JULIYANTI, NOVI (2024) PENGEMBANGAN PERMAINAN TRADISIONAL ENGKLE UNTUK MENINGKATKAN WAWASAN KARIR SISWA (Studi Research and development Pada Siswa Kelas XI SMAN 11 Pandeglang Tahun Ajaran 2023/2024). S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.
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Abstract
Study This based on problems that occur in teenagers , generally problem That about lack of understanding career . One of way that can be used For solve problem This is give service information in Bim bingan and counseling , with use creative media . Research and development This done aim For developing guidance and counseling media shaped game traditional cranky . Research methods used in study This is research and development (R&D) with draft Thiagarajan 4D model development . There are 4 stages carried out namely Define , Design , Development , Disseminate . Test subjects study This are 6 students class XI of SMAN 11 Pandeglang which has outlook career low . Data collection techniques were carried out use instrument questionnaire . On testing material and language product game traditional cranky get a score of 90, 90% or 'very good ', then in the game media test traditional cranky get a score of 80% or 'very decent '. From the test results limited student give value "Decent and Very Decent". MSHK students give a score of 66.07 % or “Decent”, MAM gave a score of 67.68% or “Very Decent”, A gives a score of 78.57% or “very Decent”, OR Students got value 76.78 or “Very Eligible”, FMR gave a score of 69.64% or “Decent” and BL students gave score 78.57% or “Very Decent”. So that can concluded that board game media trust self is very worthy For implemented .
Item Type: | Thesis (S1) | |||||||||
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Additional Information: | Penelitian ini berlandaskan pada permasalahan yang terjadi pada remaja, yang umumnya permasalahan itu mengenai kurangnya pemahaman karir. Salah satu cara yang dapat digunakan untuk memecahkan permasalahan ini adalah memberikan layanan informasi dalam bimbingan dan konseling, dengan menggunakan media yang kreatif. Penelitian dan pengembangan ini dilakukan bertujuan untuk mengembangkan media bimbingan dan konseling berbentuk permainan tradidional engklek. 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 6 orang siswa kelas XI SMAN 11 Pandeglang yang memiliki wawasan karir rendah. Teknik pengumpulan data dilakukan menggunakan instrumen angket. Pada pengujian materi dan bahasa produk permainan tradisional engklek mendapatkan nilai 91% atau ‘ sangat baik’, keudian pada pengujian media permainain tradisional engklek mendapat nilai 80% atau ‘sangat layak’ . Dari hasil uji coba terbatas siswa memberikan nilai “Layak dan Sangat Layak”. Siswa MSHK memberi nilai 66% atau “Layak”, MAM memberi nilai 68% atau “Sangat Layak” , A memberi nilai 78% atau “sangat Layak”, Siswa OR mendapat niali 77 atau “Sangat Layak”, FMR memberi nilai 70% atau “Layak” dan siswa BL memberi nilai 78,57% atau “Sangat Layak”. Sehingga dapat disimpulkan bahwa media board game kepercayaan diri sangat layak untuk diimplementasikan. | |||||||||
Uncontrolled Keywords: | Career Insight , Engklek , Research and Development Wawasan Karir, Engklek, Research and Development | |||||||||
Subjects: | B Philosophy. Psychology. Religion > BF Psychology L Education > L Education (General) |
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Divisions: | 02-Fakultas Keguruan dan Ilmu Pendidikan 02-Fakultas Keguruan dan Ilmu Pendidikan > 86201-Jurusan Bimbingan dan Konseling |
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Depositing User: | Novi Juliyanti | |||||||||
Date Deposited: | 03 Sep 2024 14:32 | |||||||||
Last Modified: | 03 Sep 2024 14:32 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/40782 |
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