{"title":"Pengembangan Modul Simulation Games tentang Kemampuan Berpikir Kreatif","authors":"Berlin Fanta Rosiani, Ariadi Nugraha","doi":"10.51214/bocp.v4i3.381","DOIUrl":null,"url":null,"abstract":"This research is based on one of the preparations in welcoming the 21st century, students must have some ability in learning. The ability to think creatively is one of the skills that must be mastered in this century. Where by thinking creatively, students are asked to be able to solve problems with effective and efficient solutions, have answers that vary from one another, have mastery of problem concepts, give opinions on a topic problem, and draw conclusions. This study aims to describe the development of the simulation games module on creative thinking and to describe the feasibility of the simulation games module to improve the thinking skills of the OSIS Management at SMP N 12 Yogyakarta from the assessment of material, media, and Guidance and Counseling service experts. This type of research is Research and Development with 4D models. Where the subjects in this study are material experts, media experts and counseling service experts. The result of this study is a simulation games module to improve creative thinking skills in the OSIS Management at SMP N 12 Yogyakarta. Where this research uses a 4D model, namely Define, Design, Development, and Dissesmination), but this research only reaches the Development stage and produces print media in the form of modules. As well as the results of the assessment of the simulation games module on the ability to think creatively in general, both in terms of media, materials, and services with details, namely the value of the material angle with a value of 95 (very good category), the media angle with a value of 85 (very good category), and the service angle. Guidance and Counseling with a score of 95 (very good category) and the overall average value of this product is 91.7 (very good category). So, the Simulation Games Module on Creative Thinking Ability is suitable for OSIS Management at SMP N 12 Yogyakarta.","PeriodicalId":140340,"journal":{"name":"Bulletin of Counseling and Psychotherapy","volume":"54 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Bulletin of Counseling and Psychotherapy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.51214/bocp.v4i3.381","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This research is based on one of the preparations in welcoming the 21st century, students must have some ability in learning. The ability to think creatively is one of the skills that must be mastered in this century. Where by thinking creatively, students are asked to be able to solve problems with effective and efficient solutions, have answers that vary from one another, have mastery of problem concepts, give opinions on a topic problem, and draw conclusions. This study aims to describe the development of the simulation games module on creative thinking and to describe the feasibility of the simulation games module to improve the thinking skills of the OSIS Management at SMP N 12 Yogyakarta from the assessment of material, media, and Guidance and Counseling service experts. This type of research is Research and Development with 4D models. Where the subjects in this study are material experts, media experts and counseling service experts. The result of this study is a simulation games module to improve creative thinking skills in the OSIS Management at SMP N 12 Yogyakarta. Where this research uses a 4D model, namely Define, Design, Development, and Dissesmination), but this research only reaches the Development stage and produces print media in the form of modules. As well as the results of the assessment of the simulation games module on the ability to think creatively in general, both in terms of media, materials, and services with details, namely the value of the material angle with a value of 95 (very good category), the media angle with a value of 85 (very good category), and the service angle. Guidance and Counseling with a score of 95 (very good category) and the overall average value of this product is 91.7 (very good category). So, the Simulation Games Module on Creative Thinking Ability is suitable for OSIS Management at SMP N 12 Yogyakarta.
本研究是基于迎接21世纪,学生必须具备一定的学习能力的准备之一。创造性思维的能力是本世纪必须掌握的技能之一。通过创造性思维,要求学生能够用有效和高效的解决方案解决问题,有不同的答案,掌握问题概念,对主题问题提出意见,并得出结论。本研究旨在描述模拟游戏模块对创造性思维的发展,并从材料,媒体和指导与咨询服务专家的评估中描述模拟游戏模块提高日惹SMP N 12 sis管理人员思维技能的可行性。这种类型的研究是4D模型的研究和开发。其中本研究的研究对象为材料专家、媒体专家和咨询服务专家。本研究的结果是模拟游戏模块,以提高日惹SMP N 12的sis管理的创造性思维技能。其中,本研究采用的是4D模型(Define, Design, Development, and dissemination),但本研究仅处于Development阶段,以模块的形式生产平面媒体。以及模拟游戏模块对总体创造性思维能力的评估结果,包括媒体、材料和细节服务三个方面,即材料角度的价值为95(非常好),媒体角度的价值为85(非常好),服务角度的价值。指导与咨询,95分(非常好类别),该产品整体平均分91.7分(非常好类别)。因此,模拟游戏模块的创造性思维能力是适合在SMP N 12日惹的OSIS管理。