scholarly journals PENGEMBANGAN PERANGKAT PEMBELAJARAN TEMATIK-INTEGRATIF BERBASIS SASTRA BAGI SISWA KELAS V SEKOLAH DASAR

2016 ◽  
Vol 4 (2) ◽  
pp. 176
Author(s):  
Nurul Mu’minin MZ ◽  
Suhardi Suhardi

<p>Penelitian ini bertujuan untuk: (1) menghasilkan perangkat pembelajaran tematik integratif berbasis sastra yang layak bagi siswa kelas V SD, (2) mengetahui efektivitas perangkat pembelajaran tematik integratif berbasis sastra bagi siswa kelas V SD. Penelitian dan pengembangan mengacu pada langkah yang dikembangkan Borg &amp; Gall. Desain pengembangan dikelompokkan menjadi 3 langkah: (1) studi pendahuluan, (2) proses pengembangan, dan (3) uji coba dan finalisasi. Uji lapangan operasional dilakukan di SD Negeri 3 Pancor dan SD Negeri 3 Selong dengan jumlah subjek 102 orang siswa. Pengumpulan data menggunakan pedoman wawancara, lembar angket, lembar observasi, dan soal tes. Teknik analisis data menggunakan <em>Paired Sample t Test, </em>dan <em>Independent Sample t Test </em>dengan taraf signifikansi 0,05<em>.</em> Hasil penelitian menunjukkan perangkat pembelajaran tematik integratif berbasis sastra hasil pengembangan menurut ahli (<em>expert judgment</em>) berkategori “baik”. Terdapat perbedaan signifikan nilai hasil akhir pembelajaran antara kelas kontrol dengan kelas eksperimen setelah menggunakan produk hasil pengembangan perangkat pembelajaran tematik integratif berbasis sastra dengan p &lt; 0,05, dan p = 0,002.</p> <p><strong> </strong></p> <p><strong>Kata Kunci</strong>: <em>perangkat</em><em> pembelajaran, tematik integratif, pembelajaran berbasis sastra.</em></p> <p><strong> </strong></p> <p> </p><p><strong><strong><em>DEVELOPING THEMATIC </em></strong><strong><em>INTEGRATIVE </em></strong><strong><em>LEARNING INSTRUMENTS BASED ON </em></strong><strong><em>LITERATURE</em></strong><strong><em> FOR FI</em></strong><strong><em>FTH</em></strong><strong><em> GRADE </em></strong><strong><em>ELEMENTARY SCHOOL STUDENT</em></strong></strong></p><p><strong><strong><em> </em></strong>Abstract</strong></p> <p><strong> </strong></p> <p>This study aims to: (1) produce an integrated thematic learning instruments based on literature, that is eligible for fifth grade elementary school student, (2) determine the effectiveness of the thematic integrative learning instrument based on literature for fifth grade elementary school student. The research and development refers to the model developed by Borg &amp; Gall. The design development is grouped into three steps, namely: (1) preliminary study, (2) the process of development, and (3) testing and finalization. Operational field test conducted in SD Negeri 3 Pancor dan SD Negeri 3 Selong subjects totaled 102 students. Collecting data used interviews, questionnaire sheets, observation sheets, and tests. Data were analyzed using<em> Paired Sample t Test, </em>and<em> independent sample t test</em> with significance level of 0.05. The results show the development of learning outcomes-based learning instrument thematic integrative literature according to the expert (<em>expert judgment</em>) is categorized as "good". There are significant differences in the value of learning outcomes between the control class and the experimental class after using the learning outcomes of thematic integrative learning instrument based on literature with p &lt;0.05, and p = 0.002.</p> <p><strong>Keywords:</strong> <em>learning </em><em>instrument, thematic integrative, literature-based learning.</em></p>

2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


BIODIK ◽  
2021 ◽  
Vol 7 (3) ◽  
pp. 28-35
Author(s):  
Winda Amthari ◽  
Damris Muhammad ◽  
Evita Anggereini

