Siti Mardiyati
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PELATIHAN BERPIKIR DIVERGEN MELALUI PERTANYAAN DAN TUGAS-TUGAS IMAJINATIF UNTUK MENGEMBANGKAN KREATIVITAS ANAK Mardiyati, Siti; Wahyuningsih, Siti; Hardjajani, Tuti
Jurnal Inovasi Pendidikan Vol 12, No 1 (2011)
Publisher : Jurnal Inovasi Pendidikan

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Abstract

This study aims to determine: (1) the influence of divergent thinking training that is designed in a question and imaginative tasks, to improve the creativity of children. (2) To determine the influence of divergent thinking training is packaged in a question and imaginative tasks, can provide the atmosphere of excitement as the atmosphere of playing in children. The experiment was conducted in kindergarten Aisyiah Premulung Laweyan Surakarta in Academic Year 2009/2010. The subject of this study was student class B shares of 30 children. According to the study design or design of this study include Pre Experimental Design, also called quasi experiment, with the pattern: Pre-test and Post-test Design Group One as a data collection technique using keativitas test tech-niques to test the first hypothesis to test, while the second hypothesis using a technique observations with the instruments of observation and completed documentation form (photo). Based on statistical analysis to test the first hypothesis got result to> tt = 4.651> 2.76 (db.29), this means that the hypothesis that divergent thinking training that is designed in the questions and imaginative tasks, to improve the creativity of children TK, verified. Furthermore, to test the second hypothesis, based on the observation (teacher notes) and documentation (photos) records of activities, it can be concluded that divergent thinking pelafihan packaged in a question and imaginative tasks, proved to give the atmosphere of excitement as the atmosphere of playing in kindergarten.
EFEKTIVITAS TEKNIK MANAJEMEN WAKTU UNTUK MENGURANGI KECANDUAN JEJARING SOSIAL FACEBOOK Nugraheni, Elsa; Mardiyati, Siti; Mahmudah, Ulya
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 4, No 1 (2016): Consilium: Jurnal Program Studi Bimbingan dan Konseling
Publisher : Universitas Sebelas Maret

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The objective of this research is to investigate the effectiveness of classroom presentation on time management to reduce the addiction to Facebook social networking. This research used the experimental research method with the non-randomized pretest-posstest control group design. Its subjects were the students who were addicted to Facebook social networking. They consisted of 44 students, and were divided into two groups: 22 students in experimental group and 22 students in control group. The data of research were analyzed by using the Mann- Whitney U-Test and the Wilcoxon Test. The result of the Mann Whitney was 0.001 (0.001<0.05). Therefore, there was a significant difference of gain score between the students in experimental group and those in control group following the treatment with the classroom presentation on time management.Thus, the classroom presentation on time management is effective to reduce the addition to Facebook Social Networking.
PERMAINAN KERJASAMA UNTUK MENINGKATKAN KECERDASAN EMOSI SISWA Martini, Entin; Mardiyati, Siti; Wagimin, Wagimin
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 2, No 1 (2014): Consilium: Jurnal Program Studi Bimbingan dan Konseling
Publisher : Universitas Sebelas Maret

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This research aimed to determine effectiveness of the implementation of the cooperation game techniques in group counseling to improve students?emotional intelegent. This research was conducted on the basis that in Junior High School in Karanganyar.  This research was quasy-experimental design. The subjects were students who have low emotional intelligence, ie students who earn below the mean pretest scores. Analysis using t-test statistical formula. The analysis showed a p values 0.000, which means that there is a difference between the experimental group who had been given a treatment with a control group who did not receive treatments. It shows that the game under the guidance of the group effective cooperation to improve the emotional intelligence of students.
PENINGKATAN INTERAKSI SOSIAL ANAK MELALUI PERMAINAN SCRABBLE Musrifah, Nika; Mardiyati, Siti; Djannah, Wardatul
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 1, No 2 (2013): Consilium: Jurnal Program Studi Bimbingan dan Konseling
Publisher : Universitas Sebelas Maret

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The purpose  of this  study was  to  determine  the effectiveness  of  the scrabble games to the development of social interactions with the peer group of a elementary school students in Temanggung. This research was pre-experimental design. The subject of the research were 38 elementary school students. Based on the result of hypothesis, it is known that there are development of social  interactions  with  peer group  before and after treatment  by scrabble games that is tcount=4,105 compared with ttable=1,68 or tcount>ttable (p value 0,000<0,05). The result of the research that scrabble games is efective to develop the social interactions with peer group in Elementary School students.
PERMAINAN SMART MONOPOLY UNTUK MENINGKATKAN KREATIVITAS ANAK Jawandi, Ahmad; Mardiyati, Siti; Hardjajani, Tuti
Consilium: Jurnal Program Studi Bimbingan dan Konseling Vol 1, No 2 (2013): Consilium: Jurnal Program Studi Bimbingan dan Konseling
Publisher : Universitas Sebelas Maret

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The purpose of this study was to determine the effectiveness of the group guidance services through smart monopoly game to the develop elementary students? creativity. This research was using treatment by subject design. The subject of the research were 40 students of 5th elementary school. Data subject derived from primer data who is the students. Using data collection instruments that is verbal creativity tests. Based on the result of hypothesis, it is known that there are development of creativity before and after treatment by group guidance services through media smart monopoly game that is t calculated = 17.460 compared with t table = 0,023 or t calculated > t table (0,000 with significance  < 0,05). The result of the research that group guidance services through media smart monopoly game is efective to develop students?  creativity.