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Journal : KONSELOR

Development of Self and Career-Understanding Gamification-Assisted Media for Students with Disabilities Abdillah, Husni; Setyosari, Punaji; Muslihati, M; Hambali, IM; Dewanti, Septinda Rima
KONSELOR Vol. 12 No. 4 (2023): KONSELOR
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/0202312432-0-86

Abstract

The objective of this study is to develop a career advice platform for Children with Special Needs (CSN) through the use of gamification-assisted education. The study suggests that inclusive vocational schools in Surabaya and Sidoarjo, East Java, should create an Android application called GOPEKA in response to the dearth of structured employment services and specialized resources for CSN. For CSN, who have a predisposition for studying via Android applications, the program is both user-friendly and captivating. The ADDIE paradigm, which comprises Analysis, Design, Development, Implementation, and Evaluation, was specifically applied in our Research and Development (R&D) endeavors. An essential component of career coaching for CSN, gamification-assisted media emerged from an initial investigation that included a literature review and conversations with school counsellors. Utilizing the Career Information Processing and Career Diamond theories as core concepts and incorporating gamification features (components, mechanics, dynamics) were also highlighted in the literature review. A GOPEKA application prototype was developed during the design and development process. Its interface design and button performance were enhanced as a result of a validation procedure conducted by professionals and experts. Seven secondary schools, including a special needs high school in Surabaya and Sidoarjo, participated in an evaluation of the app's efficacy with 82 disabled students from vocational high schools. The average total career planning scores improved significantly from the pre-test to the post-test subsequent to utilizing the GOPEKA application, as determined by the Wilcoxon test on non-normal data distribution. The study's findings indicate that the GOPEKA application's second iteration is efficacious and appropriate for implementation with CSN, subsequent to its validation and feasibility assessments. In addition, the article proposes avenues for further research and addresses the constraints associated with the implementation of gamification in product development.
Value-Based Peer Helpers in Indonesia’s Islamic Boarding Schools: Addressing Student Needs Khusumadewi, Ari; Naqiyah, Najlatun; Setiawati, Denok; Pramesti, Mayang; Ariyanti, Vivin; Dewanti, Septinda Rima
KONSELOR Vol. 13 No. 2 (2024): KONSELOR
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/0202413268-0-86

Abstract

Islamic boarding schools (Pesantren) are crucial educational institutions in Indonesia, characterized by their unique learning systems, values, and diverse student demographics. However, they face challenges, such as a lack of sufficient caregivers and teachers, limiting their ability to address students' varied needs, which range across age, gender, culture, and personal concerns. This study aims to develop a peer helper model that integrates Islamic boarding school values to overcome these limitations and provide better support for students, particularly for adolescents. Using a literature review and content analysis of various reference sources, this study found that peer helpers, designed with pesantren values, offer an potential solution by addressing the students' challenges through peer relationships, which are more significant during adolescence. The peer helper model includes essential components such as selecting suitable peer helper characteristics, equipping them with necessary skills, and implementing effective support strategies. This culturally relevant model not only compensates for the limited availability and competence of caregivers and teachers but also provides a framework adaptable to other educational settings with similar issues. The integration of religious and cultural values into student support systems demonstrates the importance of culturally responsive approaches in enhancing student well-being in educational contexts.
Value-Based Peer Helpers in Indonesia’s Islamic Boarding Schools: Addressing Student Needs Khusumadewi, Ari; Naqiyah, Najlatun; Setiawati, Denok; Pramesti, Mayang; Ariyanti, Vivin; Dewanti, Septinda Rima
KONSELOR Vol. 13 No. 2 (2024): KONSELOR
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/0202413268-0-86

Abstract

Islamic boarding schools (Pesantren) are crucial educational institutions in Indonesia, characterized by their unique learning systems, values, and diverse student demographics. However, they face challenges, such as a lack of sufficient caregivers and teachers, limiting their ability to address students' varied needs, which range across age, gender, culture, and personal concerns. This study aims to develop a peer helper model that integrates Islamic boarding school values to overcome these limitations and provide better support for students, particularly for adolescents. Using a literature review and content analysis of various reference sources, this study found that peer helpers, designed with pesantren values, offer an potential solution by addressing the students' challenges through peer relationships, which are more significant during adolescence. The peer helper model includes essential components such as selecting suitable peer helper characteristics, equipping them with necessary skills, and implementing effective support strategies. This culturally relevant model not only compensates for the limited availability and competence of caregivers and teachers but also provides a framework adaptable to other educational settings with similar issues. The integration of religious and cultural values into student support systems demonstrates the importance of culturally responsive approaches in enhancing student well-being in educational contexts.
Development of Self and Career-Understanding Gamification-Assisted Media for Students with Disabilities Abdillah, Husni; Setyosari, Punaji; Muslihati, M; Hambali, IM; Dewanti, Septinda Rima
KONSELOR Vol. 12 No. 4 (2023): KONSELOR
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/0202312432-0-86

Abstract

The objective of this study is to develop a career advice platform for Children with Special Needs (CSN) through the use of gamification-assisted education. The study suggests that inclusive vocational schools in Surabaya and Sidoarjo, East Java, should create an Android application called GOPEKA in response to the dearth of structured employment services and specialized resources for CSN. For CSN, who have a predisposition for studying via Android applications, the program is both user-friendly and captivating. The ADDIE paradigm, which comprises Analysis, Design, Development, Implementation, and Evaluation, was specifically applied in our Research and Development (R&D) endeavors. An essential component of career coaching for CSN, gamification-assisted media emerged from an initial investigation that included a literature review and conversations with school counsellors. Utilizing the Career Information Processing and Career Diamond theories as core concepts and incorporating gamification features (components, mechanics, dynamics) were also highlighted in the literature review. A GOPEKA application prototype was developed during the design and development process. Its interface design and button performance were enhanced as a result of a validation procedure conducted by professionals and experts. Seven secondary schools, including a special needs high school in Surabaya and Sidoarjo, participated in an evaluation of the app's efficacy with 82 disabled students from vocational high schools. The average total career planning scores improved significantly from the pre-test to the post-test subsequent to utilizing the GOPEKA application, as determined by the Wilcoxon test on non-normal data distribution. The study's findings indicate that the GOPEKA application's second iteration is efficacious and appropriate for implementation with CSN, subsequent to its validation and feasibility assessments. In addition, the article proposes avenues for further research and addresses the constraints associated with the implementation of gamification in product development.