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OPTIMALISASI PERMAINAN MONOPOLI SEBAGAI ALAT PENGEMBANGAN PSIKOSOSIAL DAN KEPERCAYAAN DIRI SISWA SD Muthoharoh, Maratul; Rejeki, Asri
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 13, No 9 (2024): September 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v13i9.87033

Abstract

The purpose of this study is to evaluate the effectiveness of the Monopoly game as an intervention to enhance self-confidence in fourth-grade students at SD NU Nurul Ishlah. This research employs a pre-experimental design with a "one group pre-test-post-test" model, allowing a comparison of students"™ self-confidence levels before and after the intervention within the same group. Four students identified with low self-confidence were selected based on initial assessments, and data were gathered through self-confidence questionnaires and observational sheets during three sessions of guided Monopoly gameplay. The findings reveal a significant increase in selfconfidence, evidenced by a marked improvement in post-test scores compared to pre-test scores, with a calculated effect size of 4, indicating a high impact of the intervention. The Monopoly game thus fostered a dynamic learning environment, encouraging active engagement, communication, and strategic thinking, all of which contributed to boosting the students"™ self-assurance. This study underscores the importance of incorporating interactive and engaging teaching methods, such as educational games, to support both the academic and psychological growth of primary school students, demonstrating that such interventions can play a valuable role in fostering a positive classroom atmosphere and enhancing students' personal development.
Pengaruh Self Regulated Learning dan Grit terhadap Prokrastinasi Akademik Mahasiswa Penyusun Skripsi Universitas Muhammadiyah Gresik Purnomo, Agus; Rejeki, Asri
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 2 (2024): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.10469234

Abstract

Pemberian tugas akhir atau skripsi membuat mahasiswa semester akhir melakukan penundaan dalam jangka panjang yang disebut Prokrastinasi Akademik. Selama Self-regulated Learning dan Grit terjaga dan dikelola dengan baik mahasiswa mencegah terjadinya penundaan pengerjaan skripsi khususnya di Universitas Muhammadiyah Gresik. Variabel dalam penelitian ini diukur menggunakan tiga alat ukur, yaitu alat ukur Self-regulated Learning, alat ukur Grit, dan alat ukur prokrastinasi akademik, yang tertuju pada model skala likert yang telah dimodifikasi dengan menggunakan lima alternatif pilihan jawaban. hasil uji regresi didapat persamaan Y = (97,789 + -,092 + -,799). Artinya persamaan variabel prokrastinasi akademik, variabel Self Regulated Learning dan variabel Grit. Berdasar hasil Uji ANOVA, diperoleh nilai signifikan sebesar 0,000 yang artinya terdapat pengaruh Self Regulated Learning dan Grit terhadap prokrastinasi akademik pada mahasiswa penyusun skripsi. Hasil R squar (R2) menunjukan angka sebesar 0,644 yang berarti variabel Self Regulated Learning dan Grit memberikan sumbangan efektif sebesar 64,4% terhadap prilaku prokrastinasi akademik. Sedangkan sisanya 35,6% dipengaruhi faktor lain.
Cyberbullying : Harga Diri, Dan Invisibility, Dissociative Imagination, Minimization Of Status & Authority Pada Pengguna Game Multiplayer Online Izzuddin, Muhammad Hubbi; Rejeki, Asri
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 2 (2024): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.10494656

