The internet is one of the means to obtain information, interact, and even provide help to others. To be able to give voluntary help based on empathy, one must have internet altruistic abilities. ...This study aims to determine the effectiveness of single-session counseling with expressive art integration to improve students’ altruistic behavior on the internet. This study used a randomized pretest-posttest control group design. The intervention in the experimental group used a single session counseling strategy that was integrated with expressive art. The control group was given an intervention in the form of individual counseling without using a single session counseling approach. Research subjects were selected using random assignment to the experimental group or the control group according to the established criteria. The data was collected by giving the Internet Altruistic Behavior Scale (IABS) psychological scale which was adapted according to scientific rules with a reliability of 0.92. The data analysis used was mixed ANOVA repeated measure. The results showed that single session counseling with expressive art integration was effective in increasing students’ altruistic behavior on the internet. Further research is recommended to expand the scope of research subjects, and be able to analyze gender and age differences between research subjects.
Abstrak: Internet merupakan salah satu sarana untuk memperoleh informasi, berinteraksi, bahkan memberikan pertolongan kepada orang lain. Untuk dapat memberi pertolongan secara sukarela berdasar empati, seseorang harus memiliki kemampuan altruistik internet. Penelitian ini bertujuan untuk mengetahui keefektifan konseling sesi tunggal dengan integrasi expressive art guna meningkatkan perilaku altruistik siswa di internet. Penelitian ini menggunakan desain randomized pretest-posttest control group design. Intervensi pada kelompok eksperimen menggunakan strategi single session counseling yang diintegrasikan dengan expressive art. Kelompok kontrol diberi intervensi berupa konseling individu tanpa menggunakan pendekatan single session counseling. Subjek penelitian dipilih menggunakan random assignment ke kelompok eksperimen atau kelompok kontrol sesuai kriteria yang ditetapkan. Pengumpulan data dilakukan dengan cara memberikan skala psikologis Internet Altruistic Behavior Scale (IABS) yang diadaptasi sesuai kaidah ilmiah dengan reliabilitas sebesar 0.92. Analisis data yang digunakan adalah mixed ANOVA repeated measure. Hasil penelitian menunjukkan bahwa single session counseling dengan integrasi expressive art efektif untuk meningkatkan perilaku altruistik siswa di internet. Penelitian selanjutnya direkomendasikan memperluas cakupan subjek penelitian, dan dapat menganalisis perbedaan gender serta usia antar subjek penelitian.
OVERCOMING STUDENT BULLYING BEHAVIOUR THROUGH ROLE-PLAYING TECHNIQUE GROUP COUNSELING. This study aims to determine the impact of group counselling on role-playing techniques on student bullying ...behaviour at SMP Negeri 1 Terisi Indramayu. The pretest-posttest non-equivalent control group experimental design was used in this study by involving a total of 14 students of class VIII who were selected using the purposive sampling technique as participants and divided into two groups. Bullying behaviour data were collected through a form of bullying scale-perpetration. The data analysis technique used is nonparametric statistics using the Wilcoxon test with a significant level of 5%. The results showed that there was a significant decrease in bullying behaviour in the experimental group (M=18.71) compared to the control group (M=33.43).
Game online pada dasarnya ditujukan untuk mengusir kepenatan atau sekedarmelakukan0refreshing otak0setelah0melaksanakan aktivitas sehari-hari. Jenis penelitian yang0digunakan adalah0kuantitatif ...korelasional. Desain penelitian hypothesis testing study. Populasi0dalam0penelitian ini adalah seluruh0siswa SMP N 1 KEDU Kabupaten Temanggung. Teknik pengambilan sampel menggunakan teknik purposive sampling dan diperoleh sampel sebanyak 127 siswa. Metode pengumpulan data pada penelitian ini menggunakan skala psikologis dan kuesioner. Hasil0penelitian menunjukkan0bahwa0Semakin tinggi siswa merasa kesepian maka semakin0tinggi pula0penggunaan game online. terdapat hubungan negatif dan signifikan0antara kecerdasan0emosi dengan 0penggunaan game online siswa SMP Negeri 1 Kedu Kabupaten Temanggung. Semakin tinggi kecerdasan emosi siswa maka semakin rendah penggunaan game online. guru BK atau konselor sekolah dapat menindaklanjuti dengan memberikan layanan yang sesuai misalnya layanan konseling kelompok maupun individu untuk mengurangi kesepian dan meningkatkan kecerdasan emosi serta sebagai upaya untuk pengembangan secara efektif.
This study aims to obtain empirical data and ensure the effectiveness of life design career counseling techniques on students' career adaptability abilities. The research design used is a true ...experimental research design with a sample of 24 students selected using random assignment techniques. Data collection using the Career Adapt-Ability Scale (CAAS) instrument which was adapted through a counseling assessment translation procedure. The hypothesis analysis technique used the T-Test and One Way ANOVA method with 95% probability which was analyzed using SPSS Statistic version 26 software. The results showed that life design career counseling was able to improve students' career adaptability. The conclusion is that life design career counseling is effective in increasing students' career adaptability.
