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SKYLINE SPRINT: PEMANFAATAN KALENG BEKAS SEBAGAI MEDIA INTERVENSI MANAJEMEN WAKTU MAHASISWA Putri, Amanda Eka; Desrechta, Al Pasha; Sarita, Fitria; Lumbantobing, Cristin Sry Rejeki; Yani, Nur Rahma; Lestari, Indi Etika; Dwitika, Anggun; Ramandha; Wardhana, Gilang Nurochman; Supandri; Chandra, M. Tri Firia
Inquiry: Jurnal Ilmiah Psikologi Vol 16 No 1 (2025): Kesejahteraan Psikologis Lintas Konteks
Publisher : Universitas Paramadina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51353/inquiry.v16i1.1087

Abstract

Manajemen waktu merupakan keterampilan penting yang harus dimiliki oleh mahasiswa dalam menghadapi berbagai tuntutan akademik maupun kegiatan organisasi. Permasalahan umum yang sering terjadi adalah kesulitan dalam menetapkan skala prioritas, menyusun jadwal yang realistis, serta menghindari penundaan atau prokrastinasi. Hipotesis utama dalam penelitian ini adalah bahwa permainan tersebut mampu meningkatkan empat aspek utama keterampilan manajemen waktu, yaitu penetapan tujuan dan prioritas, perencanaan dan penjadwalan, pengendalian waktu, serta preferensi terhadap keteraturan. Intervensi ini dilaksanakan pada bulan Desember 2024 dalam rangkaian kegiatan Latihan Kepemimpinan dan Manajemen Mahasiswa (LKMM) Jurusan Psikologi Universitas Jambi. Partisipan dalam kegiatan ini berjumlah 149 mahasiswa semester I dan III yang merupakan peserta aktif LKMM. Desain penelitian yang digunakan adalah kuasi-eksperimental dengan pendekatan one-group pretest-posttest. Instrumen pengumpulan data berupa lembar observasi performa kelompok dan angket evaluasi yang disusun berdasarkan indikator manajemen waktu menurut Macan (1994). Data hasil observasi dan evaluasi ini digunakan untuk mengevaluasi kinerja peserta selama pelaksanaan permainan dan efektivitas permainan tersebut terhadap kemampuan manajemen waktu mahasiswa. Hasil penelitian menunjukkan bahwa mayoritas kelompok mengalami peningkatan yang signifikan dalam keempat aspek keterampilan manajemen waktu. Sebagian besar peserta menunjukkan kemampuan yang baik dalam menyusun rencana, menyesuaikan diri terhadap gangguan, dan menyelesaikan tugas tepat waktu. Penelitian ini menyimpulkan bahwa pendekatan psikoedukatif melalui permainan Skyline Sprint efektif dalam meningkatkan keterampilan manajemen waktu mahasiswa, dan direkomendasikan untuk diterapkan dalam kegiatan pengembangan kepemimpinan serta pembelajaran berbasis pengalaman di pendidikan tinggi.
Peran Pendidikan Kewarganegaraan dalam Menguatkan Etika Digital dan Kesadaran Sosial Mahasiswa di Era Media Sosial Supandri; Ulfah, Audya; Firmasnyah, Ilham; Nuraeni, Sri; Kius, Florentina Sindhi
Academy of Social Science and Global Citizenship Journal Vol. 5 No. 2 (2025): Academy of Social Science and Global Citizenship Journal
Publisher : Universitas Cokroaminoto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47200/aossagcj.v5i2.3228

Abstract

The social media era presents significant challenges to students' digital ethics and social awareness. The widespread spread of hoaxes, hate speech, and cyberbullying demonstrates a gap between technical skills and moral integrity in interacting in the digital space. This study aims to analyze the role of Civics Education (PKn), a compulsory general course in higher education, in shaping ethical and responsible Digital Citizenship. The method used is a qualitative descriptive literature study of scientific journals and related research results. The results show that PKn plays a crucial role through the integration of Pancasila values, democracy, and Human Rights (HAM) into the digital literacy curriculum. This strengthening not only improves students' ability to use technology safely and productively (digital literacy), but also contributes to the development of digital literacy. It also instills social responsibility and netiquette (internet ethics), which serve as the foundation for creating a constructive and civilized digital space. Research shows that Civics serves as an essential moral-ethical foundation, particularly through the integration of Pancasila and democratic values. However, its effectiveness is largely determined by innovative teaching methods (such as problem-based learning and case simulations) and the digital role models of educators. The main challenge faced is the consistent application of digital ethics by students outside the classroom context. A reconceptualization of Civics learning is needed to be more adaptive to the dynamics of social media. Learning must emphasize not only normative knowledge but also digital literacy skills and students' social responsibility as ethical netizens.
PENGEMBANGAN MODEL ACTIVE BREAK BERBASIS KARTU GERAK UNTUK MEMUTUS WAKTU DUDUK BERKEPANJANGAN PADA SISWA SEKOLAH DASAR Supandri; Awal Chaerudin
DEWANTECH Jurnal Teknologi Pendidikan Vol 3 No 1 (2025): MARET
Publisher : Awatara Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61434/dewantech.v3i1.430

Abstract

Prolonged sitting during learning sessions calls for the design of practical, brief movement opportunities within lessons. This study developed an “active break” model for fourth- and fifth-grade elementary school students through the analysis, design, and construction phases of educational design research. The development resulted in a five-stage syntax (monitoring, selection, movement break, reflection, and return to learning), 20 movement cards—each offering a sitting alternative—teacher guidelines, a coded posture observation instrument, and a browser-based card selector that runs locally. A technical audit confirmed 20 cards with 20 unique codes, complete instructions and adaptations on all cards, a designed movement duration of 4 × 30 = 120 seconds, and the valid output of four distinct cards across 1,000 selection repetitions. The two-minute movement following approximately 30 minutes of sitting is a design parameter, not a WHO guideline. The study was limited to model design and artifact verification; therefore, it makes no claims regarding effectiveness or safety. The resulting prototype serves as a documented foundation for further testing with users.