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh harga diri dan invisibility, dissociative imagination, minimization of status & suthority terhadap cyberbullying pada pengguna game multiplayer online. Penelitian ini menggunakan pendekatan kuantitatif dengan menggunakan Teknik sampling nonprobability sampling menggunakan teknik incidental sampling. Penelitian ini menggunakan analisis regresi berganda. Populasi penelitian ini yaitu pengguna game multiplayer online sebanyak 109 responden. Hasil dari penelitian ini adalah terdapat pengaruh simultan harga diri dan invisibility, dissociative imagination, minimization of status & suthority terhadap cyberbullying Pada Pengguna game multiplayer online dengan nilai signifikansi sebesar 0,000 (p<0,05). Pada analisis uji regresi H2 diterima artinya terdapat pengaruh harga diri terhadap cyberbullying. H3 ditolak artinya tidak terdapat pengaruh invisibility terhadap cyberbullying. H4 ditolak artinya tidak terdapat pengaruh dissociative imagination terhadap cyberbullying. H5 diterima artinya terdapat pengaruh minimization of status & authority terhadap cyberbullying. Hasil Uji Square (R2) menunjukkan angka sebesar 0,226, yang berarti variabel harga diri dan variabel invisibility, dissociative imagination, minimization of status & suthority memberikan sumbangan sebesar 22,6% terhadap variabel cyberbullying, sedangkan sisanya sebesar 77,4% dipengaruhi oleh variabel lain yang ditidak diteliti pada penelitian ini. Untuk penelitian selanjutnya untuk dapat menggunakan variabel lain yang tidak diteliti pada penelitian ini seperti kematangan emosi, dukungan orangtua, dan intensitas bermain game, Serta memperluas populasi subjek, dimana hal tersebut dapat menambah data yang diperoleh menjadi luas.
PENGARUH PERSEPSI HARGA DAN KUALITAS LAYANAN TERHADAP KEPUASAN PELANGGAN PADA PENGGUNAAN KARTU INDOSAT DI KECAMATAN CERME Selvya, Putri Ega; Rejeki, Asri; Oktavia, Citrawanti
Psikologi Prima Vol. 7 No. 2 (2024): Psikologi Prima
Publisher : unprimdn.ac.id

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34012/psychoprima.v7i2.4928

Abstract

This study aims to determine the effect of perceived price and service quality on customer satisfaction when using an indosat card. This study uses quantitative approach, through the correlational method. The respondents of this study are residents of Cerme Subdistrict Indosat card users. In sampling through nonprobability sampling using incidental sampling technique. A total of 151 respondents. Scale validity test using content validity. Reliability test using Alpha Cornbach. Data analysis using multiple linear regression tests with IBM Statistical Program For Social Science (SPSS) for windows version 21. From this study, the results obtained are the simultaneous influence between price perceptions and service quality on customer satisfaction of Indosat card users in Cerme sub-district residents with a significance value of 0.000 (p <0.05). In the regression analysis test, a significant value of 0.021 (p <0.05) was obtained, which means that there is no influence between price perceptions on customer satisfaction. The regression test obtained a significance value of 0.232 (p>0.05) which means that there is an effect of service quality on customer satisfaction. The R Square (R2) test results show a figure of 0.201, which means that the price perception and service quality variables contribute 21.1% to the customer satisfaction variable, while the remaining 79.9% is influenced by other variables not examined in this study.
Pengaruh Konformitas dan Fanship terhadap Perilaku Konsumtif Merchandise Pada Penggemar K-Pop di Gresik Septiani, Shilla Ninda; Rejeki, Asri; Putri, Asti Candrasasi Catur
Jurnal Integrasi Riset Psikologi Vol 2 No 2 (2024): JULI 2024
Publisher : Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26486/intensi.v2i2.3955

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh konformitas dan fanship terhadap perilaku konsumtif merchandise pada penggemar k-pop di Gresik. Subjek dalam penelitian ini adalah penggemar k-pop di Gresik sebanyak 181 orang yang tergabung dalam grup whatsapp dan pernah melakukan pembelian merchandise. Metode penelitian yang digunakan adalah kuantitatif. Teknik pengambilan sampel yaitu sampling kuota. Instrumen pengumpulan data menggunakan kuesioner yang terdiri atas tiga skala yaitu skala perilaku konsumtif, skala konformitas, dan skala fanship.     Teknik analisis data yang digunakan adalah uji regresi linier berganda. Hasil penelitian menunjukkan terdapat pengaruh konformitas dan fanship terhadap perilaku konsumtif merchandise dengan nilai F sebesar 50,473 dengan taraf signifikansi sebesar 0,000 < 0,05. Terdapat pengaruh konformitas dan fanship terhadap perilaku konsumtif sebesar 36,2%. Mayoritas subjek dalam penelitian ini memiliki konformitas, fanship dan perilaku konsumtif dengan kategori sedang. Kata Kunci : Konformitas, Fanship, Perilaku Konsumtif
EFEKTIVITAS INTERVENSI COUNTING BLESSING UNTUK MENINGKATKAN KEBAHAGIAAN DI TEMPAT KERJA Dian Nafis, Fawwazaidan; Rejeki, Asri
PAEDAGOGY : Jurnal Ilmu Pendidikan dan Psikologi Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/paedagogy.v5i4.7640

