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Pengembangan Board Game Hipotetik untuk Meningkatkan Kepercayaan Diri Pada Remaja (Research and Development pada Siswa Kelas XI SMA Negeri 1 Kramatwatu Serang Tahun Ajaran 2023/2024)

Naufal Luthfi, Muhammad (2024) Pengembangan Board Game Hipotetik untuk Meningkatkan Kepercayaan Diri Pada Remaja (Research and Development pada Siswa Kelas XI SMA Negeri 1 Kramatwatu Serang Tahun Ajaran 2023/2024). S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

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Abstract

This research is based on the problem of low self-confidence that occurs in adolescents. One of the efforts that can be made in dealing with this problem is by providing guidance and counseling services using creative media. This research and development aims to develop guidance and counseling media in the form of a board game of self-confidence. The research method used in this research is research and development (R&D) with the concept of developing Thiagarajan's 4D model. The 4 stages carried out are Define, Design, Development, and Disseminate. The test subjects of this study were 5 students of class XI SMAN 1 Kramatwatu who had a moderate level of self-confidence. The data collection technique was carried out using a questionnaire instrument. The results of the feasibility test of the developed product received a score of 95.31% in the media and material feasibility test, 91.66% in the language feasibility test and 91.66% in the practitioner expert feasibility test, so that an average score of 92.88% was obtained or was in the "very feasible" category. Furthermore, based on the results of student responses to the game media, the score is 79.08% or in the "very good" category. So it can be concluded that the self-confidence board game media is very feasible to implement.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorYunika Khairun, Deasy198812072018032002
Thesis advisorSatrio Prabowo, Arga199110072019031009
Additional Information: Penelitian ini di dasarkan pada permasalahan rendahnya kepercayaan diri yang terjadi pada remaja. Salah satu upaya yang dapat dilakukan dalam menangani permasalahan ini adalah dengan pemberian layanan bimbingan dan konseling menggunakan media kreatif. Penelitian dan pengembangan ini dilakukan bertujuan untuk mengembangkan media bimbingan dan konseling berbentuk permainan papan atau board game kepercayaan diri. Metode penelitian yang digunakan dalam penelitian ini adalah research and development (R&D) dengan konsep pengembangan model 4D Thiagarajan. Adapun 4 tahapan yang dilakukan ialah Define (Pedefinisian), Design (Perancangan), Development (Pengembangan), Disseminate (Penyebaran). Subjek uji coba penelitian ini adalah 5 orang siswa kelas XI SMAN 1 Kramatwatu yang memiliki tingkat kepercayaan diri sedang. Teknik pengumpulan data dilakukan menggunakan instrumen angket. Hasil uji kelayakan terhadap produk yang dikembangkan mendapatkan nilai 95,31% pada uji kelayakan media dan materi, 91,66% pada uji kelayakan bahasa dan 91,66% uji kelayakan ahli praktisi, sehingga didapatkan nilai rata-rata sebesar 92,88% atau berada pada kategori “sangat layak”. Selanjutnya berdasarkan hasil respon siswa terhadap media permainan mendapatkan nilai sebesar 79,08% atau berada pada katagori “sangat baik”. Sehingga dapat disimpulkan bahwa media board game kepercayaan diri sangat layak untuk diimplementasikan.
Uncontrolled Keywords: Self-Confidence, Board Game, Research and Development. Kepercayaan Diri, Board Game, Research and Development
Subjects: L Education > L Education (General)
L Education > LC Special aspects of education
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 86201-Jurusan Bimbingan dan Konseling
Depositing User: Naufal Luthfi Muhammad
Date Deposited: 31 Jan 2024 10:12
Last Modified: 31 Jan 2024 10:12
URI: http://eprints.untirta.ac.id/id/eprint/32653

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