Student worksheet (LKPD) is a teaching material which can be developed by a teacher to be used in learning process. Based on the observation result in SMAN 2 Kota Jambi, most of the students are still struggling in understanding the human respiratory system material. Electronic LKPD or e-LKPD contains learning material with images and videos which make students learn easier. Teaching material such as e-LKPD can be integrated with scientific approach which stimulates students’ involvement in learning process. This research aims to develop scientific based e-LKPD for human respiratory system material for Senior High School grade XI, to find out about the properness, teachers’ and students’ response, and the effectiveness of e-LKPD in improving learning outcomes.  The development of e-LKPD used ADDIE model which consists of analysis, design, development, implementation, and evaluation. The e-LKPD product has been validated by the media and material experts with very good result. The result of biology teacher’s response and the result of students’ trial on small and big group showed very good result. The result of effectiveness test using paired sample t test showed that there is an effect of using scientific based e-LKPD on human respiratory system material in improving student learning’s outcomes. Thus, scientific based e-LKPD for human respiratory system material is an appropriate teaching material and can improve students’ learning outcomes. Abstrak. Lembar Kerja Peserta Didik (LKPD) merupakan bahan ajar yang dapat dikembangkan oleh guru untuk digunakan dalam pembelajaran. Berdasarkan observasi di SMAN 2 Kota Jambi, sebagian peserta didik mengalami kesulitan dalam  memahami materi sistem pernapasan manusia. LKPD elektronik atau e-LKPD memuat materi pembelajaran yang dilengkapi dengan gambar serta video  yang memudahkan dalam memahami materi tersebut. Bahan ajar seperti e-LKPD dapat diintegrasikan dengan pendekatan saintifik yang merangsang keterlibatan peserta didik dalam proses pembelajaran. Penelitian ini bertujuan untuk mengembangkan e-LKPD berbasis saintifik materi sistem pernapasan pada manusia kelas XI SMA, mengetahui kelayakan, mengetahui respon guru dan peserta didik serta mengetahui efektivitas e-LKPD yang dikembangkan dalam meningkatkan hasil belajar. Pengembangan e-LKPD menggunakan model ADDIE yang terdiri dari tahap analysis, design, development, implementation dan evaluation. Produk e-LKPD divalidasi oleh ahli media dan ahli materi dengan perolehan hasil sangat baik. Hasil respon guru biologi serta ujicoba kelompok kecil dan kelompok besar diperoleh hasil sangat baik. Hasil uji efektivitas menggunakan uji paired sample t test menunjukkan terdapat pengaruh penggunaan e-LKPD berbasis saintifik materi sistem pernapasan pada manusia dalam meningkatkan hasil belajar. Dengan demikian e-LKPD berbasis saintifik materi sistem pernapasan pada manusia yang dikembangkan layak digunakan sebagai bahan ajar dan dapat meningkatkan hasil belajar peserta didik.


2018 ◽  
Vol 2 (3) ◽  
pp. 302
Author(s):  
Ni made Sepria utami ◽  
Ni nyoman Kusmariatni ◽  
Ndara Tanggu renda

This study was aimed to determine the differences between of the science learning outcomes of students who take the learning to Inside Outside Circle model with students who take the conventional learning of the fifth grade of SD Cluster III, Jembrana Subdistrict, Jembrana Regency in the academic year 2017/2018. The study was quasi-experimental. The population of this study was the all of the students that was 149 students in the fifth grade of of SD Cluster III, Jembrana Subdistrict, Jembrana Regency in the academic year 2017/2018. The Samples of this research are students of class V SDN 2 Dauhwaru, which amounted to 20 students and students of class V SDN 4 Dauhwaru, which amounted to 25 students. Science student learning outcomes data collected by multiple choice tests. Data collected were analyzed using descriptive statistics analysis and inferential statistics (t-test). Judging from the t-test results obtained t count = 3,06 and t table (db = 50 at a significance level of 5%) = 2,021. It is means that tcount>t table, while the result of the average calculation science learning outcomes that learning to Inside Outside Circle model is 19,35 greater than that learned with the conventional learning is 15,32. It means that inside Outside Cicrle model has an effect of students’ achievement in science lesson in the 5th Grade of SD Cluster III, Jembrana Subdistrict, Jembrana Regency in the academic year 2017/2018.


