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School Counselor Skills for Developing Guidance and Counseling Media In East Java Riskiyana Prihatiningsih; Irene Maya Simon; Rizka Apriani; Dio Lingga Purwodani
G-Couns: Jurnal Bimbingan dan Konseling Vol. 9 No. 3 (2025): Agustus 2025. G-Couns: Jurnal Bimbingan dan Konseling
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/g-couns.v9i3.5605

Abstract

This research aims to determine the proficiency of media mastery in developing guidance and counseling services in East Java. The method used in this study is quantitative descriptive, which seeks to describe the skills of school counselors in the use of interactive multimedia as an effort to optimize BK services. The instrument used in this study is a semi-structured questionnaire distributed to school counselors in East Java. The data analysis technique employs descriptive statistics, including percentages. The results showed that 56.16% of counselors had skills in developing BK service media in schools. These results show that the level of media development proficiency of counselor BK Services in East Java is moderate. So, school counselors in East Java must improve their skills in developing BK Service media. This requires related parties such as PT BK Study Program organizers, MGBK, and Professional Associations to synergize to enhance the quality of school counselors’ digital skills. Keywords: school counselor skills, guidance and counseling media, guidance and counseling teachers
The Phenomenon of Social Loafing among Guidance and Counseling Students Viewed from the Perspective of Gestalt Counseling Theory Riskiyana Prihatiningsih; Erna Puji Lestari; Ella Faridati Zen
International Journal of Applied Guidance and Counseling Vol. 6 No. 2 (2025)
Publisher : Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26486/ijagc.v6i2.4902

Abstract

Social loafing is the tendency of individuals to reduce their contribution when they are in a group. This phenomenon reflects maladaptive personal characteristics, which ideally should not be exhibited by Guidance and Counseling students at a university in Malang City. This study aims to explore views, actions, and causal factors of social loafing from the perspective of personality development based on Gestalt counseling theory. The research method used a qualitative phenomenological approach and Interpretative Phenomenological Analysis. The results of the study show that social loafing is a reflection of maladaptive personality in Gestalt counseling theory. This is indicated by views related to an incomplete awareness of roles when working in a group. In addition, there is also evidence of behavior that is less motivated and responsible as part of a group. The causes of the social loafing phenomenon identified are a rigid self-image and failure to maintain values due to environmental influences. This research contributes to guidance and counseling, particularly in higher education, with considerations for implementing both preventive and corrective services related to social loafing. Furthermore, it can also serve as a reference for the education sector to provide a group work environment that reduces social loafing among members.
Implikasi Dan Tantangan Penggunaan Game-Based Learning Bagi Pembelajar Dewasa: A Systematic Literature Review Dio Lingga Purwodani; Riskiyana Prihatiningsih
Jurnal TEKNODIK Jurnal Teknodik Vol. 30 No. 1, Juni 2026
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32550/fs9m1477

Abstract

Pemanfaatan game-based learning (GBL) terbukti efektif meningkatkan motivasi dan keterlibatan aktif pebelajar. Namun, mayoritas kajian literatur GBL masih berfokus pada pendidikan anak usia dini dan remaja, sehingga terdapat kekosongan informasi mengenai efektivitas, variasi bidang studi, serta tantangan implementasi GBL yang spesifik bagi karakteristik pembelajar dewasa. Oleh karena itu, tinjauan literatur sistematis (Systematic Literature Review) ini bertujuan untuk mensintesis temuan riset terkini (2014-2023) terkait peluang dan tantangan penerapan GBL pada orang dewasa. Mengikuti protokol PRISMA, penelusuran artikel dilakukan pada tiga database utama (ERIC, Scopus, dan Google Scholar) dan berhasil menjaring 15 artikel relevan untuk dianalisis secara mendalam setelah melalui kriteria inklusi dan eksklusi yang ketat. Hasil analisis menunjukkan bahwa implementasi GBL bagi pembelajar dewasa dominan dijalankan pada perangkat komputer/desktop (54%) dibandingkan perangkat mobile dan gim tradisional. Penerapan GBL tersebar secara merata pada bidang ilmu saintek, humaniora, dan kesehatan, tanpa adanya bidang yang mendominasi. Mayoritas artikel (13 dari 15) melaporkan dampak positif yang signifikan bagi hasil belajar, termasuk potensi inklusivitas bagi pembelajar disabilitas dewasa. Meskipun demikian, efektivitas GBL sangat menuntut keselarasan antara desain mekanik gim dengan prinsip andragogi guna menghindari resistensi psikologis dari pembelajar dewasa. Pengembang gim edukasi digital masa depan perlu menitikberatkan pada aspek UI/UX adaptif yang mempertimbangkan kondisi fisik dan kognitif orang dewasa   The use of game-based learning (GBL) has been proven effective in increasing motivation and active engagement of learners. However, most GBL literature studies still focus on early childhood and adolescent education, resulting in limited information regarding the effectiveness, variety of study areas, and challenges of GBL implementation specific to the characteristics of adult learners. Therefore, this systematic literature review aims to synthesize the findings of recent research (2014-2023) related to the opportunities and challenges of GBL implementation for adults. Following the PRISMA protocol, a search of articles was conducted in three major databases (ERIC, Scopus, and Google Scholar) and successfully captured 15 relevant articles for in-depth analysis after going through strict inclusion and exclusion criteria. The analysis results show that GBL implementation for adult learners is predominantly carried out on computers/desktop devices (54%) compared to mobile devices and traditional games. GBL implementation is evenly distributed across the fields of science, humanities, and health, with no single field dominating. Most articles (13 of 15) reported significant positive impacts on learning outcomes, including the potential for inclusivity for adult learners with disabilities. However, the effectiveness of GBL requires alignment between game mechanics and andragogical principles to avoid psychological resistance from adult learners. Future digital educational game developers need to emphasize adaptive UI/ UX aspects that take into account the physical and cognitive conditions of adults.
FENOMENA SOCIAL LOAFING PADA MAHASISWA DALAM PENGERJAAN TUGAS KELOMPOK: STRATEGI, KETERGANTUNGAN, DAN DIFUSI TANGGUNG JAWAB Erna Puji Lestari; Riskiyana Prihatiningsih; Ella Faridati Zen
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.4786

