Billah , Aceng Akhmad Munanzdar Alkafi
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PERAN SEKOLAH MENGATASI MASALAH PERILAKU ANAK MELALUI BIMBINGAN KELOMPOK BERBASIS BUDAYA DI DESA GUNUNGSARI Aprilia, Bunga; Maulida, Lida; Nazifah, Naurah; Dahlia, Febri; Billah , Aceng Akhmad Munanzdar Alkafi
Education and Community Service Journal (EduServe) Vol. 1 No. 1 (2025): Education and Community Service Journal (EduServe)
Publisher : Fakultas Tarbiyah dan Keguruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51875/eduserve.v1i1.415

Abstract

Behavioral problems of elementary school students, such as low discipline, conflicts between friends, and difficulty controlling emotions, are challenges that can hinder the achievement of learning objectives and character building. Schools as formal educational institutions have a strategic role in overcoming these problems through the provision of appropriate counseling guidance services. This community service activity aims to describe the role of schools in overcoming children's behavior problems through culture based group guidance at SDN Gunungsari, Tangerang Regency, in 2024. The implementation method consists of preparation, planning, implementation, evaluation, and follow-up stages. The subjects were 25 students in grades IV and V who were selected based on the results of classroom teacher observations and behavior checklist instruments. The intervention was conducted through six group guidance sessions using the traditional game congklak and reflective discussions based on local cultural values. The results showed a significant decrease in problem behavior, especially in the aspects of discipline, cooperation skills, and emotional control. Classroom teachers acted as facilitators and counselors who accompanied students throughout the process, and provided positive value reinforcement in daily interactions. In conclusion, culture-based group guidance is effective in helping schools shape students' positive behavior while instilling local wisdom values.
PENERAPAN MEDIA PEMBELAJARAN BERBASIS PERMAINAN MONOPOLI EMOSI UNTUK MEMBANDINGKAN KECERDASAN EMOSIONAL SISWA-SISWI SDN MARGAMULYA Rusdiyana, Gian; Putri, Maulida; Setiyadi, Desi; Nurina, Putri; Billah , Aceng Akhmad Munanzdar Alkafi
Education and Community Service Journal (EduServe) Vol. 1 No. 2 (2025): Education and Community Service Journal (EduServe)
Publisher : Fakultas Tarbiyah dan Keguruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51875/eduserve.v1i2.428

Abstract

This community service activity aims to improve and compare emotional intelligence between students and students at SDN Margamulya through the implementation of innovative learning media in the form of the Emotional Monopoly game. This media is the work of Fikri Suhardi, a Guidance and Counseling teacher as well as a content creator who focuses on children's character education. The game is designed to help learners recognize, understand, and manage their emotions in a fun and interactive way. The method used in this activity is a quantitative approach with a simple experimental design. Data was collected through emotional intelligence measurement instruments before and after the implementation of the game, then analyzed using an independent sample t-test to determine the significant differences between groups of students and students. The results of the analysis showed that there was a significant difference between the emotional intelligence of students and students after participating in this activity. The average emotional intelligence score of female students reached 7.90, while students obtained an average of 6.50. These findings indicate that female students have a higher and more stable level of emotional intelligence than students after participating in the Emotional Monopoly game. This activity not only contributes to improving the emotional aspects of students, but also shows the great potential of educational game media as an effective means of social-emotional learning at the elementary school level. Therefore, it is recommended that similar games can be integrated more widely in learning activities and guidance and counseling services in schools.