2020 ◽  
Vol 9 (3) ◽  
pp. 127-132
Author(s):  
Peggi Utami

Observasi dikelas V SD Negeri Krapyak menunjukkan bahwa guru belum memanfaatkan media pembelajaran khususnya berbasis IT, yang berpengaruh pada rendahnya hasil belajar siswa. Sehingga dilakukan pengembangan media Aplikasi Belajar Cerdas berbasis android. Penelitian ini bertujuan menguji kelayakan dan keefektifan media pembelajaran Aplikasi Belajar Cerdas berbasis android pada mupel IPS SD Negeri Krapyak. Jenis penelitian ini adalah penelitian pengembangan (R&D), dengan subjek penelitian siswa kelas V SD Negeri Krapyak. Teknik pengumpulan data menggunakan teknik tes, observasi, wawancara, angket dan dokumentasi. Teknik analisis data menggunakan deskriptif persentase, uji normalitas, uji t-tes dan uji n-gain. Hasil penelitian ini menunjukkan bahwa (1) media Aplikasi Belajar Cerdas berbasis android telah dikembangkan; (2) media Aplikasi Belajar Cerdas berbasis android dinyatakan sangat layak oleh ahli media dan ahli materi; (3) media Aplikasi Belajar Cerdas berbasis android terbukti efektif meningkatkan hasil belajar siswa pada ranah kognitif dengan uji t-test paired sample test dan n-gain. Berdasarkan hasil penelitian, dapat disimpulkan bahwa Aplikasi Belajar Cerdas berbasis android dinyatakan layak dan efektif meningkatkan hasil belajar IPS siswa kelas V. Observation in 5th grade of SD Negeri Krapyak shows that the teacher have not utilized learning media especially IT-based. As a consequence, students learning outcomes were not maximal. Based on that observation, the development media Application Smart Learning based on android is carried out. This study aims to test the feasibility and effectivity of the Application Smart Learning based on android, on social science studies in SD Negeri Krapyak. This type of research is a research and development (R&D), with the subject of research is students of fifth grade at SD Negeri Krapyak. Data collection techniques used test techniques, observation, interviews, questionnaires and documentation. Data analysis techniques used descriptive percentages, normality test, t-test and n-gain test. The results showed that (1) media Application Smart Learning based on android had been developed; (2) media Application Smart Learning based on android is clarified very feasible by experts; (3) media Application Smart Learning based on android is proven to be effective in increasing student learning outcomes in cognitive domain with t￾test paired sample and n-gain. Based on the results of the study, it can be concluded that the Application Smart Learning based on android is feasible and effective to improve the students learning outcomes on social science studies.


2019 ◽  
Vol 1 (2) ◽  
pp. 35-43
Author(s):  
Yogi Alfian

The purpose of this study is to determine the effect of ice breaking on learning motivation, active learning and learning outcomes of fifth-grade elementary students, Bengkulu City. Non-Equivalent Control Group Design in the form of the quasi-experimental method was used in this study. The type of research is quantitative descriptive. The population were the public elementary students in Bengkulu City, while the sample of this study were two classes, those were VA and V B. Data collection techniques in this study were questionnaires and tests. Based on the description of the results of the research and discussion, it can be concluded that (1). There is an influence of ice breaking on the learning motivation of fifth-grade students of public elementary school 56 Bengkulu City. This is shown in the t-test that the value of t-test of 5.00> t table value at a significant level of 5% is 2.01 (2). There is an influence of ice breaking on the learning activeness of fifth-grade students of public elementary school 56 Bengkulu City. This is shown in the t-test that the value of t-test is 5.04> t table value at the 5% significance level of 2.01. (3). There is a significant effect of ice breaking on student learning outcomes on cognitive aspects of fifth-grade students of public elementary school 56 Bengkulu City. This is indicated by the calculation of the t-test that the value of t testis 2.71> the value of t table at a significant level of 5% of 2.03.


2018 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Muhroji Muhroji ◽  
Husna Yusrina

Abstract: This study aims to determine the effect of the use of modules in thematic learning on the learning outcomes in SD Negeri 1 Jimbung. This is quantitative research. Data collection techniques use tests, both pretest and posttest. Data analysis using paired test of t-test and gain test. The result of paired sample t-test to the value of pretest and posttest obtained sig value equal to 0.000 which is smaller than 5% significance level, that is 0.000 <0.05 so there is difference, that result of posttest value higher than at result of pretest value. The difference in student learning outcomes can be seen from the gain test which has an average of 0.407, including the category of "moderate increase". So it can be concluded that the use of the module affects the improvement of learning outcomes of thematic learning of students in grade IV in SD Negeri 1 Jimbung.


