{"title":"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","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":"{\"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}","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}
PENGEMBANGAN PERMAINAN KARTU TRUTH OR DARE UNTUK MENINGKATKAN KEPERCAYAAN DIRI SISWA SMP/MTs
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.