FAUZIAH, FAUZIAH (2023) PENGEMBANGAN MEDIA PERMAINAN LUDO BULLYING UNTUK MENINGKATKAN PEMAHAMAN BULLYING PADA REMAJA. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.
Text
Fauziah_2285190064_Fulltext.pdf Restricted to Registered users only Download (15MB) |
|
Text
Fauziah_2285190064_CP.pdf Restricted to Registered users only Download (41MB) |
|
Text
Fauziah_2285190064_01.pdf Restricted to Registered users only Download (673kB) |
|
Text
Fauziah_2285190064_02.pdf Restricted to Registered users only Download (303kB) |
|
Text
Fauziah_2285190064_03.pdf Restricted to Registered users only Download (325kB) |
|
Text
Fauziah_2285190064_04.pdf Restricted to Registered users only Download (1MB) |
|
Text
Fauziah_2285190064_05.pdf Restricted to Registered users only Download (81kB) |
|
Text
Fauziah_2285190064_Ref.pdf Restricted to Registered users only Download (162kB) |
|
Text
Fauziah_2285190064_Lamp.pdf Restricted to Registered users only Download (12MB) |
Abstract
This research is motivated by the problem of rampant acts of bullying committed by adolescents in education units, especially high school students. One of the efforts to prevent bullying is to provide an understanding of bullying as education by Guidance and Counseling teachers to students. This study aims to develop Guidance and Counseling media, namely Ludo Bullying Game Media which can be used to prevent bullying in product development. This study uses the Research and Development (RnD) method. The concept of developing the 4-D model is Define, Design, Development and Dissemination (Defining, Designing, Developing and Disseminating). The research results, namely based on expert tests, the average value of Ludo Bullying products is 93.52%. means that it meets the assessment criteria to be in the "very decent" category. Furthermore, the responses involved in the limited trial were 12 respondents from class X SMAN 19 Tangerang Regency. The gain obtained from the response test results was 91.02% in the "very good" category and included in the very decent media category. The researcher obtained the pre-test and post-test score data from the limited trial results which then obtained the calculation of the N-Gain Score of 0.8388 in the "High" category (0.8388 > 0.7) and the N-Gain Percent namely 83.88% are in the "effective" category (83.88% > 76%). So, it can be interpreted that the development of ludo bullying game media products can increase the understanding of bullying in adolescents and is very feasible to implement for users. The components in the product package are game boards, four versions of game cards, game implementation manuals, dice, dice shakers, pawns, and game packaging.
Item Type: | Thesis (S1) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Contributors: |
|
|||||||||
Additional Information: | Penelitian ini dilatarbelakangi oleh permasalahan maraknya tindakan bullying yang dilakukan oleh remaja di satuan pendidikan terutama pada siswa Sekolah Menengah Atas. Salah satu upaya mencegah tindakan bullying yakni memberi pemahaman mengenai bullying sebagai edukasi oleh guru Bimbingan dan Konseling kepada siswa. Penelitian ini bertujuan mengembangkan media Bimbingan dan Konseling yakni Media Permainan Ludo Bullying yang dapat digunakan untuk mencegah bullying dalam pengembangan produk. Penelitian ini menggunakan metode Research and Development (RnD). Konsep pengembangan model 4-D yakni Define, Desaign, Development and Dissemination (Pendefinisian, Perancangan, Pengembangan, dan Penyebaran). Hasil Penelitian yakni berdasarkan uji ahli nilai rata-rata produk Ludo Bullying sebesar 93,52%. artinya memenuhi kriteria penilaian berada di kategori “sangat layak”. Selanjutnya, respon yang dilibatkan dalam uji coba terbatas adalah 12 responden dari siswa kelas X SMAN 19 Kabupaten Tangerang. Perolehan yang didapatkan dari hasil uji respon ialah sebesar 91,02% dengan kategori “sangat baik” dan termasuk kedalam kategori media sangat layak. Peneliti memperoleh data skor pre-test dan post-test dari hasil uji coba terbatas yang selanjutnya didapatkan perhitungan nilai N-Gain Score sebesar 0,8388 berada pada kategori “tinggi” (0,8388 > 0,7) dan N-Gain Persen yakni sebesar 83.88% berada pada kategori “efektif” (83.88% > 76%). Maka dapat diartikan bahwa pengembangan produk media permainan Ludo Bullying dapat meningkatkan pemahaman bullying pada remaja dan sangat layak diimplementasikan kepada pengguna. Adapun komponen dalam paket produk yaitu papan permainan, empat versi kartu permainan, buku panduan pelaksanaan permainan, dadu, pengocok dadu, pion, serta kemasan permainan. | |||||||||
Uncontrolled Keywords: | Bullying, Ludo Game Media, Student Understanding. Bullying, Media Permainan Ludo, Pemahaman Siswa. | |||||||||
Subjects: | H Social Sciences > H Social Sciences (General) | |||||||||
Divisions: | 02-Fakultas Keguruan dan Ilmu Pendidikan 02-Fakultas Keguruan dan Ilmu Pendidikan > 86201-Jurusan Bimbingan dan Konseling |
|||||||||
Depositing User: | Fauziah Fauziah Fauziah | |||||||||
Date Deposited: | 14 Jul 2023 10:01 | |||||||||
Last Modified: | 14 Jul 2023 10:01 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/26336 |
Actions (login required)
View Item |