2019 ◽  
Vol 3 (4) ◽  
pp. 529
Author(s):  
Sutria Amina Kasanah ◽  
Aries Tika Damayani ◽  
Rofian Rofian

Latar belakang dalam penelitian ini adalah masih rendahnya nilai mata pelajaran siswa kelas V SDN  Kaliwiru  Semarang serta kurangnya penggunaan model pembelajaran yang menarik sehingga antusias siswa dalam mengikuti pembelajaran kurang dan siswa cenderung bersikap pasif. Permasalahan yang dikaji dalam penelitian ini adalah “apakah model pembelajaran Role Playing berbantu media Multiply Cards efektif terhadap hasil belajar siswa kelas V SDN Kaliwiru Semarang?”. Tujuan dalam penelitian ini adalah untuk mengetahui efektifitas model pembelajaran Role Playing berbantu media MultiplyCards terhadap hasil belajar siswa kelas V SDN Kaliwiru Semarang. Jenis penelitian ini adalah penelitian kuantitatif dengan menggunakan Pretest-Posttest one-Group Design. Hasil analisis data hasil belajar Pretest dan posttest dengan uji-t bahwa diperoleh dengan nilai rata-rata pretest sebesar 51,471 dan rata-rata nilai posttest sebesar 81,647. Dengan N = 17,  Diperoleh thitung = 6,881 dengan taraf signifikan 5% sebesar 2,035. Karena thitung = 6,881 > ttabel = 2,035 Maka hal ini menunjukkan bahwa uji t mempunyai efek yang signifikan. Hal ini menunjukkan bahwa terdapat efek dari pembelajaran Model Role Playing berbantu media ultiply Cards. Saran yang dapat peneliti sampaikan adalah guru harus lebih kreatif dan inovatif dalam melakukan pembelajaran dikelas agar dapat meningkatkan keaktifan serta minat belajar peserta didik dalam mengikuti pembelajaran.Kata Kunci: Model Role Playing, Multiply CardsThe background in this study is the low value of subjects in class V SDN Kaliwiru Semarang and the lack of use of an attractive learning model so that students are less enthusiastic in participating in learning and students tend to be passive. The problem examined in this study is "is the Role Playing learning model assisted by the Multiply Cards media effective towards the learning outcomes of fifth grade students at Kaliwiru Semarang Elementary School?". The purpose of this study was to determine the effectiveness of the MultiplyCards media-assisted Role Playing learning model on student learning outcomes in the fifth grade SDN Kaliwiru Semarang. This type of research is quantitative research using Pretest-Posttest one-Group Design. The results of data analysis of pretest and posttest learning outcomes with t-test that obtained with an average pretest score of 51.471 and an average posttest value of 81.674. With N = 17, obtained tcount = 6.881 with a 5% significance level of 2.035. Because tcount = 6.881> t table = 2.035 Then this shows that the t test has a significant effect. This shows that there is an effect of learning the Role Playing Model using media ultiply cards. Suggestions that researchers can convey is that teachers must be more creative and innovative in conducting classroom learning so that they can increase the activeness and learning interest of students in participating in learning.Keywords: Role Playing Model, Multiply Cards Media 


2020 ◽  
Vol 9 (2) ◽  
pp. 182
Author(s):  
I Made Tegeh ◽  
I Gusti Lanang Agung Parwata ◽  
Bernadeth Grace Ostaviani

The purpose of this study was to examine the effect of observing learning activities assisted by concrete media in a scientific approach toward the conceptual knowledge of the fifth grade students. This study was a quasi-experiment with a post-test only control group design. The population of this study was all students of the fifth grade of Public Elementary School (SDN)  4 Cempaga and Public Elementary School (SDN) 4 Kawan. The samples were taken by purposive sampling. Conceptual knowledge data were collected by using multiple choice tests. The obtained data were analyzed by using a t-test. Based on the results of the t-test analysis, it was obtained tcount = 11. 36 while the ttable value was 2. 021. Based on tcount = 11. 36> ttable = 2. 021 then H0 was rejected. The results of the analysis prove that there are significant differences between a group of students who are taught by observing learning activities assisted by concrete media and a group of students who are taught by conventional learning. In addition, the average value of the experimental group learning outcomes is X̅ = 22. 30 which is higher than the average learning outcomes of the control group X̅ = 18. 40. From the results of the t-test analysis and the average learning outcomes, it can be concluded that the observing learning activities assisted by concrete media influence the conceptual knowledge of the fifth grade students. Therefore, observing learning activities assisted by concrete media are suitable to be applied to overcome the low conceptual knowledge of students. This finding will have implications, namely, to improve conceptual knowledge can be done by observing activities assisted by concrete media so the learning activities will be more meaningful and interesting.


