Fauziah Nasution
Universitas Islam Negeri Sumatera Utara, Indonesia

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MENJELAJAHI PENGARUH PENDEKATAN BEHAVIORAL DAN KOGNITIF SOSIAL TERHADAP REGULASI EMOSI DAN KECERDASAN EMOSIONAL Fauziah Nasution; Natasya Miranda Gihar; Fara Audina Lubis; Juanda Muktar Hasibuan
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 1 No. 5 (2023)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This study aims to explore the influence of social cognitive and behavioral approaches on emotion regulation and emotional intelligence. The behavioral approach focuses on positive reinforcement and punishment techniques that help individuals control emotions and improve social skills. Meanwhile, the social cognitive approach involves understanding and changing mindsets that influence individual emotional responses. This research method uses the literature study method by collecting and analyzing relevant scientific literature. The research findings show that these two approaches have a significant positive impact on improving emotional regulation and individual emotional intelligence. The behavioral approach helps individuals recognize and regulate emotions in challenging situations and improve social skills. The social cognitive approach assists individuals in understanding and evaluating their own emotional responses as well as those of others.
IMPLEMENTASI PEMBELAJARAN KONSTRUKTIVIS UNTUK MENGEMBANGKAN AKTIVITAS SERTA PRESTASI PESERTA DIDIK Nabila Zuhairya; Muhammad Faiz; Fauziah Nasution
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 1 No. 5 (2023)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

The principle view that is often adhered to by constructivism, students actively build knowledge, the pressure in the learning procedure is on students, teaching is supporting students, the learning procedure is more concerned with procedures than the final result. The curriculum emphasizes the involvement of students and educators as mentors. So it's not other people's experiences that are abstracted and compiled in the form of textbooks, but direct experience from oneself. Based on the description above, to develop learning achievement and active learning, the usual learning method used is the constructivist learning cycle method. This type of research is library research. The results of this study are that students must build this knowledge and give meaning through real experiences. The purpose of this learning cycle learning method is to give freedom to students to think critically and scientifically and to test the truth of various hypotheses by gathering information from test scores. Then students interpret, analyze, and finally draw conclusions that are expected to develop student performance. In addition, in the learning cycle, students actively interact with ideas and peers during the research phase. As a result of this hands-on learning, students can better understand the design and develop student learning.
DAMPAK STRES TERHADAP PERKEMBANGAN OTAK ANAK Annisaa Nur Faudillah; Fauziah Nasution; Aulia Fitriani Munthe; Salsabillah Humairah
Jurnal Riset Golden Age PAUD UHO Vol. 6 No. 2 (2023): Juli 2023
Publisher : Jurnal Riset Golden Age PAUD UHO

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Abstract

Stres pada anak merupakan trauma yang dapat menghambat bahkan merusak perkembangan otak  anak, karena tidak sedikit anak yang mengalami stres. Ketika anak mengalami tekanan ringan atau berat akibat peristiwa yang anak alami, baik disengaja atau pun tidak disengaja, hal tersebut dapat mempengaruhi perkembangan otak anak. Maka  anak-anak seharusnya dihindari dengan peristiwa yang membuat mereka trauma, baik jangka pendek maupun jangka panjang di kemudian hari. Seperti yang kita ketahui, pentingnya perkembangan otak pada manusia karena menjadi pusat berpikir, penyimpan memori dan emosi terhadap apa yang dikerjakan dan sebagai kontrol tubuh akan dilihat seiring manusia bertumbuh. Dengan menghindari stres yang berlebihan pada anak dapat dilakukan  dengan memberikan stimulasi perkembangan otak secara terstruktur pada anak sesuai tingkat perkembangan. Perkembangan otak yang baik tentu mengurangi dampak stres pada anak dan nantinya membawa hasil yang lebih baik di masa depan. Hal ini harus dengan dukungan orang tua, guru, dan lingkungan yang mendukung perkembangan otak anak.
PENDEKATAN PEMROSESAN INFORMASI Fauziah Nasution; Muhfita Choiriyah Srg; Fauzia Amelia BR Siregar
Jurnal Salome : Multidisipliner Keilmuan Vol. 1 No. 4 (2023): Jurnal Salome: Multidisipliner Keilmuan
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

