Melola Discovery

← Melola Discovery

Journal

Meningkatkan Kematangan Emosi Melalui Layanan Penguasaan Konten dengan Teknik Bermain (Games)

Indonesian Journal of Guidance and Counseling: Theory and Application · Vol. 3 No. 1 (2014)

DOI
10.15294/ijgc.v3i1.3750
ISSN
2597-6133, 2252-6374
Published
2014-06-14
Publisher
Universitas Negeri Semarang
Language
eng

Abstract

Tujuan penelitian ini untuk memperoleh informasi atau temuan empiris tentang meningkatkan kematangan emosi melalui layanan penguasaan konten dengan teknik bermain (games) pada siswa kelas IV SD N 01 Sijambe. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian quasi eksperimen. Subyek penelitian dalam penelitian ini adalah siswa kelas IV di SD N 01 Sijambe yang berjumlah 33 siswa. Teknik pengumpulan data menggunakan skala kematangan emosi. Instrumen tersebut telah diujicobakan untuk digunakan dalam penelitian menggunakan validitas dengan rumus product moment oleh Pearson dan reabilitas instrument dengan rumus Alpha. Teknik analisis data yang digunakan yakni analisis deskriptif persentase dan Uji beda t-Test. Hasil penelitian ini menunjukan bahwa terjadi peningkatan kematangan emosi melalui layanan penguasaan konten dengan teknik bermain (games), dengan nilai thitung = 15,064 > ttabel = 2,038. Simpulan dari penelitian ini yakni kematangan emosi dapat ditingkatkan melalui layanan penguasaan konten dengan teknik bermain (games). The purpose of this research is to get information or empirical finding about increase the emotional maturity, through mastery of content service with games technique to the fourth grade students class of SD N 01 Sijambe. This study is quasi-experimental. Subjects in this research were 33 students in grade IV of SD N 01 Sijambe. Data collection techniques using emotional maturity scale. The instrument has been tested for validity using Pearson product moment and reliability of the instrument with alpha formula. Data analysis used descriptive percentage, and t-Test. The result of study showed there was increase of emotional maturity through mastery of content service with games technique with rcount=15,064>rtable=2,038. The conclusion of study was emotional maturity could be increased through mastery of content service with games technique.

Collaboration network of the authors

40 authors · 166 co-authorship links · showing the 40 most connected

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Universitas PGRI Wiranegara
  • State University of Semarang
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Sugiyo SugiyoAffiliation unknown13
Edy PurwantoAffiliation unknown10
Sunawan SunawanAffiliation unknown9
Mungin Eddy WibowoAffiliation unknown8
Mulawarman MulawarmanAffiliation unknown7
Dwi Yuwono Puji SugihartoAffiliation unknown6
DYP SugihartoAffiliation unknown6
Mungin Eddy WibowoAffiliation unknown4
Anwar SutoyoAffiliation unknown4
Ujang KhiyarusolehAffiliation unknown3
Eko NusantoroAffiliation unknown3
Muhammad JaparAffiliation unknown3
Sinta SaraswatiAffiliation unknown3
Yudhi Purwa NugrahaAffiliation unknown2
Indah LestariAffiliation unknown2
Boby Ardhian NusantaraAffiliation unknown2
Ujang KhiyarusholehAffiliation unknown2
Nailu RokhmatikaAffiliation unknown2
Imam TadjriAffiliation unknown2
M.Th Sri HartatiAffiliation unknown2
Heru MugiarsoAffiliation unknown2
Dwi Yuwono Puji SugihartoAffiliation unknown2
Fikri Arif GumelarAffiliation unknown2
Supriyo SupriyoUniversitas PGRI Wiranegara2
Dyah Rini IndriyantiState University of Semarang1
Firdian Setiya ArinataAffiliation unknown1
Mufidah IstiqomahAffiliation unknown1
Muslikhah MuslikhahAffiliation unknown1
Muhammad Aditya OktavaAffiliation unknown1
Azmia Khafizhotul LabibahAffiliation unknown1
Dian Safitri Indah FajriyaniAffiliation unknown1
Suwito Eko PramonoAffiliation unknown1
Himdani HimdaniAffiliation unknown1
Muhammad KhafidAffiliation unknown1
Bernadetta Sri RejekiAffiliation unknown1
Siti NuzuliaAffiliation unknown1
Malya MilawatiAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/sju/index.php/jbk/oai, first harvested 6 Nov 2026, last seen 6 Nov 2026.
Original metadata (oai_dc)
<oai_dc:dc xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/  http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Meningkatkan Kematangan Emosi Melalui Layanan Penguasaan Konten dengan Teknik Bermain (Games)</dc:title>
	<dc:creator>Riza, Miftakhatun</dc:creator>
	<dc:creator>Awalya, Awalya</dc:creator>
	<dc:creator>Suharso, Suharso</dc:creator>
	<dc:description xml:lang="en-US">Tujuan penelitian ini untuk memperoleh informasi atau temuan empiris tentang meningkatkan kematangan emosi melalui layanan penguasaan konten dengan teknik bermain (games) pada siswa kelas IV SD N 01 Sijambe. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian quasi eksperimen. Subyek penelitian dalam penelitian ini adalah siswa kelas IV di SD N 01 Sijambe yang berjumlah 33 siswa. Teknik pengumpulan data menggunakan skala kematangan emosi. Instrumen tersebut telah diujicobakan untuk digunakan dalam penelitian menggunakan validitas dengan rumus product moment oleh Pearson dan reabilitas instrument dengan rumus Alpha. Teknik analisis data yang digunakan yakni analisis deskriptif persentase dan Uji beda t-Test. Hasil penelitian ini menunjukan bahwa terjadi peningkatan kematangan emosi melalui layanan penguasaan konten dengan teknik bermain (games), dengan nilai thitung = 15,064 &amp;gt;&amp;nbsp; ttabel = 2,038.&amp;nbsp; Simpulan dari penelitian ini yakni kematangan emosi dapat ditingkatkan melalui layanan penguasaan konten dengan teknik bermain (games).
The purpose of this research is to get information or empirical finding about increase the emotional maturity, through mastery of content service with games technique to the fourth grade students class of SD N 01 Sijambe. This study is quasi-experimental. Subjects in this research were 33 students in grade IV of SD N 01 Sijambe. Data collection techniques using emotional maturity scale. The instrument has been tested for validity using Pearson product moment and reliability of the instrument with alpha formula. Data analysis used descriptive percentage, and t-Test. The result of study showed there was increase of emotional maturity through mastery of content service with games technique with rcount=15,064&amp;gt;rtable=2,038. The conclusion of study was emotional maturity could be increased through mastery of content service with games technique.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2014-06-14</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/sju/jbk/article/view/3750</dc:identifier>
	<dc:identifier>10.15294/ijgc.v3i1.3750</dc:identifier>
	<dc:source xml:lang="en-US">Indonesian Journal of Guidance and Counseling: Theory and Application; Vol 3 No 1 (2014): Maret 2014</dc:source>
	<dc:source>2597-6133</dc:source>
	<dc:source>2252-6374</dc:source>
	<dc:source>10.15294/ijgc.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/sju/jbk/article/view/3750/3364</dc:relation>
</oai_dc:dc>