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Pelatihan Teknik Metafora untuk Meningkatkan Efisiensi Proses Konseling di SMK Negeri 5 Malang Diniy Hidayatur Rahman; Devy Probowati; Widya Multisari; Sausanuz Zakiyyah Hamibawani; Arifah Wulandari; Khusnul Khowatim
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 5 No. 1 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v5i1.533

Abstract

This training was held with the aim of increasing the competency of counselors at SMK Negeri 5 Malang in using metaphor techniques in counseling. By increasing counselor competency in using metaphor techniques, it is hoped that counseling services at SMK Negeri 5 Malang can run better and more efficiently. This community service activity will be carried out in the form of training using the flipped classroom model and experiential learning. The flipped classroom model is used to help participants master the concepts and procedures of metaphor techniques in counseling. Meanwhile, experiential learning is used to improve participants' skills in applying metaphor techniques in counseling. This training was carried out by three lecturers at the Department of Guidance and Counseling, State University of Malang and attended by seven counselors at State Vocational School 5 Malang. The training was carried out in three sessions. The first session was held online asynchronously. In this session, participants are asked to study the material independently through the guides and training materials that have been provided. The second training session was carried out online synchronously. In this session, participants were invited to discuss and explore the concept of metaphor that had been studied independently in the first session. In the third session, participants were invited to practice knowledge about metaphors in counseling sessions. Measurements after the training activities showed that there was an increase in the participants' post-test scores compared to the pre-test scores. Based on interviews with participant representatives, it was also known that the participants had a positive impression of all training activities.
Pengembangan Panduan Permainan Simulasi Ular Tangga untuk Mencegah Prokrastinasi Akademik Siswa SMK Elia Flurentin; Sausanuz Zakiyyah Hamibawani
Buletin Konseling Inovatif Vol. 3 No. 1 (2023)
Publisher : Universitas Negeri Malang & Asosiasi Bimbingan dan Konseling Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um059v3i12023p81-90

Abstract

Abstract: Time discipline is one of the habits that vocational high school students must own. Currently, many vocational high school students have academic procrastination and choose to spend their time doing less valuable activities. This study aims to develop a snakes and ladders simulation game guide to reduce academic procrastination for vocational high school students. This study used the Research and Development model from Borg and Gall, which was adapted into seven steps, namely: data collection, planning, product development, testing, revision based on the results of expert testing, testing of prospective product users, and final product revision. The results of expert tests and tests of prospective product users were analyzed using the average formula. Based on the results of the validity index of the guidance and counseling expert test, learning media, and potential users of the product, it shows very high criteria. It meets very appropriate, useful, easy, and interesting acceptability so that the product is declared very feasible. It can be used to implement group guidance services to prevent academic procrastination. Abstrak: Disiplin waktu merupakan salah satu kebiasaan yang harus dimiliki oleh siswa sekolah menengah kejuruan. Sayangnya, saat ini banyak siswa sekolah menengah kejuruan yang memiliki prokrastinasi akademik atau tidak memanfaatkan waktu belajar dengan baik dan memilih untuk menghabiskan waktu dengan melakukan kegiatan kurang berguna. Penelitian ini bertujuan untuk mengembangkan panduan permainan simulasi ular tangga untuk mengurangi prokrastinasi akademik siswa sekolah menengah kejuruan. Penelitian ini menggunakan model Research and Development dari Borg dan Gall yang diadaptasi menjadi tujuh langkah yaitu: pengumpulan data, perencanaan, pengembangan produk, uji coba, revisi berdasarkan hasil uji ahli, uji calon pengguna produk, revisi akhir produk. Hasil uji ahli dan uji calon pengguna produk dianalisis menggunakan rumus rata-rata. Hasil indeks validitas uji ahli bimbingan dan konseling, media pembelajaran serta calon pengguna produk, menunjukkan kriteria sangat tinggi dan memenuhi akseptabilitas sangat tepat, sangat berguna, sangat mudah, dan sangat menarik sehingga produk dinyatakan sangat layak dan dapat digunakan dalam pelaksanaan layanan bimbingan kelompok untuk mencegah prokrastinasi akademik.