PurposeThis study aims at investigating the indirect effect of soft skills on career engagement through the role of psychological capital (PsyCap) in different age groups. The social cognitive theory (SCT) and job demands-resource model (JD-R) were employed to explain the effect of perceived skill mastery on PsyCap and career engagement.Design/methodology/approachThe data were collected from 707 high school students, 150 university students and 165 employees using a three-wave data collection technique. This study measured soft skills, PsyCap and career engagement at different age groups (i.e. high school students, university students and employees). The data were analysed using a moderated-mediation technique.FindingsThe results showed that soft skills positively influenced PsyCap and eventually increased career engagement in all age groups. However, the effect was stronger for students (both in high school and university) than employees in the workplaces. Unlike most students, employees related soft skills to performance. Regardless of the effect on performance, students would be more likely than employees to perceive soft skill mastery as a source of efficacy.Research limitations/implicationsFirst, the education system should direct more attention to developing students' non-cognitive skills. Second, people should understand that their career advancement continues in the workplace context. Organizations can foster employees' soft skills by providing more opportunities to develop new skills.Originality/valueThis study sheds light on the importance of soft skills beyond academic and workplace performance. This study is among the few empirical investigations that reveal career engagement factors across different career development stages.
This study aims to determine the description of traditional games as a medium of counseling in improving the social skills of students and know the influence of traditional games as a medium of counseling in improving students' social skills. The research used quasi experiment with Pretest-Posttest Control Group Design design research. The samples used purposive sampling with 12 experimental group and 12 control group. Instrument using social skill scale. The findings of this study reveal that 1) the level of social skills of students in SMP Negeri 18 Makassar before being treated in the form of traditional games are in the "low" category and after being given a traditional game increases or is in the 'high' category. 2) there is a significant positive effect of traditional games in improving students' social skills. That is, the students' social skills can be improved by the provision of traditional games.Abstrak: Penelitian ini bertujuan untuk mengetahui gambaran permainan tradisional sebagai media bimbingan konseling dalam meningkatkan keterampilan sosial siswa dan mengetahui pengaruh permainan tradisional sebagai media bimbingan konseling dalam meningkatkan keterampilan sosial siswa. Penelitian menggunakan quasi eksperimen dengan desain penelitian Pretest-Posttest Control Group Design. Pengambil sampel menggunakan purposive sampling dengan jumlah 12 orang kelompok eksperimen dan 12 orang kelompok kontrol.Instrumen menggunakan skala keterampilan sosial. Temuan penelitian ini mengungkapkan bahwa 1) tingkat keterampilan sosial siswa di SMP Negeri 18 Makassar sebelum diberi perlakuan berupa permainan tradisional berada dalam kategori "rendah" dan setelah diberi permainan tradisional meningkat atau berada dalam kategori 'tinggi". 2) terdapat pengaruh positif yang signifikan permainan tradisional dalam meningkatkan keterampilan social siswa. Artinya, keterampilan sosial siswa dapat ditingkatkan dengan pemberian permainan tradisional.
The purpose of this study was the following: to examine the influence of the inquiry learning model on students drawing technique ability; to examine the influence of learning style on students' drawing technique and to examine the joint influence of the inquiry learning model and learning style on students' drawing technique. A quasi-experimental approach was applied to this study, with a non-equivalent control group and 2 x 3 factorial design. There were 79 students as participants from the Engineering Faculty of the Universitas Negeri Makassar (State University of Makassar), Indonesia. Research data were analysed using an analysis of variance. The results show that there was an influence on students' drawing technique from the inquiry learning model and learning style.
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