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Peningkatan Perencanaan Karir Melalui Layanan Bimbingan Kelompok di SMA Kelas X Swakarya Salapian Purbatua Manurung; Nuri Maulida; Syafika Ripani Siregar; Lilis Syahriani; Muhriana Pohan; Rajus Sya’abi Abdillah
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 3 (2026): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i3.2049

Abstract

This community service activity was motivated by the low career planning skills of grade X students of SMA Swakarya Salapian, characterized by confusion in determining career choices and fear of discrepancies between plans and future expectations. The purpose of this activity is to improve students' understanding and skills in career planning through group guidance services. The service methods used include community education through socialization and counseling as well as mentoring through group discussions. The activities were carried out through preparation, implementation, and evaluation stages. The results of the activity showed that group guidance services were able to help students identify their interests, talents, and potential and increase students' courage in expressing career problems they faced. Evaluation through observation and questionnaires showed an increase in students' understanding of the importance of career planning. Thus, group guidance services effectively provide education and practical skills for students in planning their future careers more maturely and realistically.
DEVELOPMENT OF THE WHACK A PICTURE GAME MEDIA AS A GUIDANCE AND COUNSELING MEDIUM TO TRAIN STUDENTS’ EMOTION REGULATION Syafika Ripani Siregar; Nurussakinah Daulay
SOSIOEDUKASI Vol 15 No 3 (2026): SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/sosioedukasi.v15i3.9463

Abstract

Emotion regulation is an essential ability that enables students to manage, control, and express their emotions adaptively in various situations. A needs analysis conducted through observations and interviews revealed that students still experience difficulties in regulating their emotions, while the media used in guidance and counseling services remain limited. Therefore, more engaging and interactive learning media are needed. This study aimed to develop the Whack a Picture game as a guidance and counseling medium to train junior high school students' emotion regulation and to determine its validity and practicality. This study employed a Research and Development (R&D) method using the 4D development model, which consists of the define, design, develop, and disseminate stages. However, this study was conducted only up to the develop stage. The research participants consisted of one material expert, one media expert, one guidance and counseling teacher, and eight eighth-grade students at SMP Negeri 14 Medan. Data were collected through observations, interviews, and questionnaires and were analyzed descriptively using percentage analysis. The results indicated that the Whack a Picture game achieved a validity score of 100% from the media expert and 83% from the material expert, both categorized as highly valid. The practicality test showed scores of 98% based on the guidance and counseling teacher's responses and 90% based on the students' responses, both categorized as highly practical. Therefore, the Whack a Picture game is considered valid and practical for use as a guidance and counseling medium to help train junior high school students' emotion regulation.