{"title":"用 \"真心话还是大冒险 \"游戏媒体改善十一年级 SMK Bina prestasi bangsa 学生自信行为的可行性测试","authors":"R. Sawaludin, Wahyu Hidayat, Resti Okta Sari","doi":"10.22460/fokus.v6i5.14540","DOIUrl":null,"url":null,"abstract":"This study aims to determine the feasibility test of the truth or dare card game media to increase students' assertive behavior. This type of research uses Research and Development (R&D) Borg and Gall research methods. The sample in this study were students of class XI SMK Bina Prestasi Bangsa as many as 30 students. Data processing using Microsoft Excel application. The results of the feasibility test that have been carried out on media experts, material experts, practitioners, and students show an average score of 93.12%. The developed game media has an influence on the average percentage of students' assertive behavior by 12.94% from 61.65% initially to 74.59%. Thus, it shows that the truth or dare game media has had a positive influence and has fulfilled the aspect of product effectiveness. The conclusions in this study are: 1) the truth or dare game media in group guidance to improve assertive behavior is very feasible to use, and 2) truth or dare game media in group guidance is effectively used to improve students' assertive behavior.","PeriodicalId":347822,"journal":{"name":"FOKUS (Kajian Bimbingan & Konseling dalam Pendidikan)","volume":"161 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"UJI KELAYAKAN MEDIA PERMAINAN TRUTH OR DARE UNTUK MENINGKATKAN PERILAKU ASERTIF SISWA KELAS XI SMK BINA PRESTASI BANGSA\",\"authors\":\"R. Sawaludin, Wahyu Hidayat, Resti Okta Sari\",\"doi\":\"10.22460/fokus.v6i5.14540\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aims to determine the feasibility test of the truth or dare card game media to increase students' assertive behavior. This type of research uses Research and Development (R&D) Borg and Gall research methods. The sample in this study were students of class XI SMK Bina Prestasi Bangsa as many as 30 students. Data processing using Microsoft Excel application. The results of the feasibility test that have been carried out on media experts, material experts, practitioners, and students show an average score of 93.12%. The developed game media has an influence on the average percentage of students' assertive behavior by 12.94% from 61.65% initially to 74.59%. Thus, it shows that the truth or dare game media has had a positive influence and has fulfilled the aspect of product effectiveness. The conclusions in this study are: 1) the truth or dare game media in group guidance to improve assertive behavior is very feasible to use, and 2) truth or dare game media in group guidance is effectively used to improve students' assertive behavior.\",\"PeriodicalId\":347822,\"journal\":{\"name\":\"FOKUS (Kajian Bimbingan & Konseling dalam Pendidikan)\",\"volume\":\"161 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.v6i5.14540\",\"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.v6i5.14540","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本研究旨在确定 "真心话大冒险 "纸牌游戏媒体提高学生自信行为的可行性测试。此类研究采用研究与发展(R&D)博格研究法和高卢研究法。本研究的样本为 SMK Bina Prestasi Bangsa 第十一班的 30 名学生。数据处理使用 Microsoft Excel 应用程序。对媒体专家、材料专家、从业人员和学生进行的可行性测试结果显示,平均得分率为 93.12%。所开发的游戏媒体对学生自信行为的影响从最初的 61.65%提高到 74.59%,平均提高了 12.94%。由此可见,"真心话大冒险 "游戏媒体产生了积极的影响,达到了产品效果的要求。本研究的结论是1)在小组指导中使用真心话大冒险游戏媒体来改善自信行为是非常可行的;2)在小组指导中使用真心话大冒险游戏媒体有效地改善了学生的自信行为。
UJI KELAYAKAN MEDIA PERMAINAN TRUTH OR DARE UNTUK MENINGKATKAN PERILAKU ASERTIF SISWA KELAS XI SMK BINA PRESTASI BANGSA
This study aims to determine the feasibility test of the truth or dare card game media to increase students' assertive behavior. This type of research uses Research and Development (R&D) Borg and Gall research methods. The sample in this study were students of class XI SMK Bina Prestasi Bangsa as many as 30 students. Data processing using Microsoft Excel application. The results of the feasibility test that have been carried out on media experts, material experts, practitioners, and students show an average score of 93.12%. The developed game media has an influence on the average percentage of students' assertive behavior by 12.94% from 61.65% initially to 74.59%. Thus, it shows that the truth or dare game media has had a positive influence and has fulfilled the aspect of product effectiveness. The conclusions in this study are: 1) the truth or dare game media in group guidance to improve assertive behavior is very feasible to use, and 2) truth or dare game media in group guidance is effectively used to improve students' assertive behavior.