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A Case Study of Congklak Playing Therapy in Children to Improve Social Interaction Due to Gadget Addiction Ahmad, Nizar; Firmansyah, Andan; Setiawan, Henri
JURNAL KESEHATAN STIKes MUHAMMADIYAH CIAMIS Vol. 11 No. 1 (2024): Jurnal Kesehatan (April 2024)
Publisher : LPPM STIKes Muhammadiyah Ciamis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52221/jurkes.v11i1.560

Abstract

Objective: To see the effectiveness of congklak play therapy in increasing social interaction in children because of gadget addiction. Method: The research design used is a case study research method, with a descriptive research type. The research subject used was 1 school-age child client with social interaction problems due to gadget addiction. Result: Subjectively, the client experiences an increase in interaction with the people around him and a decrease in the intensity of his use of gadgets. Clients can better control their emotions, and there is an increase in learning. Likewise, objectively, the client seems to be able to control his emotions, and often interacts with the people around him.  Conclusion: After doing research on An. M., the data obtained by the client's mother complains that the client rarely interacts with other people; the client often plays gadgets until he forgets the time; and when the gadget is taken, he often gets angry. The client's mother gets information from the client's school teacher that the client is less cooperative while studying at school. Based on the assessment, the diagnosis that emerged was social interaction disorder. The author conducted an intervention to overcome social interaction disturbances for four days. The intervention that the author has done is to provide congklak play therapy. After the intervention, the client's signs and symptoms of impaired social interaction diminished. The client has often interacted with people around him by using his gadget a little less.
DESAIN MEDIA PEMBELAJARAN BIAYA PELUANG BERBASIS POWTOON DALAM MENINGKATKAN LITERASI DAN NUMERASI SISWA Muslimah; Ahmad, Nizar; Nugroho, Mustofa
HAMKA INSIGHT Vol. 1 No. 2 (2022)
Publisher : UHAMKA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/hamka.v1i2.6

Abstract

The purpose of this research is to develop an animated video using Powtoon with the content of economic learning materials about opportunity costs so that students can understand the material in a way that is not boring, and students can achieve a level of mastery independently and increase student motivation in learning. The research method used in this research is Research and Development (R&D). The model used is the ADDIE model, but in this study the researcher only used the initial stage, namely the Analysis and Design stage. After conducting the analysis, the researcher conducted an opportunity cost learning design in the form of an animated video, with the first stage the researcher made a design framework using Microsoft Word and continued to design an animated video using Powtoon. From making animated videos, there are several parts that have been improved to get the best results. From the development that has been done, hopefully it can be useful for students so that they can achieve a level of mastery independently and increase learning motivation.