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Peningkatan Kompetensi Guru BK melalui pengembangan Model Layanan “Permainan Rangku Alu” di Kabupaten Belu Indrawan, Putu Agus; P. Nalle , Andriani; E. Lay , Andriyani; Y. P. Bili Bora, Imanuel; Maria Masi, Lolang; R. Saba, Khetye; E.P Korohama, Katharina; Agus Apriliana, I Putu; Mayesita A. Abel, Rizky; A.S Uda, Paulinus; Febriana, Febriana; Geradusi, Uda; Pua Upa, M.D.
Journal of Social Empowerment Vol. 8 No. 2 (2023): Journal of Social Empowerment
Publisher : LPPM STKIP PGRI Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21137/jse.2023.8.2.5

Abstract

Pelatihan workshop ini bertujuan untuk mengembangkan model layanan Bimbingan Konseling (BK) di Kabupaten Belu, Nusa Tenggara Timur, dengan memanfaatkan kearifan lokal melalui permainan tradisional "Rangku Alu". Pelatihan workshop ini dilaksanakan dengan metode ceramah, simulasi, dan praktek langsung. Peserta pelatihan adalah guru BK dari berbagai sekolah dasar dan menengah di Kabupaten Belu. Kegiatan telah dilaksanakan pada tanggal 17 Juni 2023 dipusatkan di SMKN 1 Atambua. Evaluasi pelatihan menunjukkan bahwa pelatihan workshop ini sangat efektif dalam meningkatkan pemahaman dan keterampilan peserta dalam mengembangkan model layanan BK berbasis kearifan lokal dengan menggunakan permainan Rangku Alu. Pelatihan workshop ini diharapkan dapat menjadi contoh bagi daerah lain untuk mengembangkan model layanan BK yang inovatif dan berbasis kearifan lokal
Pengaruh Penggunaan Teknik Self Control Dalam Konseling Kelompok Untuk Mengatasi Kecanduan Bermain Game Online Mahasiswa BK Undana Utami, Fitry; Uda, Geradus; Maria Masi, Lolang; M.A Abel, Rizky
JURNAL BIMBINGAN KONSELING FLOBAMORA Vol 1 No 2: Agustus 2023
Publisher : Prodi Bimbingan Konseling FKIP UNDANA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jbkf.v1i2.11581

Abstract

The addictive behavior of playing online games experienced by students has a negative impact on students, often students do not attend lectures because the time they spend is only playing online games all day long. The purpose of this study was to find out whether or not there was an effect of using self-control techniques in group counseling to overcome addiction to playing online games.This research uses a quantitative approach with a quasi-experimental type of research (Quasi Experimental), with a research design of One Group Pretest-Posttest. The population of the study was 210 people, the sampling in this study used purposive sampling, namely 7 students with high addiction scores. The collection uses a questionnaire and documentation. Research results: (1) Before participating in group counseling services with self-control techniques, addiction to playing online games is in the very high and high categories with a percentage of 1% and 9%, (2) After participating in group counseling services with self-control techniques, the score for addiction to play is online games decreased in the middle category (3) Students were able to carry out the steps of self-control techniques, (4) t-test values ​​tcount and ttable 12,182> 1,943, meaning that there was a difference in scores between before and after the implementation of group counseling with self-control techniques, (5 ) there is an effect of group counseling with self-control techniques on addiction to playing online games by 73.9%, while some 26.1% are thought to be influenced by other factors.
PENGGUNAAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS MATERI BAGAIMANA BENTUK INDONESIAKU DI KELAS VSD GMIT KUANINO 1 KOTA KUPANG Marni Hello, Serli; Maria Masi, Lolang; Y.N Adoe, Treesly
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32736

Abstract

Thesis by Serli Marni Hello NIM 2101140106 with the title "Use of Animated Video Media to Improve Student Learning Outcomes in the Science Subject of the Material How is My Indonesia Formed in Class V of GMIT Kuanino 1 Elementary School, Kupang City". The formulation of the research problem is: How to improve student learning outcomes on the material how is my Indonesia formed through the use of audiovisual media?. This study aims to improve student learning outcomes on the material how is my Indonesia formed using audiovisual media. This type of research is Classroom Action Research with the following stages: planning, implementation, observation and reflection. The subjects of this study were 10 grade V students with details of 6 male and 4 female students. Data collection techniques were carried out using observation, test and documentation techniques. This study shows that there was an increase in results from cycle I to cycle II. The average value of cycle I was 71.2 with a percentage of completion of 50%. In cycle II, the average value of students increased to 87.6 with a percentage of completion of 90%. Based on the results of the study above, it can be concluded that the use of audiovisual media in learning how my Indonesia looks like can improve student learning outcomes in class V of GMIT Kuanino 1 Elementary School, Kupang City.