Agus Ria Kumara
Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Ahmad Dahlan, Yogyakarta

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Development of a Career Awareness Board Game based on Augmented Reality for Generation Z Students Bhakti, Caraka Putra; Ardiyanti, Difa; Kumara, Agus Ria; Ghiffari, Muhammad Alfarizqi Nizamuddin
Buletin Konseling Inovatif Vol. 5, No. 3
Publisher : citeus

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Abstract

The purpose of this research is to develop an augmented reality-based career awareness board game for Generation Z students. The current development of the era demands that Generation Z have a good career. In reality, currently, there are still many Generation Z students in schools who do not have the skills, competencies, and awareness to have an optimal career. One important thing that Generation Z students need to have is career awareness. Having career awareness will help someone recognise their career needs based on their competencies, talents, and interests. Developing career awareness can be achieved through guidance and counselling services. Furthermore, to streamline the learning process, services also need to be supported by innovative media, including interactive media. board game. Board games are tools that can be designed and adapted to the needs and learning materials to be delivered. Furthermore, in this study, the designed board game is not only tailored to the material but also to technological developments. Therefore, augmented reality technology is incorporated to keep up with technological developments and the characteristics of Generation Z. The method in this study uses a research and development method with the Borg and Gall model, which is carried out up to the expert testing stage. The results of this study, the production of a board game that is safe and tested for validity by three experts and is said to be valid for use with the topic career awareness, from the validation test data, with an average of 0.83. In conclusion, the developed board game can be used as an alternative tool to increase career awareness. It is hoped that through board game, this can be an alternative tool in guidance and counselling services to develop career awareness of Generation Z students.
Efektivitas Konseling Motivational Interviewing (MI) dalam Mengurangi Agresivitas pada Siswa yang Kecanduan Game Online Pranata, Dian; Kumara, Agus Ria; Bhakti, Caraka Putra; Saputra, Wahyu Nanda Eka
GUIDENA: Jurnal Ilmu Pendidikan, Psikologi, Bimbingan dan Konseling Vol 16, No 1 (2026)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/gdn.v16i1.15519

Abstract

Aggressiveness among adolescents has become an increasingly complex psychosocial issue in line with the rising prevalence of online gaming addiction in the digital era. This study aimed to examine the effectiveness of Motivational Interviewing (MI) and Aggression Replacement Training (ART) in reducing aggressiveness among senior high school students with tendencies toward online gaming addiction. A quantitative approach with a quasi-experimental design was employed, using a mixed repeated-measures ANCOVA with online gaming addiction as a covariate. The participants consisted of 12 eleventh-grade students who exhibited high levels of aggressiveness and online gaming addiction at baseline. The results indicated that both interventions significantly reduced students’ aggressiveness from the pre-intervention phase to the post-intervention and follow-up stages. However, Motivational Interviewing demonstrated greater effectiveness than Aggression Replacement Training, as evidenced by larger, more consistent, and more sustained reductions in aggressiveness across all measurement points. In addition, a significant relationship was found between aggressiveness and online gaming addiction, underscoring the importance of controlling digital behavioral addiction when implementing psychological interventions targeting aggressive behavior. Based on these findings, the study concludes that Motivational Interviewing represents a more effective and contextually appropriate counseling approach for reducing aggressiveness associated with online gaming addiction among adolescents. This study contributes to the development of evidence-based guidance and counseling practices in school settings, particularly in addressing contemporary psychosocial challenges faced by adolescents in the digital era