi geografis. Tujuan dari tulisan ini adalah memberikan gambaran pentingnya pengenalan aplikasi/software SIG bagi siswa untuk membantu dalam membangun cara berpikir keruangan (spatial thinking). Metode yang digunakan adalah dengan mengkaji atau melakukan interpretasi bahan tertulis berdasarkan konteksnya. Bahan tersebut bisa berupa catatan yang terpublikasikan, buku teks, artikel, dan sejenisnya sehingga menghasilkan gagasan mengenai pentingnya pengenalan aplikasi sistem informasi geografis dalam mengkonstruksi cara berpikir keruangan siswa.
Optimalisasi Keterampilan Membaca dan Menulis Melalui Program Beringin Aksara pada Siswa Sekolah Dasar Paramartha, Wayan Eka; Sukadana, I Gede Wahyu
DIDAKTIKA: Jurnal Pendidikan Sekolah Dasar Vol. 7 No. 2 (2024): VOLUME 7, NUMBER 2, 2024
Publisher : Program Studi PGSD, Fakultas Ilmu Pendidikan, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/didaktika.v7i2.77343

Abstract

For primary school pupils, reading and writing skills are essential, but there are still obstacles in the way of their development. To improve these abilities, this study assesses how well the interactive and captivating Beringin Aksara program works. The study included a control group that received regular teaching and an experimental group that participated in the program using a pre-post experimental design. The experimental group's mean score on the pre-test was 65 (median 68), while the control group's mean score was 62 (median 64). Post-test results showed that the experimental group had significantly improved, with a mean score of 78 (median 80) compared to 64 (median 66) for the control group. A significant difference between the groups was found by a t-test analysis (t = 5.67, p < 0.001), indicating the impact of the program.
Role-playing Techniques to Improve Intercultural Communication Competence Putu Ari Dharmayanti; Wayan Eka Paramartha; Luh Putu Sri Lestari; Halida Halida; Farhana Nabila Fakaruddin
Journal of Innovation in Educational and Cultural Research Vol 6, No 2 (2025)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v6i2.2201

Abstract

Students' inability to recognize cultural diversity can lead to violence and social gaps. If intercultural communication issues in schools persist, they may harm students' social development. Counseling teachers play a crucial role in fostering intercultural communication skills through role play technique that reinforce students to interact effectively with individuals from diverse cultural backgrounds. This study aims to see the effectiveness of role-playing techniques in improving intercultural communication of tourism vocational school students between before and after the intervention was given and after 3 weeks the role-playing technique intervention was stopped. This research is quasi-experimental research with a pre-post group design. The sampling technique is purposive sampling. The data collected in this research was then analyzed using the non-parametric Wilcoxon test. The results of this study show that there are differences in students' intercultural communication between before and after the intervention. It is hoped that the results of this research can add references in implementing role playing techniques in counseling guidance services.
Media E-Komik Berbasis Kontekstual untuk Meningkatkan Keterampilan Literasi pada Siswa Kelas VI Sekolah Dasar Luh Dian Mahayani; I Made Citra Wibawa; Wayan Eka Paramartha
International Journal of Natural Science and Engineering Vol. 8 No. 2 (2024): July
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijnse.v8i2.95771