The information processing approach is a method used to extract information from various sources with the aim of understanding, analyzing, and utilizing that information in decision- making. This approach involves a series of processes including collection, processing, analysis, and interpretation of acquired information. In the information processing approach, information is collected from various sources such as documents, databases, interviews, surveys, and the internet. The collected information is then processed using suitable techniques and methods, including natural language processing, data analysis, data mining, and other information processing techniques. The outcome of the information processing approach is a better understanding of the researched topic. Through the analysis of acquired information, relevant patterns, trends, and relationships can be identified. This enables better decision-making and more effective problem-solving. The discussion regarding the information processing approach involves the evaluation and interpretation of the obtained results. The methods used in this approach must be valid and reliable to generate accurate and trustworthy information. The discussion also involves ethical considerations in information collection and usage. The information processing approach has numerous applications in various fields, including business, science, healthcare, and technology. In the business world, this approach is used for market analysis, consumer research, and business strategy development. In the scientific field, it is employed in experiments and data analysis. In healthcare, the information processing approach is used in disease diagnosis and medical research. In technology, it is utilized in the development of intelligent systems and natural language processing. Overall, the information processing approach is an essential method for collecting, processing, and analyzing information to gain a better understanding and make more effective decisions. With technological advancements, this approach continues to evolve and make significant contributions in various areas of life
IMPLEMENTASI PEMBELAJARAN KONSTRUKTIVIS UNTUK MENGEMBANGKAN AKTIVITAS SERTA PRESTASI PESERTA DIDIK Nabila Zuhairya; Muhammad Faiz; Fauziah Nasution
Jurnal Ilmu Pendidikan dan Kearifan Lokal Vol. 1 No. 2 (2023): Jurnal Ilmu Pendidikan dan Kearifan Lokal (JIPKL)
Publisher : CV. ADIBA ASIHA AMIRA

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Abstract

The principle view that is often adhered to by constructivism, students actively build knowledge, the pressure in the learning procedure is on students, teaching is supporting students, the learning procedure is more concerned with procedures than the final result. The curriculum emphasizes the involvement of students and educators as mentors. So it's not other people's experiences that are abstracted and compiled in the form of textbooks, but direct experience from oneself. Based on the description above, to develop learning achievement and active learning, the usual learning method used is the constructivist learning cycle method. This type of research is library research. The results of this study are that students must build this knowledge and give meaning through real experiences. The purpose of this learning cycle learning method is to give freedom to students to think critically and scientifically and to test the truth of various hypotheses by gathering information from test scores. Then students interpret, analyze, and finally draw conclusions that are expected to develop student performance. In addition, in the learning cycle, students actively interact with ideas and peers during the research phase. As a result of this hands-on learning, students can better understand the design and develop student learning.
MENJELAJAHI PENGARUH PENDEKATAN BEHAVIORAL DAN KOGNITIF SOSIAL TERHADAP REGULASI EMOSI DAN KECERDASAN EMOSIONAL Fauziah Nasution; Natasya Miranda Gihar, Fara Audina Lubis, Juanda Muktar Hasibuan
Jurnal Ilmu Pendidikan dan Kearifan Lokal Vol. 1 No. 2 (2023): Jurnal Ilmu Pendidikan dan Kearifan Lokal (JIPKL)
Publisher : CV. ADIBA ASIHA AMIRA

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

Abstract

This study aims to explore the influence of social cognitive and behavioral approaches on emotion regulation and emotional intelligence. The behavioral approach focuses on positive reinforcement and punishment techniques that help individuals control emotions and improve social skills. Meanwhile, the social cognitive approach involves understanding and changing mindsets that influence individual emotional responses. This research method uses the literature study method by collecting and analyzing relevant scientific literature. The research findings show that these two approaches have a significant positive impact on improving emotional regulation and individual emotional intelligence. The behavioral approach helps individuals recognize and regulate emotions in challenging situations and improve social skills. The social cognitive approach assists individuals in understanding and evaluating their own emotional responses as well as those of others.
Simulasi 8 Keterampilan Mengajar Guru dalam Pembelajaran Anak Usia Dini di TK Addini Indah Khairani; Yessy Prisilla Sillpana; Fauziah Nasution
Invention: Journal Research and Education Studies Volume 7 Nomor 1 Maret 2026
Publisher : CV. PUSDIKRA MITRA JAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51178/invention.v7i1.3487

