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Articles 59 Documents
EFEKTIFITAS MEDIA GAMBAR UNTUK MENINGKATKAN WAWASAN KARIR PESERTA DIDIK SEKOLAH DASAR Wijanarko, Dani; Abdat, Chadidjah Husain; Lilik, Salmah
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 2, No 2 (2014): Consilium: Jurnal Program Studi Bimbingan dan Konseling
Publisher : Universitas Sebelas Maret

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Abstract

The aims of this research it to know the effectiveness of job information service through picture media to increase career knowledge on Elementary School students. This research was an experimental research that using Quasi Experimental Nonequivalent Control Group Design. This research use two groups, experiment group and control group. Both group given same pretest, treatment, posttest, so the result can be compared. The treatment is giving job information service through picture media. The treatment is given four times during the research. Based on group?s data analysis between experiment group and control group, job information service through picture media is effective to increase student?s career knowledge. It?s concluded from tcount 6,428 > ttable  2,086 with p value 0,000. So Ho rejected and Ha accepted. The conclusion of this research, job information service through picture media is effective to increase student?s career knowledge on the fourth grade students. 
PERMAINAN SMART MONOPOLY UNTUK MENINGKATKAN KREATIVITAS ANAK Jawandi, Ahmad; Mardiyati, Siti; Hardjajani, Tuti
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 1, No 2 (2013): Consilium: Jurnal Program Studi Bimbingan dan Konseling
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Abstract

The purpose of this study was to determine the effectiveness of the group guidance services through smart monopoly game to the develop elementary students? creativity. This research was using treatment by subject design. The subject of the research were 40 students of 5th elementary school. Data subject derived from primer data who is the students. Using data collection instruments that is verbal creativity tests. Based on the result of hypothesis, it is known that there are development of creativity before and after treatment by group guidance services through media smart monopoly game that is t calculated = 17.460 compared with t table = 0,023 or t calculated > t table (0,000 with significance  < 0,05). The result of the research that group guidance services through media smart monopoly game is efective to develop students?  creativity.
PANDUAN BIMBINGAN INTERAKSI SOSIAL BERBASIS KECERDASAN INTERPERSONAL UNTUK PESERTA DIDIK SMP Nisa, Athia Tamyizatun; Wagimin, Wagimin; Djannah, Wardatul
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 3, No 1 (2015): Consilium: Jurnal Program Studi Bimbingan dan Konseling
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Abstract

The purpose of this research is to create a product of the direction of social interaction guidance based on interpersonal intelligence for junior high school students which had been validated according to the experts and practices. This is a research and development research which is adapted from Borg and Gall concept. The result of validation test shows the average score which is got from the experts and practices with the amount 82.1 percent. Based on the validity criteria table, the score could be included to the valid enough criteria, or could be used with small revision. It means, the product of the direction of social interaction guidance based on interpersonal intelligence is proper to be used but with small revision. The revision is done based on the proposition from the experts and the practices. According to this research, it could be concluded that the direction of social interaction guidance based on interpersonal intelligence is valid based on the experts and the practices.
PENINGKATAN INTERAKSI SOSIAL ANAK MELALUI PERMAINAN SCRABBLE Musrifah, Nika; Mardiyati, Siti; Djannah, Wardatul
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 1, No 2 (2013): Consilium: Jurnal Program Studi Bimbingan dan Konseling
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Abstract

The purpose  of this  study was  to  determine  the effectiveness  of  the scrabble games to the development of social interactions with the peer group of a elementary school students in Temanggung. This research was pre-experimental design. The subject of the research were 38 elementary school students. Based on the result of hypothesis, it is known that there are development of social  interactions  with  peer group  before and after treatment  by scrabble games that is tcount=4,105 compared with ttable=1,68 or tcount>ttable (p value 0,000<0,05). The result of the research that scrabble games is efective to develop the social interactions with peer group in Elementary School students.
BIMBINGAN KELOMPOK TEKNIK PERMAINAN SIMULASI UNTUK MENINGKATKAN KERJASAMA DALAM BELAJAR SISWA SD Asmarani, Indira Restu; Asrowi, Asrowi; Muslim, Mudaris
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 4, No 1 (2016): Consilium: Jurnal Program Studi Bimbingan dan Konseling
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Abstract

