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Search Management of the Game

UPAYA MENANGANI SISWA YANG KECANDUAN GAME ONLINE MELALUI PENDEKATAN BEHAVIOUR TEKNIK SELF MANAGEMENT LAYANAN KONSELING KELOMPOK PADA SISWA KELAS XI IIK 3 MAN 2 LANGKAT Putri Iryani, Sefira Dwi; Nasution, Fauziah; Irwan, Irwan
Komprehensif Vol 2 No 1 (2024)
Publisher : CV Edu Tech Jaya

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Abstract

Penelitian ini bertujuan untuk mengetahui upaya yang dilakukan adalah layanan bimbingan kelompok terhadal self management siswa yang kecanduan game online. Self management ini sangat berpengaruh pada keberhasilan seseorang untuk mencapai tujuan. Penelitian ini bertujuan untuk : 1) Untuk mengetahui bagaimana perilaku kecanduan bermain game online pada siswa kelas XI di MAN 2 Langkat, 2) Untuk mengetahui teknik self managemen dapat menurunkan kecanduan bermain game online. Dalam penelitian ini menggunakan metode Kualitatif PTBK. Teknik pengumpulan data dalam penelitian ini adalah Angket, Observasi dan Dokumentasi. Selanjutnya teknik analisis data menggunakan deskriptif yaitu untuk melakukan analisis maka perlu untuk mengumpulkan data terlebih dahulu dan mengolahnya. Hasil yang diperoleh dalam penelitian ini adalah 1) siswa sudah memahami layanan konseling kelompok dan bersemangat untuk aktif berdinamika dalam kegiatan layanan, 2) maka siswa aktif menyampaikan permasalahan yang dihadapinya dan memberi tanggapan terhadap masalah temannya, dan Dari 8 siswa ada 6 siswa yang sudah mendapatkan nilai baik, namun 2 siswa lagi mendapatkan nilai kurang memuaskan.
Enhancing Reading Comprehension Among Informatics Management Students through the Grammarian Android Game: A Classroom Action Research Romadhon, Romadhon
General English Education Vol 4 No 2 (2024): EBONY- Journal of English Language Teaching, Linguistics, and Literature
Publisher : The Study Program of English Education of Palangka Raya University 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/ebony.v4i2.13944

Abstract

This research investigates the effectiveness of the Grammarian Android Game in improving the reading comprehension skills of third-semester Informatics Management students at Piksi Input Serang Polytechnic. The study adopts a Classroom Action Research (CAR) methodology, conducted in two cycles, involving 28 students. Initial observations indicated significant challenges in reading comprehension, with most students scoring below the required competency level. The introduction of the Grammarian Android Game aimed to address these challenges by providing an interactive and engaging learning tool. Results showed substantial improvements in students' reading comprehension scores, increasing from an average of 60.72 in the pre-cycle to 92.21 in the second cycle. The iterative process of planning, acting, observing, and reflecting facilitated continuous improvement in teaching strategies, leading to enhanced student engagement and understanding. The study concludes that the Grammarian Android Game is an effective tool for enhancing reading comprehension, making the learning process more enjoyable and effective. This research contributes to the understanding of digital game-based learning's impact in higher education, particularly in technical fields.
Pendekatan Behavior Teknik Self Management dalam Mengatasi Siswa Kecanduan Game Online Al Hamid, Saleh; Putri Arif, Pitria
Jambura Journal of Community Empowerment Volume 5 No. 1: Juni 2024
Publisher : Jurusan Pendidikan Luar Sekolah Fakultas Ilmu Pendidikan Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/jjce.v5i1.3211

Abstract

Tujuan penelitian adalah untuk mengetahui penerapan pendekatan konseling behaviour dengan teknik self management dalam mencegah kecanduan game online dan untuk mencegah kecanduan game online pada siswa SMA Negeri 1 Dulupi. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif dengan pendekatan studi kasus. Populasinya adalah seluruh siswa SMA Negeri Dulupi dan sampelnya menggunakan purposive sampling sejumlah 5 siswa. Instrumen penelitian atau teknik pengumpulan data adalah menggunakan observasi, wawancara dan dokumentasi. Hasil penelitian menunjukkan proses konseling behaviour dengan teknik self management dalam mengatasi siswa yang kecanduan game online dilakukan sesuai dengan tahapan umum prosedur konseling meliputi identifikasi masalah, diagnosis, prognosis, terapi (treatment), serta evaluasi.
GAME MEDIA MANAGEMENT: IMPROVING ABILITY TO KNOW THE CONCEPT OF NUMBERS THROUGH NUMBERS GAMES AT “PAUD ASMAUL HUSNA” Nisa, Hofiyatun
PROCEEDING OF INTERNATIONAL CONFERENCE ON EDUCATION, SOCIETY AND HUMANITY Vol 1, No 1 (2023): First International Conference on Education, Society and Humanity
Publisher : PROCEEDING OF INTERNATIONAL CONFERENCE ON EDUCATION, SOCIETY AND HUMANITY

