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Pengembangan Panduan Permainan Simulasi Ular Tangga untuk Mencegah Prokrastinasi Akademik Siswa SMK Flurentin, Elia; Hamibawani, Sausanuz Zakiyyah
Buletin Konseling Inovatif Vol. 3, No. 1
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Abstract

Time discipline is one of the habits that vocational high school students must own. Currently, many vocational high school students have academic procrastination and choose to spend their time doing less valuable activities. This study aims to develop a snakes and ladders simulation game guide to reduce academic procrastination for vocational high school students. This study used the Research and Development model from Borg and Gall, which was adapted into seven steps, namely: data collection, planning, product development, testing, revision based on the results of expert testing, testing of prospective product users, and final product revision. The results of expert tests and tests of prospective product users were analyzed using the average formula. Based on the results of the validity index of the guidance and counseling expert test, learning media, and potential users of the product, it shows very high criteria. It meets very appropriate, useful, easy, and interesting acceptability so that the product is declared very feasible. It can be used to implement group guidance services to prevent academic procrastination.
Educational Cinema Techniques Guide for Accelerating Optimism Among Senior High School Students Flurentin, Elia; Setiyowati, Arbin Janu; Mahardika, Jasmine Anantiya
Buletin Konseling Inovatif Vol. 4, No. 1
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Abstract

This study seeks to develop a group counseling guide media using educational cinema techniques to enhance students' optimism in State Senior High School 1 Singosari, Malang. This study adopted the Research and Development research model developed by Borg and Gall, comprising seven research stages, including: (1) data collection stage, (2) research planning stage, (3) initial product development, (4) trial phase, (5) product revision stage, (6) initial field trial phase, (7) final product stage. In this study, an instrument was employed to assess the acceptability of the prototype which had been developed. The data applied in this study was quantitative and qualitative data. The quantitative data was obtained using percentage descriptive techniques. Qualitative data was also obtained from criticism, suggestions, and input from experts and potential product users. The results of the service media expert test, service material expert test, and prospective users showed a high score. The obtained score indicates that the prototype meets the accessibility criteria of accuracy, usability, convenience, and attractiveness, as well as the criteria of being very accurate, very useful, very easy to use, and very interesting to use.