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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
Guidance and Counselling Services through Online Content Development: an Innovative Approach in the Digital Era Irene Maya Simon; Henny Indreswari; Devy Probowati; Riskiyana Prihatiningsih; Awalya Siska Pratiwi
Bisma The Journal of Counseling Vol. 9 No. 1 (2025): April
Publisher : Department of Guidance and Counseling, FIP, Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/bisma.v9i1.92736

Abstract

In this age, digital technology has become integral to various aspects of life, including education and counselling services. In this context, guidance and counselling services require innovation in both methods and media to address the challenges and needs of the digital generation. This study aims to develop content for the BKONLINE platform as an innovative approach in the digital era. The research employs a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), which aims to produce a product that meets quality standards and user needs. The research stages include needs analysis, platform design, content development, implementation, and evaluation by experts and prospective users. The study participants consist of guidance and counselling experts, educational technology media specialists, and students as potential users of the product. Validation results indicate that the developed product meets acceptance criteria from both expert and user perspectives. The BKONLINE platform is expected to enhance the accessibility, effectiveness, and personalization of guidance and counselling services, supporting students’ personal, academic, social, and career development.
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

Game-based learning can actively involve learners in the learning process in a fun way and can increase learning motivation. Generally, games are used by children, but games can also be utilised to facilitate the learning process for adult learners. Therefore, this systematic literature review focuses on utilising game-based learning (GBL) for adult learners. Articles related to game-based learning were identified between 2014-2023, obtained from Eric, scopus and google scholar databases. Based on the specified criteria, 15 articles were obtained and then reviewed in depth. Based on the analysis of the selected articles, it was found that game-based learning is mostly implemented on computer/stop devices rather than mobile devices and traditional games. No field of study dominates the application of game-based learning for adult learners. Games can be applied in science, humanities, and health. Out of 15 articles that were reviewed in-depth, 13 articles provided a significant impact, and 2 articles did not provide a significant impact. Interestingly, game-based learning also has the potential to be applied to adult learners with disabilities. There are suggestions for further research in designing or developing game-based learning. One of them needs to consider several factors, such as the initial condition of the learners, the availability of facilities and infrastructure, the level of difficulty of the material and, of course, pay attention to the principles in the development of game applications such as UI and UX if the game is presented digitally.