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The Relationship Between Self-Efficacy and Subjective Welfare of Adolescent Santri in Islamic Boarding Schools Safera Dwi Intan Rahmawati; Hazim Hazim
Adabiyah: Jurnal Pendidikan Islam Vol 4 (2023): March
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1128.89 KB) | DOI: 10.21070/adabiyah.v4i0.1657

Abstract

This study aims to determine the relationship between self-efficacy and subjective well-being in adolescent students at Pondok An-Nur Sidoarjo. This type of research is quantitative correlational. The variables in this study are self efficacy (x) and subjective well being (y). The study was conducted at the An-Nur Islamic Boarding School, Sidoarjo with a population of 190 teenage students. a sample of 123 teenage students using simple random sampling. The data collection technique uses a psychological scale with a Likert scaling model, namely the self-efficacy scale and the subjective well-being scale. The hypothesis in this study is that there is a positive relationship between self-efficacy and subjective well-being in adolescent students at Pondok An-Nur Sidoarjo. Data analysis used product moment correlation technique with the help of SPSS 25 for windows program. The results of data analysis correlation value of 0.883 with a significance of 0.000 <0.05, meaning that there is a positive relationship between self-efficacy and subjective well-being in adolescent students at Pondok An-Nur Sidoarjo. The higher the self efficacy, the higher the subjective well being. On the other hand, the lower the self-efficacy, the lower the subjective well-being of adolescent students.
GAMBARAN KECEMASAN MASYARAKAT DESA X DI SIDOARJO PASCA BENCANA ANGIN PUTING BELIUNG Giza Rotul Nikmah; Hazim Hazim
Jurnal Mahasiswa BK An-Nur : Berbeda, Bermakna, Mulia Vol 9, No 3 (2023)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al-Banjari Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/jmbkan.v9i3.12054

Abstract

Residents of Kedondong Village, Sidoarjo Regency experienced psychological problems due to the occurrence of tornado natural disasters that could damage residents' homes and other infrastructure, the occurrence of these natural disasters could cause anxiety to residents and children of Kedondong Village. Therefore, an initial treatment is needed in order to reduce the impact of anxiety that occurs with an intervention, namely with Psychological First Aid (PFA). This study used qualitative descriptive methods and then to obtain information on the impact of the disaster event was carried out by observation and interviews on village officials and residents of Kedondong village, Sidoarjo regency. The results of this study residents who previously experienced an anxiety due to the tornado disaster are now gradually improving after being given the application of Psychological First Aid (PFA).
Can the intensity of playing online games affect interest in learning? Siti Nur Faizatul Iqlimah; Hazim Hazim
Psikostudia : Jurnal Psikologi Vol 12, No 3 (2023): Volume 12, Issue 3, September 2023
Publisher : Program Studi Psikologi, Fakultas Ilmu Sosial dan Ilmu Politik, Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/psikostudia.v12i3.11515

