scholarly journals PERAN BIMBINGAN DAN KONSELING UNTUK MENINGKATKAN KONSEP DIRI ANAK USIA DINI

Generasi Emas ◽  
2018 ◽  
Vol 1 (2) ◽  
pp. 168
Author(s):  
Sustikasari Sustikasari

This research is motivated by the phenomenon of early childhood problems caused by low self-concept. Self-concept is a person's perspective, including understanding, assessment, and expectations of himself regarding both physical, psychological, and social self. Self-concept can form the cognitive structure of students to do something either take positive actions or take negative actions. Students who have a positive self-concept show good achievement in school, or high-achieving students in schools have high self-ratings and show positive interpersonal relationships. Students are able to determine realistic learning achievement targets and direct academic anxiety with hard and diligent learning, and student activities are always directed at learning, and not dependent on the teacher.

2019 ◽  
Vol 9 (3) ◽  
pp. 206 ◽  
Author(s):  
Manuel Castro-Sánchez ◽  
Mercedes Rojas-Jiménez ◽  
Félix Zurita-Ortega ◽  
Ramón Chacón-Cuberos

Background: At present, new technologies provide numerous benefits in their correct use, while the need arises to study the consumption of some technologies, in this case, videogames, due to the negative consequences that they can cause in those subjects who have not yet consolidated their personality due to their excessive use. The study aimed to determine and establish associations between the dimensions of self-concept and the problematic use of videogames and their gender differences. Methods: A total of 525 university students participated in this study, representing 44.7% of the male gender and 55.3% of the female gender, with an average age of M = 20.80 SD = 3.12 years old. The instruments used were the CESR and AF-5 questionnaires. Results: The results reveal the association (p ≤ 0.05) between the problematic use of videogames and the dimensions of self-concept, showing that students with severe or potential problems have lower levels of self-concept. In addition, it has been found that men have more problems associated with the use of video games than women. Men have a greater physical and emotional self-concept, while women have better social self-concept. Conclusions: This study highlights the inverse association between self-concept and problematic use of video games, a fact that shows the need to develop intervention programs aimed at improving self-concept and to reduce the problematic use of video games. Likewise, the levels of self-concept reveal that men have higher scores in the emotional and physical dimension, while women stand out in the social dimension.


Author(s):  
A. Mustadi ◽  
S. Suhardi ◽  
E.S. Susilaningrum ◽  
R. Ummah ◽  
P.E. Wijayanti ◽  
...  

2011 ◽  
Vol 2 (1) ◽  
Author(s):  
Ratini Ratini

The objective of the research are to increase the student activities and learning achievement of Biology. The research conducted in class  SMA Muhammadiyah 1 Metro Academic Year 2010/2011 by using Classroom Action Research. There are two cycle in the research with tree meeting every cycle. The result of the research show that interactive multimedia can increase the student activities and learning achievement of Biology. Score average before using  Classroom Action Research is 28,23% and increase to 59,77% in cycle II. The reseacher suggest that interactive multimedia can implement to increase the student activities and learning achievement of Biology. Implementing of interactive multimedia make the students interesting to the learning. Kata kunci: Multimedia Interaktif, Aktivitas Belajar, Hasil Belajar


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