scholarly journals Development of Group Counseling Guidelines for Student Self Control Improvement in Prevention of Drug Abuse

2020 ◽  
Vol 4 (1) ◽  
pp. 24-31
Author(s):  
Liza Fidiawati ◽  
Firman Firman ◽  
Solfema Solfema

The drug abuse in adolenscent circle, at Vocational High School,  is increasing significantly. The group of counceling service in a school is rarely used for preventing drug abuse. Most of the group counceling is used for solving about some problems, such as learning, personal, social, and career problem. This study is aimed to procude a simple, valid, and efective guidlines for the counceling group, to improve students self control in preventing drug abuse. This study is a development (Research and Development) with ADDIEmodel (Analyze, Design, Development, Implementation and Evaluation). TheSubjectof this study is the students at Vocational High School and the counceling teacher in school. The validity of this study is done by six experts who is related to this study and the guidlines display. The usability test is done by three of the counceling teacher. The data  analysis is descriptive and inferensial analysis with Koefisien Kendals statistic test. The study shows that: (1) The level of material suitability is very receivable with 93 percentage and guidlines display is also in proper category with 91 percentage, (2) The using of group counseling guidlines for improving students self control too prevent a drug abuse is in the best category with 87 percentage. It concludes that, this guidlines is proper to used by the counceling teacher and councelor as a tools in doing counceling in a counceling group as an effort to improve student self control in preventing a grud abuse.

2019 ◽  
Vol 1 (3) ◽  
pp. 120-126
Author(s):  
Rina Sepriana ◽  
Rini Sefriani ◽  
Indra Wijaya ◽  
Pipit Lestari

This study aims to determine the level of product validity testing in the form of Interactive Multimedia Learning Media Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses research and development research and development (R&D) methods. Validation is carried out by validators, media experts, material experts and multimedia experts. Evaluation from validator for Learning Media Interactive Multimedia Module Based on Macromedia Director MX in terms of aspects (1) Content worthiness is obtained by an average of 90.4%; (2) the linguistic component is obtained an average of 91.00%; (3) Presentation Components obtained an average of 89.5%; (4) The components of the graphics are 90.3% on average. . Overall validator test assessment of Interactive Multimedia Module Learning Media Based on Macromedia Director MX obtained an overall average of 90.35%, so that the level of validity can be interpreted very validly used so that Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in Padang Vocational High School is interpreted to be very valid in use. Based on the assessment along with expert input and the results of the field testing of learning media Interactive Multimedia Module Based on Macromedia Director MX, it can be concluded that the feasibility has been tested.


2021 ◽  
Vol 5 (2) ◽  
pp. 155
Author(s):  
Pedomanta Keliat ◽  
Muhammad Syaleh ◽  
Ahmad Al Munawar

This research is a development research (RnD) where the stages in its implementation are 4D steps, namely Define, Design, Development and Dessimination. The data collection instrument used observation, interview and closed questionnaire distribution to 30 respondents (high school students). Product testing is carried out through the justification of two experts who are in charge of escorting the product to be produced. Before the product is tested on the respondent, it is very important that consulting activities with these experts maintain the direction and steps taken in accordance with the original objectives. The experts involved in this research activity are one expert in learning pencak silat and one expert in learning media.The data analysis used is descriptive in which expert judgment and respondent's assessment will determine the final product result. This product has been assessed by respondents through questionnaires where the score obtained is 53.11 when converted, the resulting product gets the predicate "Eligible". In addition to the assessment using a questionnaire, the researcher also asked the respondents for suggestions / input for the sake of product perfection.


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2020 ◽  
Vol 5 (1) ◽  
pp. 86
Author(s):  
Irfan Dita Pratama ◽  
Tubagus Herlambang ◽  
Buyung Kusumawardhana ◽  
Ibnu Fatkhu Royana

Go Pong: Learning Media for Basic Techniques of Table Tennis Based on AndroidThis research used development research which was Research and Development (R&D) with 8 stages. The subject of this study was the eighth grade students of Junior High School of 1 Juwana. The data analysis techniques used were test and non-test techniques in the form of interview, observation, questionnaire, and documentation. The results showed the effectiveness test of Go Pong media on learning outcomes that obtained an n-gain index was 0.486 and 0.374 with moderate criteria. While learning outcomes used book got the results 0.263 and 0.07 with moderate criteria. The percentage of Go Pong media completeness was superior at 60% while using books was only 40%. The conclusion of this study is that Go Pong media is very effective to be used for learning compared to book media.Keywords: learning outcomes, Go Pong media, basic techniques of table tennis. Penelitian ini menggunakan penelitian pengembangan Research and Development (R&D) dengan 8 tahap. Subyek penelitian ini adalah siswa kelas VIII SMP Negeri 1 Juwana. Teknik analisis data yang dilakukan adalah teknik tes dan nontes berupa wawancara, observasi, angket, dan dokumentasi. Hasil penelitian menunjukkan uji keefektifan media Go Pong terhadap hasil belajar yang memperoleh indeks n-gain sebesar 0,486 dan 0,374 dengan kriteria sedang. Sedangkan hasil belajar menggunakan buku mendapatkan hasil 0,263 dan 0,07 dengan kriteria sedang. Presentase ketuntasan media Go Pong lebih unggul yaitu 60% sedangkan memakai buku hanya 40%. Simpulan penelitian adalah media Go Pong sangat efektif digunakan untuk pembelajaran dibandingkan menggunakan media buku.Kata kunci: hasil belajar, media Go Pong, teknik dasar tenis meja.