2013 ◽  
Vol 14 (2) ◽  
pp. 88-96
Author(s):  
Sumarno Sumarno

The scope of learning material for social sciences (IPS) at Elementary School is very wide, while the time available is very limited. This has been an obstacle for elementary school teachers in achieving the learning objectives. This study aimed to determine whether the application of Mind Mapping learning model on the activities of students learning and the mastery of students learning of IPS. This action research was conducted with three cycles involving 30 students of the fifth grade of elementary school in Kabupaten Kudus. The findings were analyzed using the descriptive qualitative study. The data were collected by using a questionnaires, observation sheets, pretest, and posttest. The results showed that the Learning Model of Mind Mapping can improve the students activity. This indicated an increase in the average score of the class activity to 48.2% in the first cycle, to 56.1% in the second cycle, and to 62.2% in cycle III. The average of the student learning outcomes for IPS also increased from 64 in the first cycle, to 67 in the second cycle, and to 75 in cycles III.   Materi IPS di Sekolah Dasar memiliki cakupan materi yang sangat luas, sedangkan waktu yang tersedia sangat terbatas. Hal ini menjadi kendala bagi guru-guru Sekolah Dasar dalam mencapai tujuan pembelajaran. Penelitian ini bertujuan untuk mengetahui apakah dengan penerapan model pembelajaran Mind Mapping dapat meningkatkan aktifitas siswa dalam belajar. Penelitian tindakan kelas yang terdiri atas 3 siklus dan sampelnya adalah siswa kelas V SD Kabupaten Kudus yang berjumlah 30 siswa. Hasil penelitian dianalisa secara deskriptif kualitatif. Pengambilan data dilakukan dengan cara menggunakan angket, lembar observasi, pre-tes dan posttes. Hasil penelitian menunjukkan bahwa Model Pembelajaran Mind Mapping dapat meningkatkan aktifitas siswa. Hal ini ditunjukkan dengan adanya peningkatan skor rata-rata aktifitas kelas yaitu dari 48,2% pada siklus I, 56,1% pada siklus II, dan 62,2% pada siklus yang ke III. Rata-rata hasil belajar siswa untuk mata pelajaran IPS juga meningkat dari 64 pada siklus I, menjadi 67 pada siklus II, dan 75 pada siklus ke III.


2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Maslichah Maslichah ◽  
Bayu Akbar Khayudin ◽  
Ikha Ardianti

ABSTRAK Pasien yang dirawat di ICU pada umumnya mengalami sakit kritis biasanya hal ini akan menimbulkan bebagai  respons psikososial  dari anggota keluarganya. Respons ini dapat berupa respons positif maupun respons negatif. Salah satu cara agar respons psikososial menjadi positif yaitu memberikan penyuluhan kepada keluarga pasien agar ada peningkatan kognisi dan emosi. Desain penelitian ini menggunakan metode “Pre-Experiment”, dengan rancangan “One group pra-post test design”. Dengan populasi semua keluarga yang anggota keluarganya dirawat di Ruang ICU RSUD.dr.Sosodoro Djatikoesumo. Sampel diambil dengan proses Total Sampling. Variabel independen  yaitupenyuluhan keluarga pasien ICU, dan variabel dependen adalah respon psikososial keluarga pasien. Pengumpulan data menggunakan kuesioner. hasil penelitian yang dilakukan dengan uji statistik paired sample t-test, pada tingkat signifikansi diperoleh nilai 0,027 0,05 maka Ho ditolak dan H1 diterimaPerawat sebagai tenaga kesehatan yang harus selalu mengembangkan profesionalisme, perlu mengupayakan agar respons psikososial keluarga yang negatif dapat ditekan. Salah satu upayanya yaitu adalah memberikan penyuluhan kepada keluarga. Dalam penyuluhan akan diberikan: komunikasi, informasi, edukasi dan support. Kata Kunci : Penyuluhan, Respon Psikososial Keluarga  ABSTRACT Patients admitted to the ICU in general suffer from a critical illness usually this will lead to the kinds of psychosocial responses of family members. This response can be either a positive response or a negative response. One way to be positive psychosocial responses that provide counseling to the patient's family that there was an increase in cognition and emotion.This study design using the "Pre-Experiment", the draft "One group pre-post test design". With a population of all the families who have family members admitted to the ICU RSUD.dr.Sosodoro Djatikoesumo. Samples were taken with total sampling process. Independent variables, family counseling ICU patients, and the dependent variable is the family of the patient's psychosocial response. Collecting data using questionnaires. results of research conducted by the statistical test paired sample t-test, at a significance level obtained value 0,027 0,05 hence Ho refused and H1 accepted.Nurses as health workers must always develop professionalism, needs to strive for psychosocial response can be suppressed negative family. One of the efforts that are giving counseling to the family. In the extension will be granted: communication, information, education and support. Keywords: Counseling, Family Psychosocial Response


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