The aim of this research was to create game simulation which appropriate and effective as media development of group counseling model through simulation game technique to improve students? team work in study at fifth grade of elementary school. This was a Research and Development. The result of analysis showed that test result index from Test of Interrater agreement Model was 1.00, it could be concluded that guidance book assessment by two experts had very good validity with almost perfect agreement level, it meant two experts gave same scoring to the simulation game technique product. The result of the test was supported by treatment result that was tcount 7.823 and ttable 1.69552, it meant the hypothesis was proven. The conclusion of this research was group counseling model through simulation game technique was effective to improve students? team work in study at fifth grade of elementary school.
KEMANJURAN AKTIVITAS BERMAIN BAGI KESTABILAN EMOSI REMAJA Prasetyo, Andreas Eko Susilo; Sutarno, Sutarno; Syamsuri, Ahmad
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 2, No 1 (2014): Consilium: Jurnal Program Studi Bimbingan dan Konseling
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Abstract

This research was an experimental research design used The Nonequivalent Pretest Posttest Design. The provision of group guidance service with game techniques held in eight meetings. The population is the first year of Junior high school student. Data analysis   result of F-test the control group and the experimental group showed that F count > F table (55.539>3.92) and F-test on the results of pretest and post-test showed F count > F table (21.110>3.92). Thus, Ho rejected and Ha accepted so the treatments of the experimental group in this research cause the improvement of student emotional stability.
PSIKODRAMA UNTUK MENINGKATKAN KESTABILAN EMOSI SISWA SMK Sholikhah, Linda Dwi; Hidayat, Sri Wiyanti; Muslim, Mudaris
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 2, No 1 (2014): Consilium: Jurnal Program Studi Bimbingan dan Konseling
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Abstract

The research was guidance and counseling action research with two cycles. Each cycle consist of planning, action, observation, analysis and reflection. The subject were fifteen students. This  study  used  quantitative  analysis  and  clinical analysis. The results showed that pretest score of 61.60, in the first cycle increased to 75.26 (22.01%) and a significant increase, then in the second cycle increased to 94.47 (53.31%). Based on the results of testing the hypothesis, it is known that there is an increase in emotional stability before and after the treatment was given in the form of psychodrama. It shows that psychodrama is effective for improving participant?s emotional stability.
KEEFEKTIFAN TEKNIK MODEL SIMBOLIS UNTUK MENGEMBANGKAN KONSEP DIRI PESERTA DIDIK SMP Permatasari, Intan; Fadhilah, Siti Sutarmi; Muslim, Mudaris
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 4, No 2 (2016): Consilium: Jurnal Program Studi Bimbingan dan Konseling
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Abstract

The purpose of this research was to experiment the effectiveness of behavioral counseling using symbolic model technique to develop students self concept in junior high school students. The research method in this study was experiment. The research plan used quasi experimental design with nonequivalent control group design. The subject of this research were sixteen students from grade VII Junior High School who was divided into two groups, those were experiment group and control group. The technique of collecting data was instrumental questionnaire, observation oriented, and interview oriented. The technique of analysis data was using Mann Whitney Test by SPSS 20.0 and to support the hypothesis test, will be done a clinical analysis. The results of the study showed that the results of the Mann Whitney test known coefficient p (Exact. Sig) = 0.021 <0.05, so that Ha accepted and Ho rejected. From the explanation above, it could be concluded that behavioral counseling using symbolic model technique was effective to develop students? self-concept.Penelitian ini bertujuan untuk menguji keefektifan konseling behavioral dengan teknik model simbolis untuk mengembangkan konsep diri peserta didik kelas SMP. Metode penelitian yang digunakan dalam penelitian ini adalah eksperimen. Rancangan penelitian menggunakan eksperimental semu (quasi experimental design) dengan jenis rancangan nonequivalent control group design. Subjek Penelitian adalah peserta didik kelas SMP yang berjumlah enam belas anak yang dibagi menjadi dua kelompok, yaitu kelompok eksperimen dan kelompok kontrol.  Teknik pengumpulan data menggunakan instrumen angket, pedoman observasi, dan pedoman wawancara. Teknik analisis data yang digunakan adalah Uji Mann Whitney dan untuk mendukung hasil pengujian hipotesis, akan dilakukan analisis klinis. Hasil uji Mann Whitney diketahui bahwa koefesien p (Exact.Sig) = 0,021 < 0,05, sehingga Ha diterima dan Ho ditolak. Simpulan penelitian ini adalah konseling behavioral dengan teknik model simbolis efektif untuk mengembangkan konsep diri peserta didik SMP.
SOSIODRAMA UNTUK MENINGKATKAN KEMAMPUAN BERKOMUNIKASI PESERTA DIDIK Ratnawati, Ida Dwi; Fadhilah, Siti Sutarmi; Hidayat, Sri Wiyanti
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 1, No 2 (2013): Consilium: Jurnal Program Studi Bimbingan dan Konseling
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Abstract

