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The Effect of Cognitive Behavioral Therapy Games on Students’ Work Resilience Lu'lu'il Maknun; Didik Nurhadi; Yoto yoto
JURNAL INOVASI PENDIDIKAN DAN SAINS Vol 6 No 3 (2025): December
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jips.v6i3.2717

Abstract

This study aims to analyze the effect of a Cognitive Behavioral Therapy Game (CBT Game) on the work resilience of vocational high school students. This study used a quantitative approach with a quasi-experimental pretest–posttest control group design. The participants were 16 male Grade X students from the Automotive Engineering Program at SMKN 1 Rejotangan, divided into experimental and control groups. The experimental group received behavioral counseling using a Cognitive Behavioral Therapy Game (CBT Game), whereas the control group received conventional counseling. Data were collected using a work resilience scale, observations, and interviews. The data were analyzed using descriptive and comparative statistics to assess differences in work resilience improvement between the two groups. The results showed that the CBT Game significantly improved students’ work resilience. The mean work resilience score in the experimental group increased from 48.8 to 66.25, whereas that in the control group increased from 56.1 to 60.6. In addition, students responded positively to the CBT Game, as indicated by increased motivation, engagement, and self-reflection during the counseling process. These findings indicate that the CBT Game can serve as an effective innovation in guidance and counseling services to help vocational high school students develop work resilience as part of their preparation for entering the workforce
Improvement of Panel Assembly Competence through Learning Using FluidSIM Simulation Software Integrated with Student Video-Based Presentations Siswandi Siswandi; Yoto Yoto; Widiyanti Widiyanti
JURNAL INOVASI PENDIDIKAN DAN SAINS Vol 6 No 3 (2025): December
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jips.v6i3.2705

Abstract

The rapid advancement of information and communication technology has changed learning strategies in vocational education, particularly in engineering, which requires mastery of practical competencies. This study aims to evaluate the effectiveness of learning using FluidSIM simulation software integrated with student video-based presentations in improving learning outcomes in the Panel Motor Assembly subject at SMKN 1 Blitar. This study used a quantitative experimental design with two groups: the experimental group that received learning assisted by FluidSIM software simulation and video-based presentations, and the control group that used conventional instruction. Data were collected through practical tests, observation, and questionnaires, and then analyzed using descriptive and inferential statistics. The results of the study showed that the experimental group achieved a higher average score (87.5) than the control group (70), indicating improved students’ conceptual understanding and technical skills. The integration of video-based presentations and simulations also promotes problem-solving skills, reflective learning, and communication. Therefore, it can be concluded that technology-based learning, by integrating FluidSIM simulation software with students video-based presentations, is effective in improving vocational students' performance and supporting the development of 21st-century competencies