PENGEMBANGAN PERMAINAN KARTU TRUTH OR DARE UNTUK MENINGKATKAN KEPERCAYAAN DIRI SISWA SMP/MTs

Agum Ginanjar, Ecep Supriatna, Dona Fitri Annisa
{"title":"PENGEMBANGAN PERMAINAN KARTU TRUTH OR DARE UNTUK MENINGKATKAN KEPERCAYAAN DIRI SISWA SMP/MTs","authors":"Agum Ginanjar, Ecep Supriatna, Dona Fitri Annisa","doi":"10.22460/fokus.v6i5.12927","DOIUrl":null,"url":null,"abstract":"This research is motivated by the low self-confidence that occurs in SMP/MTs students. Whereas a self-confidence is a very important part and becomes the main capital for students in maximizing their potential during learning activities. The method used adapts the concept of R&D (Research and Development) Borg and Gall (1983). the stages carried out in this study were only up to the validation test. The research subjects were students of class VIII at MTs Ar-Rosyid. The overall results of the study obtained an average of 80.5%, so it can be concluded that the research product on the truth or dare card game media to increase students' self-confidence was in the \"very high\" category for its use.","PeriodicalId":347822,"journal":{"name":"FOKUS (Kajian Bimbingan & Konseling dalam Pendidikan)","volume":"55 9 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"FOKUS (Kajian Bimbingan & Konseling dalam Pendidikan)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22460/fokus.v6i5.12927","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 motivated by the low self-confidence that occurs in SMP/MTs students. Whereas a self-confidence is a very important part and becomes the main capital for students in maximizing their potential during learning activities. The method used adapts the concept of R&D (Research and Development) Borg and Gall (1983). the stages carried out in this study were only up to the validation test. The research subjects were students of class VIII at MTs Ar-Rosyid. The overall results of the study obtained an average of 80.5%, so it can be concluded that the research product on the truth or dare card game media to increase students' self-confidence was in the "very high" category for its use.
开发 "真心话还是大冒险 "纸牌游戏,增强中小学生自我认同感
这项研究的动机是,SMP/MTS 学生的自信心不足。而自信心是非常重要的一部分,是学生在学习活动中最大限度地发挥潜能的主要资本。本研究采用的方法借鉴了 Borg 和 Gall(1983 年)的研发(R&D)概念。研究对象为 Ar-Rosyid MTs 八年级的学生。研究的总体结果平均为 80.5%,因此可以得出结论,"真心话大冒险 "纸牌游戏媒体增强学生自信心的研究产品的使用率属于 "非常高 "类别。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信