Tujuan dilakukan penelitian ini adalah untuk mengetahui seberapa besar pengaruh persepsi siswa terhadap ODHA. Penelitian ini menggunakan jenis penelitian kuantitatif dengan metode expost ... facto, yaitu penelitian yang bertujuan mengekspos kejadian-kejadian yang sedang berlangsung. Penelitian ini menggunakan teknik proportionate stratified probability sampling. Setelah dilihat pada tabel Isaac and Michael dengan taraf kesalahan 5% ditetapkan jumlah sampel 256 siswa. Instrumen dalam penelitian ini adalah skala persepsi dan angket pemahaman ODHA dengan reliabilitas 0,860 dan 0,789. Hasil dari penelitian menunjukan adanya pengaruh persepsi terhadap ODHA dengan nilai R2 = 0,055 = 5,5% ini berarti pengetahuan tentang ODHA mempengaruhi persepsi siswa sebesar 5,5% dan sisanya dipengaruhi oleh variabel lain yang tidak masuk dalam penelitian ini.
The purpose of this study was to study the majority of students' perceptions of ODHA. This study uses a type of quantitative research with the post facto method, which is research that discusses ongoing events. This study uses a proportional stratified probability sampling technique. After looking at the tables of Isaac and Michael with a 5% error level, the number of samples is 256 students. The instrument in this study was the scale of perception and questionnaire for ODHA understanding with reliability of 0.860 and 0.789. The results of the study showed differences in perceptions of ODHA with a value of R2 = 0.055 = 5.5%. This meant that knowledge of ODHA affected students' perceptions of 5.5% and was accepted by other variables not included in this study.
Video game addiction is recognized as a mental health problem caused by uncontrolled access to video gaming platforms. Proper assistance and counseling programs based on the addiction causing factors ...are required to reduce the tendencies of video game addiction. The study aims to identify the correlation between regulatory focus theory and interpersonal competence towards the tendencies of video game addiction. The study is a type of cross-sectional research with the adapted psychological scales. A total of 136 teenagers, consisting of 86 males and 50 females participated in the survey of self-reported video game addiction. The data were analyzed using multiple regression analysis. The findings revealed that regulatory focus and interpersonal competence simultaneously had a significant effect on the tendencies of video game addiction behavior. The findings of the study can provide the basis to provide proper assistance services, in an attempt to reduce the tendencies of video game addiction among teenagers.
This Research can be demonstrated from students who are less active and do not dare to ask during the process of KBM, feel awkward when dealing with many people, unable to respect himself or others, ...and often compare themselves. The population of this research is all students of VHS Nusa Bhakti Semarang which amounted to 278 students with a sample number of research of 157 students taken with a proportional random sampling technique. The Data Collector tool used in this study is the psychological scale of self-esteem, the psychological scale of social support, and the psychological scale of self-confidence. The results of the first hypothesis analysis show that there is a significant positive relationship between self-esteem and confidence (β = 0.416; t = 5,834; p < 0.05), the second hypothesis analysis results in showing that there is a significant positive relationship between social support and student confidence (β = 0.364; t = 4,589; p < 0.05), the result of the third hypothesis analysis shows that there is a significant positive relationship between self esteem and social support with student confidence R=0,597, F=42,733 > 3,03, p<0,05.
Individual counseling services which are not in line with the procedures and goals may lead to students’ negative perceptions. To know this, there are several indicators to be examined whether the ...services have been in line with the procedures or not, such as listening skills, techniques used, goal setting, and others. Regarding these preliminary findings, this study aimed at describing students’ perceptions of individual counseling services provided by counselors in Semarang, Indonesia and its differences in terms of counselor communication skills based on genders and grades. Survey method with cross-sectional technique (n=709) was employed to investigate this issue. To determine students’ perception of the implementation of individual counseling by the counselor, the authors used MANOVA and multidimensional descriptive analysis. The findings showed that according to gender, male students had lower perceptions of the individual counseling given by counselors than female students. Further, differences in perceptions based on grades are also discussed in this article.
Tujuan Penelitian: Penelitian ini bertujuan untuk mengtahui tingkat kepuasan peserta didik dalam mengikuti kegiatan belajar secara daring yang dilihat berdasarkan demografi tertentu yaitu berdasarkan ...kelas, jenis kelamin, dan umur.Metode Penelitian: Penelitian ini melibat 497 peserta didik di Kabupaten Pagar Alam yang diambil dengan teknik convenience. Instrumen yang digunakan dalam penelitian ini adalah Online Course Student Satisfaction yang terdiri dengan 8 item. Data dianalisis menggunakan deskriptif analisis dengan bantuan IBM SPSS for Windows untuk mendeskripsikan menilai tingkat kepuasan belajar online dari peserta didik.Hasil Penelitian: Hasil penelitian menunjukkan secara keseluruhan dari 497 peserta didik, sebanyak 221 peserta didik memiliki tingkat kepuasan tinggi terhadap pembelajaran daring, kemudian 216 peserta didik memiliki tingkat kepuasan sedang dan 60 peserta didik memiliki tingkat kepuasan rendah.Kesimpulan: Tingkat kepuasan pada pelaksanaan pembelajaran daring Kepuasan siswa dalam pembelajaran online menjadi indikator terpenting dari kualitas pengalaman belajar secara daring. Tingkat kepuasan peserta didik yang mengikuti pembelajaran daring mayoritas berada pada kategori tinggi, namun pemegang kebijakan tetap harus melakukan evaluasi terhadap pelaksanaan pembelajaran secara daring karena masih banyak peserta didik yang memiliki tingkat kepuasan sedang dan rendah. Hal ini menunjukkan bahwa pelaksanaan pembelajaran daring harus selalu dievaluasi dengan memerhatikan semua faktor yang memengaruhinyaImplikasi: Penelitian ini diharapkan dapat menjadi acuan atau pertimbangan bagi pemegang kebijakan pembelajaran untuk selalu memperhatikan kualitas pendidikan ditengah pandemi covid – 19