通过技巧游戏提高学生同理心的小组指导服务效果

Syari Fitrah Rayaginansih, S. Sm, Siti Cahyati, Vina Dartina
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引用次数: 0

摘要

移情能力是指理解、宽容和关注他人,避免暴力、残忍或犯罪行为的能力。本研究旨在获取实证数据,并确定通过游戏技术提高苏卡布米 Juang Kencana 卫生职业学校 X 班学生移情能力的小组咨询服务的有效性。此类研究采用了非等效对照组研究设计的准实验方法。抽样技术采用简单随机抽样。研究对象为 57 名学生。样本通过前测结果获得。研究人员根据前测结果抽取 50 人作为研究对象。研究对象被分为两组:25 人为实验组,25 人为对照组。数据收集技术使用问卷形式的研究工具。移情问卷共有 60 个项目。其中 21 项无效,其余 39 项将发放给受访者。分析技术采用 t 检验分析法。根据 t 检验结果,tcount = 8,15 table = 2,110 ,显著水平 ? =0,05,dk=n-1(25-1=24)。从研究结果可以看出,count?因此否决了零假设(Ho),即 "使用游戏技巧进行小组指导对提高苏卡布米 Juang Kencana 卫生职业学校 X 班学生的移情能力无效"。而另一假设(Ha)"通过游戏技巧进行小组指导能有效提高苏卡布市 Juang Kencana 卫生职业学校 X 班学生的移情能力 "则被接受。至于对未来研究人员的建议,希望他们能够使用适当的、更多样化的技术,如社会剧技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effectiveness of Group Guidance Service Through Techniques Games to Increase Student Empathy
The ability to empathize is the ability to understand, have tolerance, and pay attention to others to avoid violent, cruel, or criminal behavior. This study aims to obtain empirical data and determine the effectiveness of group counseling services through game techniques to increase the empathy of class X students at Juang Kencana Health Vocational School, Sukabumi. This type of research uses a quasi-experimental method with a nonequivalent control group research design. Sampling technique using simple random sampling. The population is 57 students. Samples were obtained through pretest results. The results of the pretest researchers took 50 people as research subjects. Subjects were divided into two groups: 25 were the experimental group, and 25 were the control group. The data collection technique uses a research instrument in the form of a questionnaire. The number of empathy questionnaires is 60 items. Twenty-one items are invalid, and the remaining 39 will be distributed to respondents. Analysis techniques using t-test analysis. Based on the t-test results, tcount = 8,15 table = 2,110 with a significant level of ? =0,05 and dk=n-1 (25-1=24). From the study results, it can be seen that count? table. So the null hypothesis (Ho), which states “group guidance using game techniques is not effective for increasing the empathy of class X student at Juang Kencana Health Vocational School Sukabumi,” was rejected. While the alternative hypothesis (Ha) states that “group guidance through game techniques is effective for increasing the empathy of class X students at Juang Kencana Health Vocational School Sukabumi” is Accepted. As for recommendations for future researchers, it is hoped that they can use appropriate and more varied techniques, such as the socio-drama technique
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