Silmi Nurul Jauza
Universitas Pancasakti Tegal

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Quarter-Life Crisis Levels among Sixth-Semester Students in the Guidance and Counseling Study Program Silmi Nurul Jauza; Muhammad Arif Budiman Sucipto; Ade Bagus Saputra; Ilyas Mubarok; Mei Yara Aida Nachwa
Journal of Creative Power and Ambition (JCPA) Vol. 4 No. 02 (2026): Journal of Creative Power and Ambition (JCPA)
Publisher : CV Edujavare Publishing

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Abstract

Sixth-semester students face degree-completion demands, career preparation, independence, and adult-role formation, making them vulnerable to a quarter-life crisis. Previous studies have largely examined final-year students or associations with specific psychological variables, leaving limited evidence on crisis levels and dominant aspects among sixth-semester Guidance and Counseling students. This study examined the students’ quarter-life crisis level and most dominant aspect, aiming to describe its categories and identify their primary concern. A descriptive quantitative survey used total sampling of all 16 accessible students, an initial 40-item Likert questionnaire, item-validity testing, Cronbach’s alpha, descriptive statistics, hypothetical-score categorization, and aspect-mean comparisons. Results showed 31 valid and 9 invalid items, reliability of 0.809, and a mean score of 83.81; 81.25% of respondents were moderate, 18.75% were low, none were high, and uncertainty and hopelessness about the future were dominant with a mean of 3.48 or 69.69% of the ideal score. The students therefore experienced a moderate quarter-life crisis centered on an unclear future, indicating that guidance and counseling services should prioritize career planning, self-efficacy, decision-making, and anxiety management.
Pengembangan Board Game "Lintas Rasa" Sebagai Media Layanan Bimbingan Konseling Pribadi-Sosial Untuk Meningkatkan Kecerdasan Sosial Siswa Sekolah Menengah Pertama Yovian Yustiko Prasetya; Suriswo; Firman Dimas Ihsandi; Fitri Aulia Hidayatika; Silmi Nurul Jauza
CONS-IEDU: Jurnal Program Studi Bimbingan Dan Konseling Islam Vol 6 No 1 (2026): CONS IEDU
Publisher : Program Studi Bimbingan Konseling Islam, Fakultas Tarbiyah Dan Ilmu Keguruan, Institut Ummul Quro Al-Islami Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51192/cons.v6i1.2917

Abstract

Masa remaja awal (SMP) merupakan fase kritis perkembangan emosi dan interaksi sosial, yang ditandai dengan pencarian identitas dan kerentanan terhadap konflik interpersonal seperti bullying dan pengucilan. Penelitian ini bertujuan untuk mengembangkan media bimbingan dan konseling pribadi-sosial berupa board game "Lintas Rasa" yang valid, praktis, dan efektif untuk meningkatkan kecerdasan sosial siswa SMP. Menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), penelitian melibatkan 32 siswa kelas VIII di SMP Negeri 1 Wanasari sebagai subjek uji coba. Validasi ahli materi bk remaja menunjukkan skor kelayakan sebesar 92,5% (Sangat Valid), dan ahli media pembelajaran sebesar 94,1% (Sangat Valid). Hasil uji praktisitas oleh guru BK mencapai 89,3% dan respon siswa sebesar 87,5% (Sangat Praktis). Uji efektivitas menggunakan pre-test dan post-test skala kecerdasan sosial menunjukkan peningkatan signifikansi yang dianalisis melalui uji Paired Sample T-Test dengan nilai p < 0.001 dan perolehan Gain Score (N-Gain) rata-rata sebesar 0,68 yang berada pada kategori sedang. Dengan demikian, board game "Lintas Rasa" dinyatakan layak, praktis, dan efektif sebagai alternatif media BK interaktif untuk menstimulus keseimbangan kompetensi empati dan asertivitas remaja awal dalam lingkungan sekolah.