Fujiyanti, Annisa
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PENGEMBANGAN BUKU PANDUAN BIMBINGAN KELOMPOK DENGAN TEKNIK SOSIODRAMA UNTUK MENINGKATKAN PEMAHAMAN SISWA MENGENAI NILAI KESOPANSANTUNAN Fujiyanti, Annisa; Rochani, Rochani; Wibowo, Arga Satrio
Jurnal Ilmiah Bening : Belajar Bimbingan dan Konseling Vol 8, No 2 (2024)
Publisher : Jurusan Bimbingan dan Konseling, FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/bening.v8i2.47986

Abstract

Penelitian ini disusun dengan tujuan utama untuk menciptakan sebuah buku panduan bimbingan kelompok menggunakan teknik sosiodrama. Buku panduan ini dirancang untuk membantu guru BK dalam memberikan layanan yang dapat meningkatkan nilai-nilai kesopansantunan. Metode yang digunakan pada penelitian ini ialah Research and Development (R&D) dengan menggunakan model ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Subjek penelitian berjumlah 36 orang yang terdiri dari ahli materi, ahli media serta ahli bahasa bimbingan dan konseling serta 33 orang siswa. Instrumen penelitian terdiri dari lembar validasi produk dan juga angket pemahaman siswa mengenai nilai-nilai kesopansantunan. Teknik analisis data mengunakan analisis data kualitatif dan kuantitatif terhadap hasil penyebaran angket dan uji kelayakan produk pengembangan. Hasil validasi produk pengembangan menunjukkan skor rata-rata 82% yang dikategorikan layak dengan aspek tertinggi 93% pada aspek materi, 78% pada aspek bahasa, dan 76% pada aspek media.
IMPLEMENTATION OF GAMIFICATION ‘LET'S EXPLORE SCHOLARSHIP’ AS AN INNOVATIVE MEDIUM IN CLASSICAL GUIDANCE SERVICES: ACCESS TO SCHOLARSHIP INFORMATION AT SMAN 5 SERANG CITY Cristanti, Alfina; Kusuma, Bunga Novelya; Fujiyanti, Annisa; Fadhlih, Ahdanisa; Prabowo, Arga Satrio
Dharmawangsa: International Journal of the Social Sciences, Education and Humanitis Vol 6, No 3 (2025): Social Sciences, Education and Humanities
Publisher : Universitas Dharmawangsa Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/ijsseh.v6i3.7927

Abstract

This research aims to analyze the effectiveness of the implementation of the gamification "Let's Explore Scholarship" as an innovative media in classical guidance services at SMAN 5 Kota Serang. This research is motivated by students' limitations in accessing scholarship information which is very important to support the continuation of education to a higher level. The gamification media is designed in the form of a "Scholarship Map" which contains interactive quizzes and challenges regarding the types of scholarships, registration procedures, and general requirements that apply. The research method used is descriptive qualitative with data collection techniques through observation, evaluation questionnaires, and student reflection. The research subjects were 30 students of grade X-5 who were selected purposively. The results of the study show that the implementation of the gamification "Let's Explore Scholarship" is able to increase students' enthusiasm, motivation, and critical thinking skills in exploring scholarship information. In addition, students also gain a better understanding of scholarship pathways and strategies for continuing their education to higher education. The implementation of this gamification creates a more enjoyable, interactive, and participatory learning atmosphere in classical guidance services. Thus, the gamification of “Let’s Explore Scholarship” can be an effective alternative strategy to equip students with knowledge, motivation, and readiness to achieve a brighter future through access to scholarship information.