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Abstract

Developing the ability to think in children needs to be done from an early age to provide stimulation so that children can think logically and critically and develop the ability to recognize the concept of numbers. They can use various media and methods, such as game media, to stimulate children's development. The game can produce children's thinking development because by playing indirectly, children also learn. This study aims to analyze the management of game media, which focuses on number ball media games in improving the ability to recognize numbers in early childhood. The research method used is a qualitative case study type method. This research was conducted at the Asmaul Husna PAUD institution, Sogaan, Pakuniran Probolinggo. To get a direct description, the researcher made field observations and collected data from several informants, including; school principals, bud group teachers and bloom group teachers at Asmaul Husna PAUD. The study results show that the management of the number ball game in improving the ability to recognize the concept of numbers is carried out using; analysis preparation, presentation and evaluation. Implementation obtained from the research: Children can pronounce number symbols, show number symbols, and distinguish number symbols and group number symbols.
Development of Moodle-Based Learning Management System Integrated with Virtual Programming Lab for Basic Vocational Subjects of Software and Game Development Akbar Muzaki; Abna Hidayati; Ulfia Rahmi; Ridwan
Jurnal Penelitian Pendidikan IPA Vol 11 No 2 (2025): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i2.9914

Abstract

Programming instruction in Vocational Basics for Software and Game Development (PPLG) often encounters challenges such as limited lab practice time, restricted learning media, and conventional one-way teaching methods. This study aims to develop a Moodle-based Learning Management System (LMS) integrated with a Virtual Programming Lab (VPL) that is valid, practical, and effective. Utilizing the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the LMS was tested on 36 grade X PPLG students at SMKN 2 Padang. Results showed high validity with a score of 4.4 (highly feasible), practicality scores of 5.0 (teachers) and 4.4 (students) (highly practical), and effectiveness with an N-gain of 0.80 (high). The findings indicate that the LMS significantly enhances learning outcomes, offering a flexible and effective solution for teaching Vocational Basics. This study concludes that the Moodle-based LMS with VPL integration is a viable tool to address existing instructional challenges in PPLG education.
The Utilization of Game-Based Quizizz Application in Learning Education Management for PGMI Students at IAIN Kudus Hasanah, Uswatun; Susilowati, Retno; Sabarudin, Sabarudin
Al Hikmah: Journal of Education Vol 4, No 2 (2023): Al Hikmah: Journal of Education
Publisher : Lembaga Pendidikan Hikmatun Najah Blora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54168/ahje.v4i2.230

Abstract

This research was motivated by the utilization of the quizizz application in learning education management to increase student learning interest in the PGMI study program at IAIN Kudus. The purpose of this study was to examine the utilization of quizizz applications by teaching lecturers in education management courses in the PGMI study program at IAIN Kudus. This research used a descriptive qualitative approach using the field research method with the research subjects being PGMI students in class C semester 3 at IAIN Kudus. The results of the study indicate that the utilization of quiziz applications in education management learning greatly supports students' understanding in education management courses, adds to the fun experience, and was motivated in learning, especially in education management courses. The implications of utilizing the quizizz application include: 1) Increasing Student Involvement, 2) Increased Understanding of Material, 3) Increasing Information Retention, 4) Stimulation of Student Creativity, 5) Increased Learning Motivation, 6) Efficiency of Time and Resources, 7) Increased Use of Technology in Learning, 8) More Effective Formative Assessment, 9) Increased Teacher-Student Interaction. The utilization of this game-based quzizz application greatly supports learning for both lecturers and students, and this is an attraction in the management of learning media effectively in the scope of higher education, especially at the IAIN Kudus campus, and becomes a motivation for renewal in the world of education to use learning media more effectively and creatively for the next period
efektivitas teknik self management untuk mereduksi kecanduan game luxy domino di SMK NU 1 Adiwerna Amandha, Vikyh Putera
Jurnal Empati Bimbingan dan Konseling Vol 12, No 1 (2025): Empati
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/empati.v12i1.20557

