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Meningkatkan Empai melalui Layanan Penguasaan Konten dengan Teknik Role Playing

Indonesian Journal of Guidance and Counseling: Theory and Application · Vol. 7 No. 2 (2018) · pp. 1–6

DOI
10.15294/ijgc.v7i2.20145
ISSN
2597-6133, 2252-6374
Published
2018-06-30
Publisher
Universitas Negeri Semarang
Language
eng

Abstract

Tujuan penelitian ini adalah untuk menguji pengaruh layanan penguasaan konten dengan teknik role playing untuk meningkatkan empati siswa kelas XI IPS 1 SMA N 6 Semarang. Metode yang digunakan adalah metode pre-experimental design, dengan menggunakan One group pretest-posttest design. Penelitian ini menggunakan teknik studi populasi, dengan sampel penelitian sebanyak 34 siswa. Alat pengumpul data menggunakan skala empati siswa, pengujian validitas dan reliabilitas menggunakan rumus Product Moment dan rumus alpha. Analisis data menggunakan analisis deskriptif kuantitatif dan Uji Beda atau T-Test. Kondisi empati siswa sebelum diberikan layanan penguasaan konten dengan teknik role playing memiliki rata-rata skor sabesar 197.09 termasuk dalam kategori rendah. Sedangkan kondisi empati siswa sesudah diberikan layanan penguasaan konten dengan teknik role playing memiliki rata-rata skor sebesar 246.06 termasuk dalam kategori sedang. Berdasarkan hasil Uji Beda (T-Test) dengan taraf kesalahan 5% diketahui bahwa thitung > ttabel (12,121 > 2,034) maka dapat dikatakan Ha diterima. Sehingga dapat disimpulkan bahwa layanan penguasaan konten dengan teknik role playing berpengaruh untuk meningkatkan empati siswa. ABSTRACT The purpose of this research is to examine the influence of content mastery service with role playing technique to improve empathy of student of class XI Social Science class I SMA N 6 Semarang. The method used is pre-experimental design method, using One group pretest-posttest design. This study uses population study technique, with a sample of 34 students. The data collection tools use students' empathy scale, validity and reliability testing using Product Moment and alpha formulas. The Data analysis used quantitative descriptive analysis and Different Test or T-Test. The condition of student empathy before being given content mastery service with role playing technique has average 197.09 sabesar score included in low category. While the condition of student empathy after being given content mastery service with role playing technique has average score equal to 246.06 included in category of being. Based on result of Different Test (T-Test) in 5% level error, it known that T-count > T-table (12,121> 2,034 ) then it can be said Ha accepted. So it can be concluded that content mastery services with role playing techniques have an effect to improve students' empathy.

Collaboration network of the authors

40 authors · 137 co-authorship links · showing the 40 most connected

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Co-authorOrganisationJoint articles
Sugiyo SugiyoAffiliation unknown12
Edy PurwantoAffiliation unknown10
Mungin Eddy WibowoAffiliation unknown8
Sunawan SunawanAffiliation unknown8
Mulawarman MulawarmanAffiliation unknown7
Dwi Yuwono Puji SugihartoAffiliation unknown6
Mungin Eddy WibowoAffiliation unknown4
DYP SugihartoAffiliation unknown3
Suharso SuharsoAffiliation unknown3
Anwar SutoyoAffiliation unknown3
Muhammad JaparAffiliation unknown3
Ujang KhiyarusolehAffiliation unknown2
Ujang KhiyarusholehAffiliation unknown2
Nailu RokhmatikaAffiliation unknown2
Imam TadjriAffiliation unknown2
M.Th Sri HartatiAffiliation unknown2
Dwi Yuwono Puji SugihartoAffiliation unknown2
Fikri Arif GumelarAffiliation unknown2
Firdian Setiya ArinataAffiliation unknown1
Mufidah IstiqomahAffiliation unknown1
Yudhi Purwa NugrahaAffiliation unknown1
Dyah Rini IndriyantiAffiliation 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
Farid AhmadiAffiliation unknown1
Ar Byanfikas MusitaAffiliation unknown1
Raudlotul HayatiAffiliation unknown1
Priskila Hesti AnomsariAffiliation unknown1
Eka Dya JunitaAffiliation 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 8 Nov 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">Meningkatkan Empai melalui Layanan Penguasaan Konten dengan Teknik Role Playing</dc:title>
	<dc:creator>Zahro, Afridatuz</dc:creator>
	<dc:creator>Awalya, Awalya</dc:creator>
	<dc:creator>Sri Haratati, Maria Theresia</dc:creator>
	<dc:description xml:lang="en-US">Tujuan penelitian ini adalah untuk menguji pengaruh layanan penguasaan konten dengan teknik role playing untuk meningkatkan empati siswa kelas XI IPS 1 SMA N 6 Semarang. Metode yang digunakan adalah metode pre-experimental design, dengan menggunakan One group pretest-posttest design. Penelitian ini menggunakan teknik studi populasi, dengan sampel penelitian sebanyak 34 siswa. Alat pengumpul data menggunakan skala empati siswa, pengujian validitas dan reliabilitas menggunakan rumus Product Moment dan rumus alpha. Analisis data menggunakan analisis deskriptif kuantitatif dan Uji Beda atau T-Test. Kondisi empati siswa sebelum diberikan layanan penguasaan konten dengan teknik role playing memiliki rata-rata skor sabesar 197.09 termasuk dalam kategori rendah. Sedangkan kondisi empati siswa sesudah diberikan layanan penguasaan konten dengan teknik role playing memiliki rata-rata skor sebesar 246.06 termasuk dalam kategori sedang. Berdasarkan hasil Uji Beda (T-Test) dengan taraf kesalahan 5% diketahui bahwa thitung &amp;gt; ttabel&amp;nbsp; (12,121 &amp;gt; 2,034) maka dapat dikatakan Ha diterima. Sehingga dapat disimpulkan bahwa layanan penguasaan konten dengan teknik role playing berpengaruh untuk meningkatkan empati siswa.
ABSTRACT
The purpose of this research is to examine the influence of content mastery service with role playing technique to improve empathy of student of class XI Social Science class I SMA N 6 Semarang. The method used is pre-experimental design method, using One group pretest-posttest design. This study uses population study technique, with a sample of 34 students. The data collection tools use students' empathy scale, validity and reliability testing using Product Moment&amp;nbsp; and alpha formulas. The Data analysis used quantitative descriptive analysis and Different Test or T-Test. The condition of student empathy before being given content mastery service with role playing technique has average 197.09 sabesar score included in low category. While the condition of student empathy after being given content mastery service with role playing technique has average score equal to 246.06 included in category of being. Based on result of Different Test (T-Test) in 5% level error, it known that&amp;nbsp; T-count &amp;gt; T-table (12,121&amp;gt; 2,034 ) then it can be said Ha accepted. So it can be concluded that content mastery services with role playing techniques have an effect to improve students' empathy.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2018-06-30</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/20145</dc:identifier>
	<dc:identifier>10.15294/ijgc.v7i2.20145</dc:identifier>
	<dc:source xml:lang="en-US">Indonesian Journal of Guidance and Counseling: Theory and Application; Vol 7 No 2 (2018): Juni 2018; 1-6</dc:source>
	<dc:source>2597-6133</dc:source>
	<dc:source>2252-6374</dc:source>
	<dc:source>10.15294/ijgc.v7i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/sju/jbk/article/view/20145/11516</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2018 Indonesian Journal of Guidance and Counseling: Theory and Application</dc:rights>
</oai_dc:dc>