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PENGEMBANGAN MEDIA PERMAINAN ULAR TANGGA SEBAGAI LAYANAN INFORMASI PERENCANAAN KARIER SISWA

Zahra, Eza Fatiha (2025) PENGEMBANGAN MEDIA PERMAINAN ULAR TANGGA SEBAGAI LAYANAN INFORMASI PERENCANAAN KARIER SISWA. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

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Abstract

The research was motivated by the phenomenon of low career planning in vocational students. Based on preliminary studies conducted on class XI students of SMKS IKPI Labuan, it was found that 19% of students (as many as 14 students) were in the high category, 54% of students (as many as 40 students) in the medium category and 27% of students (as many as 20 students) in the low category. This study aims to determine whether the career ladder snake game media developed as learning media is able to provide understanding and information about student career planning. The method used in this research is Research & Development (R&D) with the 4D model, which includes define, design, development and dissemination. The subjects in this research are XI grade students of SMKS IKPI Labuan. Data collection techniques in this research are questionnaires and literature studies. The evaluation process is carried out during the development stage to assess the feasibility of the product. The evaluation was carried out by media and material experts, linguists and practitioners. The results of the study show that the feasibility of products from media and material experts obtained a score of 78.33% (feasible), the feasibility of products from linguists is 85.71% (very feasible), and practitioners are 97.91% (very feasible). So that the average value of all assessments is 87.31% in the “Very Feasible” category for use.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorNurmala, Meilla Dwi198405222023212025
Thesis advisorWahyuningsih, Lenny199103282022032006
Additional Information: Penelitian dilatarbelakangi oleh fenomena perencanaan karier yang rendah pada siswa SMK. Berdasarkan studi pendahuluan yang dilakukan pada siswa kelas XI SMKS IKPI Labuan didapatkan hasil 19% siswa (sebanyak 14 siswa) berada pada kategori tinggi, 54% siswa (sebanyak 40 siswa) pada kategori sedang dan 27% siswa (sebanyak 20 siswa) pada kategori rendah. Penelitian ini bertujuan untuk mengetahui apakah media permainan ular tangga karier yang dikembangkan sebagai media pembelajaran mampu memberikan pemahaman dan informasi mengenai perencanaan karier siswa. Metode yang digunakan dalam penelitian ini adalah Research & Development (R&D) dengan model 4D, yang meliputi define, design, development dan dissemination. Subyek dalam penelitian ini yaitu siswa kelas XI SMKS IKPI Labuan. Teknik pengumpulan data dalam penelitian ini yaitu angket/kuesioner dan studi pustaka. Proses evaluasi dilakukan selama tahap pengembangan untuk menilai kelayakan produk. Adapun evaluasi dilakukan oleh ahli media dan materi, ahli bahasa dan praktisi. Hasil penelitian menunjukkan bahwa kelayakan produk dari ahli media dan materi memperoleh skor sebesar 78,33% (layak), kelayakan produk dari ahli bahasa yaitu 85,71% (sangat layak), dan praktisi yaitu 97,91% (sangat layak). Sehingga nilai rata-rata dari seluruh penilaian yaitu 87,31% dalam kategori “Sangat Layak” untuk digunakan.
Uncontrolled Keywords: game media, career planning, snakes and ladders Media Permainan, Perencanaan Karier, Ular Tangga
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: Eza Fatiha Zahra
Date Deposited: 13 Aug 2025 08:24
Last Modified: 13 Aug 2025 08:24
URI: http://eprints.untirta.ac.id/id/eprint/51714

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