2020 ◽  
Vol 1 (1) ◽  
pp. 29
Author(s):  
Suhono Suhono ◽  
Defika Andriana Sari

This article was development students’ worksheet based educational comic for eleventh grade of vocatational high school (SMK) agriculture in Bumi Nabung.The development research model used is 4D which stands for Define, Design, Development and Disseminate. Based on the data analysis of the research obtained an average final score by media experts of 69 that is very worth category, on average by material experts of 44 that is worth category, average by language expert of 36 that is worth category, as well as testing students' worksheets conducted on 5 students obtained an average value of 71,6 that is very worth category. This shows that the developed teaching materials are suitable to be used as teaching materials in teaching and learning activities. Keywords : Developing, Students' Worksheets, Educational Comic


TABULARASA ◽  
2015 ◽  
Vol 12 (2) ◽  
Author(s):  
Rodiani Fatmah Hasibuan ◽  
Busmin Gurning ◽  
Eddy Setia

This study dealt with the development of English Reading Materials of vocational school, Al-WashliyahTeladan Medan, majoring Software Engineering. The objectives of this study were to: 1) find out language skill and materials are needed by the students of Software Engineering, 2) develop the English materials for the majoring in software engineering students at the vocational high school grade XII. This study was conducted by Educational Research and Development R&D (Borg & Gall, 1989). The data of this research were from existing documents and the result of interview with teacher and student. The results of the research conveyed that the existing reading materials were mostly irrelevant because the title and content of the material was not appropriate and was not required for the students majoring in software engineering. The new English reading materials and syllabus were developed based on the students need related to the workplace. The materials and syllabus were developed from the existing materials from teacher. The developing materials were validated by two experts.


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


2017 ◽  
Vol 5 (2) ◽  
pp. 10
Author(s):  
Utrisa Luftania Furi ◽  
NFn Mustaji

The purpose of this research is to produce a decent and effective digital photo video media for the subject of composition for the students of class XI Multimedia of Vocational High School. The development model used is the ADDIE model. To determine the feasibility of the product is based on expert test ie media experts and content experts. To know the effectiveness of the product is based on a comparison of learning result test between experiment class and control class at SMKN 1 Dlanggu Mojokerto. Based on the results of expert test data analysis obtained conclusion that the learning video media developed feasible to use in learning. The result of the value of pre-test and post- test conducted in control class and experimental class by using t-test obtained t-count is 13,11 and by using t-test distribution table with significant level 5% obtained t-table = 2 , 68, thus the video learning media declared effective. The conclusion of this study indicates that the video learning media subjects composition of digital photos declared feasible and effective for students class XI Multimedia Vocational Secondary School.AbstrakTujuan penelitian ini adalah menghasilkan media video mata pelajaran komposisi foto digital yang layak dan efektif bagi siswa kelas XI Multimedia Sekolah Menengah Kejuruan. Model pengembangan yang digunakan adalah model ADDIE. Untuk mengetahui kelayakan produk didasarkan pada uji ahli yakni ahli media dan ahli isi. Untuk mengetahui keefektifan produk didasarkan pada perbandingan tes hasil belajar antara kelas eksperimen dan kelas kontrol di SMKN 1 Dlanggu Mojokerto. Berdasarkan hasil analisis data uji ahli diperoleh simpulan bahwa media video pembelajaran yang dikembangkan layak digunakan dalam pembelajaran. Hasil nilai dari pre-test dan post-test yang dilakukan pada kelas kontrol dan kelas eksperimen dengan menggunakan uji-t diperoleh t-hitung adalah 13,11 dan dengan menggunakan tabel distribusi uji-t dengan taraf signifikan 5% diperoleh t-tabel = 2,68, dengan demikian media video pembelajaran dinyatakan efektif. Kesimpulan penelitian ini menunjukkan bahwa media video pembelajaran mata pelajaran komposisi foto digital dinyatakan layak dan efektif bagi siswa kelas XI Multimedia Sekolah Menengah Kejuruan.


2021 ◽  
Vol 5 (2) ◽  
pp. 138-155
Author(s):  
Anika Fatima ◽  
Dwi Hastuti ◽  
Yulina Eva Riany

Online gaming is an action of playing the game with multiple player using internet connection. This study aims to analyze parent's emotional parenting practice and adolescent self-control on online gaming behavior among adolescents. The population in this research are vocational high-school students in Bekasi City. The school used in this research is chosen purposively that is State Vocational High-school 2 in Bekasi City. After 204 adolescents chosen, non-proportional random sampling was conducted to 60 respondents as sample between 16 until 18 years old who enrolled in vocational high school in Bekasi city. Data were collected by questionnaire with self-report technique. Most of the male and female adolescent emotional parenting practices are in a low category. Most male adolescent self-control are in the low category and females are in the middle category. Female adolescent self-control is higher than male adolescent. Most of the respondents are in the low category of online gaming. Male adolescents have higher rate of online gaming than female adolescent. There's a negative correlation between age, sex difference, negative and self-control with online gaming. There are direct influence of self-control and positive indirect effect of emotional parenting practice through self-control to online gaming.


2021 ◽  
Vol 5 (2) ◽  
pp. 99
Author(s):  
Devi Rahmawati ◽  
Nyoman Dantes ◽  
Ni Ketut Suarni

The purpose of this study is to develop and test the feasibility of innovative creative instruments, so as to produce valid and reliable data in measuring innovative creative characters. The innovative creative character instrument is a measuring tool for counseling teachers to determine the level of innovative creative character in students. This study uses themethod Research and Development. Based on the validity test using the product moment formula and reliability using the Cronbach alpha formula, this innovative creative character instrument that has been developed has met the validity and reliaility criteria which can be classified as high. It can be concluded that the development of creative and innovative character instruments for high school/vocational high school students meets the validity standard for measuring innovative creative characters in high school/vocational high school students.


Sign in / Sign up

Export Citation Format

Share Document