The aim of the research were to know the effectiveness sociodrama technique to improve interpersonal communication ability of the seventh grade Junior High School students. This research was an experimental research which used Treatment by Subject Design. The subject of the research was the seventh grade students of Junior High School in Magetan which  consist  32  students.  The source  of the data was  premier data the students, the Technique of collecting data was interpersonal communication questionnaire. The result of hypotheses test used Paired-Sample T-test showed that tcount = 26,70 and ttable=1,695, so tcount > ttable (26, 70 > 1,695). Based on the result of the calculation above, the data was significant. It means there were differences between the mean score of interpersonal communication questionnaire before treatment and the mean score after treatment. Based on the research, it can be concluded that sociodrama technique is effective  to  improve  interpersonal communication  ability.  
KEEFEKTIFAN MIND MAP UNTUK MENINGKATKAN KREATIVITAS PESERTA DIDIK SMP Noviasari, Karlina; Legowo, Edy; Lilik, Salmah
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 3, No 1 (2015): Consilium: Jurnal Program Studi Bimbingan dan Konseling
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Abstract

The purpose of this research is to examine the effectiveness of learning method by using mind map toward the increasing creativity Junior High School student. This research was an experimental design. The subject of the research were ten students who had the lower score in each class. And the analysis of data in this research is using the formula of t-test. Based on the result of testing the hypothesis, it is known that there is an increase before and after the treatment. Learning method using mind map, it is tcount= -1,947 compared with ttable= 2,023, then Ho is accepted. It means there is no difference in posttest scores in the control group and the experimental group. In the paired sample table, it is seen that the average score for the control group posttest is 65,28, meanwhile it is 69,95 for the experimental group. It means that, posttest score average of experimental group. It means that posttest score average of experimental group is higher than in the control group. In the next analysis, there is an increase of score average in subject skill of making mind map as 29,6 point or 73,086% that make an increase of creativity score (Creativity Quotient) subject as 23,2 point or around 49,62%. The conclusion of this research is that learning method using mind map is really effective to increase creativity.Tujuan penelitian ini adalah untuk menguji keefektifan metode belajar menggunakan mind map terhadap peningkatan kreativitas pada peserta didik SMP. Subjek penelitian adalah peserta didik yang memiliki sepuluh skor terendah dari masing-masing kelas, keseluruhannya berjumlah 80 peserta didik yang terbagi dalam dua kelompok. Berdasarkan hasil pengujian hipotesis, diketahui bahwa ada perbedaan antara kelompok kontrol dengan kelompok eksperimen, yaitu t hitung = -1,947 dibandingkan dengan t tabel = 2,023 atau ?t tabel ? t hitung ? t tabel (-2,023 ? -1,974 < 2,023) dengan signifikansi 0,05 maka Ho diterima, artinya tidak ada perbedaan skor posttest kelompok kontrol dan kelompok eksperimen. Hasil analisis selanjutnya yaitu, terjadi peningkatan skor rata-rata keterampilan subjek dalam membuat mind map sebesar 29,6 poin atau 73,086% membuat adanya peningkatan skor kreativitas (Creativity Quotient) subjek yaitu sebesar 23,2 poin atau sekitar 49,62%. Simpulan penelitian ini adalah metode belajar menggunakan mind map efektif untuk meningkatkan kreativitas pada peserta didik SMP.