提高高中生的容忍作为垄断游戏技术指导的功能

Isnaeni Budiarti, W. Saputra, Nursasi Handayani
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摘要

摘要:宽容是一种尊重、接受和欣赏世界文化多样性的态度。本研究旨在确定实施垄断游戏技术小组指导对提高高中生容忍度的作用。所使用的研究类型是指导与咨询行动研究。这项研究的对象是10名低耐受性的学生。使用的治疗方法是模拟游戏。模拟游戏是一种受现实生活情境启发的学习游戏技术。本研究分预循环、循环I和循环II阶段进行。使用的数据分析是描述性定量的,通过使用统计学方法比较行动前后问卷得分的结果,对定量数据进行详细的解释。根据研究结果,周期前得分为1089分,平均为108.9分,第一周期得分为1148分,平均为114.8分,第二周期得分为1286分,平均为128.6分。这些结果表明每个学生的分数都有所提高。基于讨论的结果,可以看出,实施垄断博弈技术的群体引导在增加容忍度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Peningkatan Toleransi Siswa SMA sebagai Fungsi dari Bimbingan Kelompok Teknik Permainan Monopoli
Abstract: Tolerance is the attitude of respecting, accepting and appreciating the world's cultural diversity. This study aims to determine the implementation of the monopoly game technique group guidance in increasing the tolerance of high school students. The type of research used is Guidance and Counseling Action Research. The subjects of this study were 10 students in a low tolerance category. The treatment used was the simulation game. Simulation game is a game technique in learning inspired from real life situation. The study was carried out in pre-cycle, cycle I, and cycle II stages. The analysis of the data used was descriptive quantitative implemented in providing a detailed explanation of quantitative data by comparing the results of the questionnaire scores before and after the action using statistics. Based on the results of the study, the pre-cycle scoreas 1,089 with an average of 108.9, the score of the first cycle was 1,148 obtained with an average of 114.8, and in the second cycle, a score of 1,286 was obtained with an average of 128.6. These results indicate an increase in the score for each student. Based on the results of the discussion, it can be seen that the implementation of the monopoly game technique group guidance in increasing the tolerance.
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