Abstract

Keterampilan literasi merupakan kemampuan dasar yang harus dimiliki oleh siswa agar mampu mencapai tujuan pembelajaran melalui pengalaman langsung. Namun sayangnya kegiatan seperti kegiatan literasi yang mampu meningkatkan keterampilan literasi masih bersifat konversional. Kegiatan literasi belum dilengkapi dengan fasilitas dan media yang mengakomodasi gaya belajar siswa. Berdasarkan permasalahan tersebut maka dirasa perlu untuk mengembangkan media pembelajaran berbasis pendekatan kontekstual  untuk mempermudah siswa memahami materi serta melibatkan siswa dalam pembelajaran. Penelitian pengembangan ini menggunakan model pengembangan ADDIE yang terdiri dari tahapan analisis, perancangan, pengembangan, implementasi, dan evaluasi. Metode pengumpulan data menggunakan kuisoner, lembar validisasi instrument dan uji produk, dan test essay. Pengembangan media ini berupa media digital yaitu media E-Komik Berbasis Pendekatakan Kontekstual Untuk Meningkatkan Keterampilan Lterasi Pada Siswa Kelas VI SD telah diuji validitas, kepraktisan, dan efektivitasnya sebelum dapat digunakan di kelas sebagai media bacaan kegiatan literasi. Hasil uji menunjukkan bahwa media e-komik berbasis pendekatan kontekstual layak dan praktis digunakan saat menerapkan kegiatan literasi di kelas. Media e-komik berbasis pendekatan kontekstual fektif meningkatkan keterampilan literasi. Oleh sebab itu, dapat disimpulkan bahwa media e-komik berbasis pendekatan kontekstual yang dikembangkan layak, praktis, dan efektif digunakan dalam meningkatkan keterampilan literasi siswa.
Augmented Reality Based Flashcard Media to Improve Student Learning Outcomes on the Topic Water Cycle V Grade Elementary School Kadek Kartika Listiani; Wayan Eka Paramartha
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v1i1.94634

Abstract

The problem of lack of motivation and learning experience that causes a decrease in student learning outcomes. This study aims to develop augmented reality-based flashcard media to improve student learning outcomes on the topic of the water cycle in grade V SD that is valid, practical and effective. The research conducted is a development research (Research & Development) and uses the ADDIE development model. The data collection method used in this research is using questionnaire instruments and objective tests. Data on the results of media validity comes from the assessment of learning material experts and learning media experts. In this study obtained the results of the material expert assessment of 4.87 and 4.91 from the assessment of learning media experts, so that these results have very good qualifications. Data from the practicality of the media comes from the assessment of the practitioner's response and the response of 10 fifth grade students. The percentage result of the practitioner's response is 91% and the student's response is 95.2%, so that the response results can be qualified as very good.The results of the research on augmented reality-based flashcard media to improve student learning outcomes on the topic of the water cycle in grade V elementary school were declared: (1) valid based on the aspects of content, design and learning media, (2) practical based on the perspectives of practitioners and students, (3) effective to improve student learning outcomes on the topic of the fifth grade water cycle as evidenced by the results of the t-test. Based on these results, it can be concluded that flashcard media based on augmented reality is valid, practical and effective in improving student learning outcomes.
SMART-R Counseling: Developing Student Resilience during the COVID-19 Pandemic Suranata, Kadek; Paramartha, Wayan Eka; Dharsana, I Ketut; Abu Bakar, Abu Yazid
Bisma The Journal of Counseling Vol. 6 No. 1 (2022): Bisma The Journal of Counseling
Publisher : Department of Guidance and Counseling, FIP, Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/bisma.v6i1.48829

Abstract

The COVID-19 pandemic that has lasted for two years is a dynamic condition that has an impact on all dimensions of life, including educational field. Various changes that appear in learning activities at school can not be denied has become a stressful situation that requires students to adapt quickly. Several findings have shown that there is a decrease in students' psychological well-being during the pandemic. This condition emphasizes that students need to have good psychological resilience so they are able to face difficulties and misfortunes, and be adaptive due the changes. The development of student resilience can be done through guidance and counseling services. SMART-R is a strength-based counseling model that can be implemented by counselors (BK teachers) to develop student resilience. Through the implementation of SMART-R counseling, students can have a more adaptive response in dealing with pressures and changes due to the COVID-19 pandemic, and can develop more positive feelings, thoughts, and behaviors.
Interactive Learning Multimedia to Increase Student Motivation in Science Learning on the Photosynthesis Topic for Grade IV Elementary School Maritza Agustin; I Made Citra Wibawa; Wayan Eka Paramartha
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.99685