Abstract

Penelitian ini bertujuan untuk mendeskripsikan pentingnya simulasi delapan keterampilan mengajar yang dilakukan oleh guru PAUD. Keterampilan mengajar merupakan kemampuan dasar yang harus dimiliki guru untuk menciptakan proses pembelajaran yang efektif, aktif, kreatif, dan menyenangkan sesuai dengan karakteristik anak usia dini. Metode penelitian yang digunakan adalah metode kualitatif dengan pendekatan deskriptif dan studi literatur. Pengumpulan data dilakukan melalui observasi, wawancara, dokumentasi, serta kajian terhadap berbagai jurnal dan sumber relevan. Observasi dilakukan di TK Addini untuk melihat secara langsung penerapan keterampilan mengajar guru dalam proses pembelajaran. Hasil penelitian menunjukkan bahwa penerapan delapan keterampilan dasar mengajar, yaitu keterampilan bertanya, membuka dan menutup pelajaran, menjelaskan, mengadakan variasi, memberikan penguatan, mengelola kelas, mengajar kelompok kecil dan perorangan, serta membimbing diskusi kelompok kecil mampu meningkatkan partisipasi, motivasi, dan antusiasme anak dalam belajar. Guru yang mampu menerapkan keterampilan mengajar dengan baik dapat menciptakan suasana belajar yang nyaman, aktif, dan sesuai dengan kebutuhan anak usia dini. Simulasi keterampilan mengajar juga membantu guru memahami karakteristik peserta didik dan meningkatkan kemampuan komunikasi. Dengan demikian, simulasi delapan keterampilan dasar mengajar memiliki peran penting dalam mempersiapkan guru yang profesional dan mampu menciptakan pembelajaran PAUD yang berkualitas.
Development of Ping Pong Relay Game Media for Counseling to Improve Students' Cooperation and Social Skills Rahmi Aulia; Fauziah Nasution
Journal of Society Counseling Vol. 4 No. 2 (2026): Journal of Society Counseling
Publisher : Scidacplus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59388/josc.v4i3.1034

Abstract

This study aimed to develop the BK Pingpong Relay game as a group counseling medium to support the development of cooperation and social skills for eighth-grade students of VIII-4 at SMP Muhammadiyah 7 Medan. The research used the Research and Development (R&D) method with a 4D development model carried out through the Define, Design, and Develop stages. The research subjects included 26 students for the needs analysis and 10 students chosen through purposive sampling for limited testing. Data were collected through observation, interviews, and questionnaires, then analyzed descriptively using percentages for quantitative data and qualitatively through data reduction, data presentation, and drawing conclusions. The results showed that the needs analysis identified students' problems with cooperation and social skills as well as the need for interactive and group activity-based service media. The validation results from media experts received a 93% rating, categorized as very valid, while material expert validation got 85%, also categorized as very valid. The practicality test based on responses from Guidance and Counseling teachers scored 92%, categorized as very practical, and student responses scored 98%, also very practical. Thus, the BK Pingpong Relay game media is considered very valid and very practical as a supporting tool for group guidance services in developing students' cooperation and social skills. Future research is suggested to test the effectiveness of the media through an experimental design with a larger number of subjects.
Pengembangan Permainan Mario (Save The Princess) Untuk Melatih Daya Ingat Siswa Kelas V Min 1 Kota Medan Nindy Rahma; Fauziah Nasution
Vifada Journal of Education Vol. 4 No. 2 (2026): July - December
Publisher : Yayasan Vifada Cendikia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70184/pq49ez47

