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Membangun Kesehatan Mental Sebagai Upaya Pencegahan Bullying Pada Anak-anak Rumah Belajar Kojartis Melalui Permainan “True Friends” Projek Kepemimpinan Mahasiswa PPG Prajabatan Universitas PGRI Palembang ST Fianda Kirana; Nur Azmi Hanindiya; Irma Andriyani; Salsabila S; Rohani R; Murjainah M
Madani: Jurnal Ilmiah Multidisiplin Vol 2, No 9 (2024): Oktober
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.13719441

Abstract

The form of game that will be designed to build mental health in an effort to bully Kojartis children is the "True Friends" game. True Friends is designed to encourage children to learn values such as friendship, empathy, and cooperation through fun, interactive activities. In this way, children learn to better manage their emotions and social interactions, reducing their risk of becoming perpetrators or victims of Bullying. The approach used in this research is a qualitative approach. A qualitative approach is research whose object is natural in nature where the researcher is the key instrument, sampling of data sources is carried out purposively and snowballing, data analysis is inductive and the results of qualitative research emphasize meaning rather than generalization. This "True Friends" activity was carried out as an effort to strengthen the mental health of the children of the Kojartis Palembang Learning House and prevent Bullying behavior through the educational game approach "True Friends." Based on the information we got from the Kojartis Learning House administrators, there are 15 children with an age range of 12-15 years at the elementary-middle school education level. So we divided the Kojartis learning house children into two groups. This aims to ensure that all children have the same opportunity to become winners in the "True Friends" activity. This activity was carried out on August 24 2024 and was attended by the Kojartis Learning House administrators, Kojartis Learning House children, and all members of the Leadership Project group.
Media “Teka-Teki Silang” Implementasi Metode Design Thinking Dalam Pembelajaran Bahasa Indonesia Kelas VIII SMP Negeri 8 Palembang Rohani R; Juaidah Agustina
Madani: Jurnal Ilmiah Multidisiplin Vol 2, No 9 (2024): Oktober
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.13822126

Abstract

Learning media is important to attract attention and create active interaction of students in the learning process so that learning activities will be effective and efficient. The selection of learning media before being applied must be selected according to the needs of students so that the learning process will be easier to achieve the desired goals. In this study, the selection of learning media to be used was selected according to the Design Thinking method. Design thinking is a problem-solving design innovation. The Design Thinking method goes through five stages: empathize, define, ideation, prototype and test. With the initial activity of finding the source of the problem, creating a model design, solving the problem with a prototype and at the end of the activity finding a new innovation that is appropriate as a form of solution to the existing problem by implementing the "Crossword" media to help students be interested and motivated in learning Indonesian in the material of the observation report results of class VIII in groups. It is expected that with the use of this media the learning process can run effectively and interactively in accordance with the objectives of the design that has been prepared.