Abstract

The problem addressed in this study is the low learning motivation of students in IPAS (Science) learning, particularly on the topic of photosynthesis in Grade IV of elementary school. This study aims to: (1) produce a design of interactive learning multimedia based on Canva; (2) determine its validity; (3) test its practicality; and (4) test its effectiveness. This is a development research using the ADDIE model and employing a one-group pretest-posttest design. The instruments used were questionnaires with a rating scale, and the data were analyzed using descriptive quantitative and qualitative methods. The subject of this research was interactive learning multimedia, involving 1 teacher and 20 Grade IV elementary school students as participants. The results showed that: (1) the multimedia was successfully designed using Canva, (2) the validity test received high scores from media experts (0.944) and material experts (0.962), (3) the practicality test obtained very good scores from the teacher (99%) and students (92%), and (4) the effectiveness test showed a significance value of 0.000 < 0.05. Therefore, the developed interactive learning multimedia is considered valid, practical, and effective in increasing students' learning motivation. The implication of this research is that the media can serve as an innovative alternative in IPAS learning, especially for the topic of photosynthesis, to create a more engaging and motivating learning process.
Sand tray therapy for reducing post-traumatic stress disorder (ptsd) and enhancing well-being in children and adolescents Dharmayanti, Putu Ari; Suranata, Kadek; Rismawan, Kade Sathya Gita; Paramartha, Wayan Eka; Bakar, Abu Yazid Abu; Amat, Saleh
Jurnal Konseling dan Pendidikan Vol. 13 No. 1 (2025): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1146100

Abstract

Post-Traumatic Stress Disorder (PTSD) is a mental health issues that is commonly experienced by children and adolescents as a result of traumatic events such as natural disasters, social conflicts, and violence. The high prevalence of PTSD among children and adolescents requires further intervention due to the risk of long-term psychological impacts. This study aims to evaluate the effectiveness of Sand Tray Therapy in reducing PTSD symptoms and improving well-being in children and adolescents. The study uses an A-B-A-B experimental design, which is a variation of the single subject design (SSD), involving five subjects who were selected through a screening process and considered as representative of a population with PTSD and low psychological well-being. The research instruments used are the Posttraumatic Stress Disorder Checklist (PCL-5) and Ryff’s Psychological Well-Being Scales (PWB). Data were analyzed using the Wilcoxon Signed-Rank Test to compare PTSD and well-being scores between phases, and Cohen's d was used to measure the effect size of changes between phases. The results of this study indicate that sand tray therapy has a clinically significant positive effect in reducing PTSD symptoms and improving psychological well-being. Thus, this method can be considered an alternative psychological intervention for children and adolescents who suffer from PTSD and require an improvement in psychological well-being.
Blended Learning for Character Education: Integrating Tri Hita Karana Wisdom to Develop Graduate Competencies Aligned with SDGs Astawan, I Gede; Utama, I Dewa Gede Budi; Paramartha, Wayan Eka; Abdurahman, Ayi; Maidin, Siti Sarah
Journal of Educational Technology and Learning Creativity Vol. 3 No. 2 (2025): December
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v3i2.2498

Abstract

Purpose of the study: This study examines the effectiveness of a technology-enhanced character education model based on the Balinese Tri Hita Karana philosophy in developing primary students’ competencies aligned with SDG 4. Using blended learning, it addresses gaps in research on culturally grounded technology integration in character education. Methodology: This quasi-experimental study involved 92 fifth-grade students from four primary schools in Karangasem, Bali, comparing a Technology-Enhanced Tri Hita Karana Character Education Model with conventional instruction. Using LMS, digital portfolios, gamification, and learning analytics, competencies were assessed through questionnaires, portfolios, and observations, with data analyzed using t-tests, ANCOVA, and thematic analysis. Main Findings: The experimental group demonstrated significantly higher graduate competency scores (M=81.89, SD=9.78) compared to the control group (M=70.02, SD=10.02), t(90)=5.98, p<.001, Cohen's d=1.25, indicating a large effect size. Analysis of digital portfolio data revealed enhanced self-regulated learning behaviors and deeper engagement with character development activities. Qualitative analysis showed that students appreciated the gamification elements and found the LMS-mediated learning more engaging and meaningful. Learning analytics data indicated consistent progress tracking and timely teacher interventions. Novelty/Originality of this study: The technology-enhanced Tri Hita Karana character education model effectively develops primary students’ competencies through culturally grounded digital pedagogy. This study strengthens evidence on technology-mediated character education and shows how local wisdom supports global educational goals. It highlights the need for teacher professional development and policy support to implement culturally responsive, technology-enhanced, and sustainable blended learning in primary education.