Abstract

Tujuan: Penelitian ini bertujuan mengembangkan permainan Mario (Save the Princess) sebagai media interaktif untuk mendukung layanan bimbingan dalam melatih kemampuan daya ingat siswa kelas V MIN 1 Kota Medan. Penelitian ini berfokus pada kemampuan siswa dalam menyimpan dan mengingat kembali informasi melalui aktivitas pembelajaran yang menarik dan sesuai dengan tahap perkembangan mereka. Desain dan Metodologi Penelitian: Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model pengembangan 4D yang mencakup tahap Define, Design, dan Develop. Data dikumpulkan melalui observasi, wawancara, angket analisis kebutuhan, angket validasi ahli media dan ahli materi, serta angket kepraktisan yang diisi oleh guru dan siswa. Produk yang dikembangkan berupa permainan edukatif yang terdiri atas beberapa tahapan dan aktivitas untuk melatih daya ingat siswa, meliputi mencocokkan gambar, menghafal kalimat, dan menyusun pola. Hasil dan Pembahasan: Hasil penelitian menunjukkan bahwa permainan Mario (Save the Princess) memperoleh skor validasi sebesar 92% dari ahli media dan 92% dari ahli materi, sehingga termasuk dalam kategori sangat layak. Uji kepraktisan juga menunjukkan skor sebesar 90% berdasarkan respons guru dan 87% berdasarkan respons siswa, yang menempatkan produk dalam kategori sangat praktis. Permainan ini memberikan pengalaman belajar yang aktif, interaktif, dan menyenangkan bagi siswa. Aktivitas di dalam permainan juga mendorong siswa untuk mempertahankan perhatian dan konsentrasi sekaligus melatih kemampuan dalam menyimpan serta mengingat kembali informasi. Implikasi: Temuan penelitian menunjukkan bahwa permainan Mario (Save the Princess) dapat digunakan sebagai media pendukung yang inovatif dan interaktif dalam layanan bimbingan dan konseling, khususnya untuk mengembangkan kemampuan daya ingat siswa Madrasah Ibtidaiyah (MI). Permainan ini juga dapat menjadi alternatif dalam menciptakan kegiatan bimbingan yang lebih menarik dan sesuai dengan karakteristik perkembangan siswa. Penelitian selanjutnya disarankan untuk menguji efektivitas permainan yang telah dikembangkan melalui penelitian eksperimen dengan jumlah sampel yang lebih besar dan pada konteks pendidikan yang berbeda.
Development of a Career Ouija Board Game as a Group Guidance Service Medium to Enhance Career Planning Awareness in Senior High School Nurhayati; Fauziah Nasution
International Journal of Post Axial: Futuristic Teaching and Learning Vol. 4 No. 3 September 2026: International Journal of Post-Axial
Publisher : Yayasan Azhar Amanaa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59944/postaxial.v4i3.1730

Abstract

This study aimed to develop the Ouija Karir board game as a feasible and practical medium to support group guidance services in helping high school students understand career planning. The study was motivated by students’ difficulties in identifying their interests, abilities, personality characteristics, and appropriate educational and occupational choices. This research employed a Research and Development (R&D) approach using the Four-D (4D) development model, consisting of Define, Design, Develop, and Disseminate. However, the present study was conducted only through the Develop stage, including product development, expert validation, revision, and a limited trial. The participants consisted of one material expert, one media expert, one guidance and counseling teacher, and six eleventh-grade students at SMA Muhammadiyah 18 Sunggal. The product was developed based on John L. Holland’s career choice theory, incorporating six RIASEC personality types: Realistic, Investigative, Artistic, Social, Enterprising, and Conventional. Data were collected through expert validation and response questionnaires using a four-point Likert scale and analyzed descriptively using percentage scores. The findings indicated that the product was highly feasible based on media expert validation (97%) and material expert validation (79.54%). The product was also considered highly practical based on the guidance and counseling teacher’s response (90%) and practical based on students’ responses (51.92%). These findings indicate that the Ouija Karir board game is feasible and practical as a supporting medium for group guidance services to facilitate students’ understanding of career planning. Further research is needed to examine its effectiveness using a larger sample and an appropriate experimental design.