Abstract

Kecanduan bermain game online berdampak hal buruk bagi anak-anak serta remaja maupun orang dewasa. Salah satu nya ada game luxy domino yang memiliki beberapa jenis permainan seperti permainan kartu domino, kartu remi, slot dan masih ada yang lainnya. Penelitian ini bertujuan untuk mereduksi kecanduan game luxy domino pada peserta didik SMK NU 1 Adiwerna melalui penerapan layanan konseling kelompok dengan teknik self management. Penelitian ini dilakukan dengan menggunakan metode kuantitatif dan teknik purposive sampling untuk memilih 11 peserta didik kelas XI menjadi sampel. Hasil penelitian menunjukan bahwa sebelum dilakukan intervensi, peserta didik menunjukan tingkat kecanduan yang sangat tinggi. Namun, setelah di berikan layanan konseling kelompok dengan teknik self management, terdapat penurunan signifikan dalam skor kecanduan yang menandakan metode ini efektif. Kesimpulan penerapan konseling kelompok dengan teknik self management secara signifikan mampu mereduksi kecanduan game luxy domino dan meningkatkan kesejahteraan mental peserta didik di SMK NU 1 Adiwerna.
PENDEKATAN KONSELING BEHAVIOR TEKNIK SELF MANAGEMENT DALAM MENCEGAH SISWA KECANDUAN GAME ONLINE Ritonga, Riski Yusuf; Jannah, Nur; Suryadi, Suryadi; Prafitralia, Anisah; Amrulloh, Abdul Karim
Al-Isyraq: Jurnal Bimbingan, Penyuluhan, dan Konseling Islam Vol 8, No 1 (2025): Maret
Publisher : PABKI (Perkumpulan Ahli Bimbingan dan Konseling Islam) Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59027/alisyraq.v8i1.877

Abstract

The purpose of this study is to examine the implementation of the behavioral counseling approach using self-management techniques in preventing and addressing online game addiction among students at SMA Muhammadiyah 1 Yogyakarta. This research employs a qualitative descriptive method with a case study approach. The population consists of all students at SMA Muhammadiyah 1 Yogyakarta, while the research sample is selected through purposive sampling, involving a total of eight students. Data collection techniques include observation, interviews, and documentation. The results indicate that the behavioral counseling process using self-management techniques in addressing online game addiction among students is conducted according to counseling procedure stages, including problem identification, diagnosis, prognosis, therapy (treatment), and evaluation
TEKNIK SELF MANAGEMENT UNTUK MENGATASI KECANDUAN GAME ONLINE taufik, ismail
AflahConsilia : Jurnal Bimbingan dan Konseling Vol 2 No 1 (2023): Aflah Consilia : Jurnal Bimbingan dan Konseling
Publisher : Program Studi Bimbingan Konseling Pendidikan Islam Fakultas Tarbiyah Institut Agama Islam Ngawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56997/aflahconsilia.v2i1.2159

Abstract

This study aims to find out more about the phenomenon of online game addiction, and researchers apply counseling treatment with self management techniques. This research uses a qualitative approach with a case study type. While the counseling technique applied by researchers is using self management techniques. The results of this study indicate that there have been changes in the counselee, although not significant, but the counselee has been able to manage time starting to make a schedule and commit to the schedule agreed upon with the counselor. So that to get better results, time and follow-up are needed.
Gamification in management education: Enhancing MBA student engagement and performance through game-based learning technologies Mohite, Rohit; Chaurasiya, Ravi; Sharma, Sandeep; Akre, Sandesh; Rajawat, Anand; Rodrigus, Kiran
Indonesian Journal of Educational Management and Leadership Vol. 3 No. 2 (2025): Indonesian Journal of Educational Management and Leadership (in Press)
Publisher : Kuras Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51214/ijemal.v3i2.1502

Abstract

Purpose − This study explores the integration of game-based learning technologies within management education to evaluate their influence on student engagement, motivation, and academic performance. The primary purpose is to assess whether gamification can enhance the learning experience for postgraduate business students by replicating real-world challenges in an interactive environment. Method − A mixed-methods research design was adopted, involving surveys, classroom observations, and academic performance data from 150 MBA students across five Indian business schools. Game-based tools such as simulations, point systems, digital quizzes, and interactive role-play were implemented in subjects including marketing, operations, and strategic management. Quantitative analysis revealed that students exposed to gamified instruction demonstrated improved motivation levels, higher participation rates, and a statistically significant increase in academic scores. Qualitative feedback from focus group discussions further emphasized students’ preference for engaging challenge-based activities over traditional lectures. Findings − The study concludes that gamification fosters active learning, improves conceptual understanding, and contributes to better classroom dynamics. However, it also highlights the need for thoughtful implementation, faculty training, and technological support. It is recommended that management institutes gradually incorporate structured gamified modules aligned with course outcomes and industry applications. Additional data collected includes comparative test scores, student satisfaction ratings, and faculty observations, which support the positive impact of gamification. The findings provide actionable insights for educators, curriculum designers, and academic administrators aiming to modernize MBA pedagogy through technology-enhanced strategies.

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