Abstract

Abstract: This research aims to reveal the dynamics of student behavior in the context of working on group assignments in the lecture environment. Through a qualitative approach, various patterns of student participation were found that reflected adaptation strategies to collective responsibility, procrastination tendencies, and social dependence. Data was collected through in-depth interviews and participatory observation of student group activities in completing academic assignments. The results of the study showed that students tended to choose easy tasks, postpone work until they were close to the deadline, avoid leadership positions, and adjust the intensity of contributions based on the quality of group members. This phenomenon indicates the diffusion of social responsibility and efficiency strategies in the context of collaborative learning. This research provides implications for lecturers to design an assessment system and evaluation mechanism that fosters a sense of personal responsibility in group work. Keyword: Group Assignments, Student Participation, Procrastination, Social Dependence, Collective Responsibility Abstrak: Penelitian ini bertujuan untuk mengungkap dinamika perilaku mahasiswa dalam konteks pengerjaan tugas kelompok di lingkungan perkuliahan. Melalui pendekatan kualitatif, ditemukan berbagai pola partisipasi mahasiswa yang mencerminkan strategi adaptasi terhadap tanggung jawab kolektif, kecenderungan prokrastinasi, serta ketergantungan sosial. Data dikumpulkan melalui wawancara mendalam dan observasi partisipatif terhadap aktivitas kelompok mahasiswa dalam menyelesaikan tugas akademik. Hasil penelitian menunjukkan bahwa mahasiswa cenderung memilih tugas yang mudah, menunda pengerjaan hingga mendekati batas waktu, menghindari posisi kepemimpinan, serta menyesuaikan intensitas kontribusi berdasarkan kualitas anggota kelompok. Fenomena ini mengindikasikan adanya difusi tanggung jawab dan strategi efisiensi sosial dalam konteks pembelajaran kolaboratif. Penelitian ini memberikan implikasi bagi dosen untuk merancang sistem penilaian dan mekanisme evaluasi yang menumbuhkan rasa tanggung jawab personal dalam kerja kelompok. Kata kunci: Tugas Kelompok, Partisipasi Mahasiswa, Prokrastinasi, Ketergantungan Sosial, Tanggung Jawab Kolektif 
The Effectiveness Of Group Guidance Using The “Reconnect Island” Simulation Game In Reducing Phubbing Behavior Among 10th-Grade Students At SMKN 8 Malang Khairunnisa An Najwa; Shabrina Putri Dhiamona; Silvia Ovilianti; Riskiyana Prihatiningsih; Agung Kurniawan Syahbita; Syekha Aulia Mutia Zahra
Proceedings Series of Educational Studies 2026: International Conference on Educational Management and Technology (5th ICEMT 2026)
Publisher : Universitas Negeri Malang

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

Abstract

This study aims to determine the effectiveness of group guidance services using the Reconnect Island simulation game in reducing phubbing behavior among 10th-grade students at SMKN 8 Malang. The study employed a quantitative approach with a quasi-experimental design in the form of a pre-test and post-test control group design. The study subjects consisted of 18 students divided into two groups—an experimental group and a control group—each comprising 9 students. Data were collected using a phubbing behavior scale. Data analysis was performed using the Wilcoxon SignedRank Test and the Mann-Whitney Test because the research data were not normally distributed. The results showed a significant difference between the pre-test and post-test scores in the experimental group, with a p-value of 0.008 < 0.05. Additionally, the Mann-Whitney test yielded a p-value of 0.006 < 0.05, indicating a significant difference between the experimental and control groups following the intervention. The average phubbing behavior score in the experimental group decreased from 39.78 to 26.11. Based on these results, it can be concluded that group guidance using the Reconnect Island simulation game is effective in reducing phubbing behavior among 10th-grade students at SMKN 8 Malang.