Abstract

Happiness in the workplace is an important factor in improving employees' well-being and productivity. However, at PT X, some employees still feel unhappy, which may affect their performance. This study aims to evaluate the effectiveness of the positive psychology intervention Counting Blessing in increasing employee happiness. Using a pre-experimental design with a quantitative approach, the study involved three employees of PT X who participated in the intervention program for two weeks. Data were collected through questionnaires measuring aspects of job satisfaction, engagement, and affective organizational commitment using the SHAW Scale instrument. Data analysis was conducted using paired sample t-test and N-Gain score. The results showed a Sig. (2-tailed) value of 0.01, indicating a significant difference in employee happiness after the intervention (p < 0.05). Additionally, the N-Gain test showed an increase in happiness with an average score of 0.679 (67.859%) in the "moderate" category. These findings support previous research showing that happiness at the workplace can increase productivity and employee engagement. This study concludes that the Counting Blessing intervention is effective in improving employee happiness, and these findings can serve as a basis for developing further intervention programs to enhance employee well-being in other organizations. ABSTRAK Kebahagiaan di tempat kerja merupakan faktor penting dalam meningkatkan kesejahteraan dan produktivitas karyawan. Namun, di PT X, masih terdapat karyawan yang merasa kurang bahagia, yang berpotensi mengurangi kinerja mereka. Penelitian ini bertujuan untuk mengevaluasi efektivitas intervensi psikologi positif Counting Blessing dalam meningkatkan kebahagiaan karyawan. Menggunakan desain pre-eksperimental dengan pendekatan kuantitatif, penelitian ini melibatkan tiga karyawan PT X yang mengikuti program intervensi selama dua minggu. Data dikumpulkan melalui kuisioner yang mengukur aspek kepuasan kerja, keterlibatan, dan komitmen afektif organisasi menggunakan instrumen SHAW Scale. Analisis data dilakukan dengan uji paired sample t-test dan N-Gain score. Hasil penelitian menunjukkan nilai Sig. (2-tailed) sebesar 0,01, yang mengindikasikan perbedaan signifikan dalam kebahagiaan karyawan setelah intervensi (p < 0,05). Selain itu, uji N-Gain menunjukkan peningkatan kebahagiaan dengan skor rata-rata 0,679 (67,859%) dalam kategori "sedang". Temuan ini mendukung penelitian sebelumnya yang menunjukkan bahwa kebahagiaan di tempat kerja dapat meningkatkan produktivitas dan keterlibatan karyawan. Penelitian ini menyimpulkan bahwa intervensi Counting Blessing efektif dalam meningkatkan kebahagiaan karyawan, dan temuan ini dapat dijadikan dasar untuk mengembangkan program intervensi lebih lanjut guna meningkatkan kesejahteraan karyawan di perusahaan lain.
Pengaruh Brand Image Dan Kualitas Produk Terhadap Minat Beli Produk Hp Samsung Elsa Irfayati; Asri Rejeki
PSIKOSAINS (Jurnal Penelitian dan Pemikiran Psikologi) Vol. 21 No. 1 (2026)
Publisher : Universitas Muhammadiyah Gresik

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

Abstract

Objective: This study aims to empirically examine the influence of brand image and product quality on the purchase intention of Samsung smartphones among millennials. Brand image in this research includes three dimensions: mystery, sensuality, and intimacy. Meanwhile, product quality is measured through six dimensions: performance, reliability, features, durability, conformance quality, and style. Purchase intention consists of transactional, referential, preferential, and exploratory dimensions. This research employed a quantitative approach with a correlational design. Method: The sampling technique used was non-probability sampling with an incidental sampling method, involving 69 respondents who are millennial users of Samsung smartphones at Universitas Muhammadiyah Gresik. Data were collected using three scales: brand image, product quality, and purchase intention—developed based on relevant theories and tested for validity and reliability. Data analysis was conducted using multiple linear regression. Result: . The results showed that brand image and product quality simultaneously have a significant effect on purchase intention (F = 79.588; p < 0.05). Partially, brand image significantly influences purchase intention (t = 4.226; p < 0.05), as does product quality (t = 8.277; p < 0.05). The adjusted R square value of 0.585 indicates that 58.5% of the variance in purchase intention can be explained by brand image and product quality. Conclusion: These findings suggest that a strong brand image and high perceived product quality can enhance millennials' intention to purchase Samsung smartphones.