Abstract

The different levels of student interest in learning and also the influencing factors, including of playing online games. How often the students spend their time playing online games and whether or not they have high interest in learning. This research aims to determine the relationship between the intensity of playing online games and students interest in learning at MI Darul Fikri Wonoayu. The hypothesis of this research is that there is a relationship between the intensity of playing online games and students interest in learning at MI Darul Fikri Wonoayu. This research uses a quantitative approach with product moment correlation approach. The sample in this research was 31 students and the data was taken by using purposive sampling technique. This research consists of 35 scale items uses an intensity scale for playing online games and a scale for the students learning interest. The results of the research show that there is a significant relationship between the intensity of playing online games and students learning interest in MI DArul Fikri Wonoayu, with a coefficient value of 0,3044. Thus, the hhigher the intensity of the students plaing online games, the lower the students interest in learning. In contrast, the lowerthe intensity of playing online games, the higher the students interest in learning. Tingkatan minat belajar siswa yang berbeda-beda dan juga factor-faktor yang mempengaruhiinya, sebagai contoh intensitas bermain game online. Seberapa sering siswa ini menghabiskan waktunya untuk bermain game online dan seberapa tinggi minat belajar yang dimiliki siswa. Penelitian ini emiliki tujua untuk mengetahui adanya hubungan antara intensitas bermain game online terhadap minat belajar siswa di MI Darul Fikri Wonoayu. Hipotesis penelitian yaitu adanya hubungan antara intensitas bermain game online dengan minat belajar siswa di MI Darul Fikri Wonoayu. Penelitian ini menggunakan pendekatan kuantitatif, dengan korelasi product moment. Sampel dalam penelitian ini berjumlah 31 orang siswa, dengan teknik pengambilan sampel yaitu purposive sampling. Skala yang digunakan dalam penelitian ini yaitu model skala likert, dengan jumlah 35 butir soal yang menggunakan skala intensitas bermain game online dan skala minat belajar siswa. Hasil penelitian ini menunjukkan adanya hubngan signifikan antara intensitas bermain game online dengan minat belajar siswa di MI Darul Fikri Wonoayu, dengan nilai koefisien 0,3044. Maka semakin tinggi intensitas bermain game online maka semakin rendah minat belajar siswa, begitupun sebaliknya semakin rendah intensitas bermain game online maka semakin tinggi minat belajar siswa di MI Darul Fikri Wonoayu.
STUDI KASUS MASYARAKAT SAMIN BOJONEGORO Hazim; Rizka Ardilah; Julyana Dwikustanti Asriningputri; Galuh Syahrial Ibrahim
Jurnal Adat dan Budaya Indonesia Vol. 5 No. 2 (2023)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jabi.v5i2.58414

Abstract

Masyarakat Samin adalah salah satu kelompok masyarakat yang  masih mampu memertahankan identitas dirinya di tengah tempaan arus teknologi informasi belakangan ini. Keunikan tersebut yang membuat peneliti tertarik untuk menggali lebih mendalam tentang kearifan lokal mereka serta pendekatan yang dilakukan dalam merawat dan memertahankan nilai budayanya.  Metode penelitian ini adalah kualitatif melalui pendekatan etnografi. Pengumpulan data diperoleh melalui observasi partisipatif, wawancara, dan studi dokumen. Temuan investigasi menunjukkan bahwa mereka memiliki nilai budaya lokal yang dikenal dengan “Pitutur Luhur”. Ajaran ini diwariskan dari generasi ke generasi melalui sumber daya pendidikan Samin yang secara konsisten dilestarikan hingga saat ini. Meski demikian, penelitian ini masih memiliki keterbatasan yang perlu mendapatkan perhatian peneliti berikutnya. Isu yang lepas dari perhatian peneliti antara lain adalah menyangkut akulturasi budaya antara masyarakat Samin dengan masyarakat lain di luar mereka karena interaksi mereka dengan komunitas lain semakin intensif belakangan ini.
HUBUNGAN SELF-CONTROL DENGAN INTENSITAS BERMAIN GAME ONLINE PADA SISWA SMP PGRI NGORO MOJOKERTO Fitri Auliya Nurul Izza; Hazim Hazim
Jurnal Mahasiswa BK An-Nur : Berbeda, Bermakna, Mulia Vol 9, No 3 (2023)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al-Banjari Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/jmbkan.v9i3.12209

Abstract

This study aims to determine the relationship  of Self-control with the intensity of playing online games in SMP PGRI Ngoro students. The intensity of playing  online games  is the duration and frequency used to play online games. In reality, online game users are not a few students who are  excessive in playing online games, this should be balanced with Self-control in  each student to be able to restrain, regulate impulses, and behavior in order to avoid negative consequences due to excessive intensity of playing online games. This study used quantitative methods, with participants as many as 105 students who played online games at SMP PGRI Ngoro with an age range of 11-14 years. The hypothesis test shows that there is a significant and negative relationship between the Self-control variable  and the intensity variable of playing online games. This means that the higher  the Self-control, the lower the intensity of playing online games. Vice versa, the lower the Self-control,  the higher the intensity of playing online games.