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Pengembangan komik digital untuk mencegah bullying pada siswa kelas VII Kurniawan, Maulana Ichsan
JURNAL KONSELING GUSJIGANG Vol 8, No 1 (2022): Jurnal Konseling Gusjigang Juni 2022
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jkg.v8i1.7491

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan komik digital untuk mencegah bullying siswa kelas VII. Jenis penelitian menggunakan metode research and development yang dikemukakan oleh Borg and Gall. Hasil validasi ahli media sebesar 92,5%, ahli psikologi pendidikan sebesar 98,4% dan praktisi guru BK sebesar 96,6% dengan kriteria “Baik Sekali”, sehingga dapat disimpulkan bahwa komik digital untuk mencegah bullying layak digunakan.  Proses siswa dapat mencegah bullying dengan membaca komik digital ialah melalui isi pesan informasi-informasi yang terdapat di dalam komik digital yaitu cara-cara menyikapi atau mencegah terjadinya bullying. Melalui sikap tersebut maka siswa sebagai pembaca komik akan mendapatkan keterampilan dalam menghadapi bullying sebelum terjadi atau sudah terjadi. Saran bagi peneliti selanjutnya untuk dapat menguji hasil pengembangan pada artikel ini untuk mengetahui efektivitas penggunaan komik digital untuk mencegah perilaku bullying. Dengan demikian, penelitian ini dapat menjadi rujukan bagi para guru BK untuk memberikan media komik digital pada permasalahan bullying di sekolah.
Bimbingan Kelompok Berbasis Experiential Learning melalui Permainan: Mewujudkan BK yang Menyenangkan Kurniawan, Maulana Ichsan; Prasetya, Akhmad Fajar; Saputra, Wahyu Nanda Eka; Handaka, Irvan Budhi
Jurnal Ilmu Bimbingan dan Konseling Vol. 2 No. 2 (2025): BIKOLING - Agustus
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/bikoling.v2i2.724

Abstract

This study discusses the application of experiential learning-based group guidance through games as a strategy to create fun and meaningful Guidance and Counseling (BK) services. Through a literature study of 20 relevant articles, it was found that traditional and educational games are able to build character, increase empathy, reduce aggressive behavior, and encourage students' self-acceptance. This approach is in line with Ki Hajar Dewantara's philosophy which emphasizes active, reflective, and contextual learning. The results of the study show that games are effectively used as a participatory and student-centered BK service medium.
Literature Review: Implementation of Digital Comics-Assisted Peace Guidance to Prevent Bullying in High School Students Kurniawan, Maulana Ichsan; Saputra, Wahyu Nanda Eka; Handaka, Irvan Budhi; Barida, Muya; Muarifah, Alif
EMPATI: Jurnal Bimbingan dan Konseling Vol. 12 No. 2 (2025)
Publisher : Program Studi Bimbingan dan Konseling Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/empati.v12i2.82

Abstract

This study aims to examine the implementation of digital comic-assisted peace guidance in preventing bullying among high school students. The method used is a literature study with a qualitative approach. Data was collected through a review of scientific articles and books from 2014 to 2025 relevant to the keywords peace, comics, violence, and bullying. The results of the study show that peace guidance with a group guidance model using discussion strategies, role play, and visual media such as film and photography are effective in shaping students' peaceful mindset. Digital comics that contain peace values based on local culture, religion, and inspirational figures, both fiction and non-fiction, have proven to be able to be an educational medium that strengthens students' understanding of the importance of peace and reduces the tendency to violent behavior. This study recommends the use of digital comics as an innovative medium in guidance and counseling services in schools to create a safe and bullying-free learning environment.