MENGIDENTIFIKASI CAREER DECISION MAKING SELF-EFFICACY MELALUI MEDIA BOARD GAME INTERAKTIF PADA SISWA SMA - Tria Afina Safitri; Jose Febryano Malonda; Siti Amwaliyah Khaeroni; Althaf Martuaraja Situmorang; Widya Risnawaty (Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I), 2026)
ABSTRAK Penelitian ini berawal dari masih banyaknya siswa Sekolah Menengah Atas (SMA) yang mengalami kebingungan dalam menentukan pilihan karier. Kondisi tersebut menunjukkan pentingnya media pembelajaran yang interaktif untuk membantu mengidentifikasi dan meningkatkan career decision-making self-efficacy (CDMSE) siswa. Namun, penelitian mengenai penggunaan board game sebagai media bimbingan karier masih relatif terbatas. Oleh karena itu, penelitian ini penting dilakukan untuk menguji efektivitas board game Career Quest dalam meningkatkan CDMSE siswa. Penelitian ini bertujuan untuk mengetahui perubahan career decision-making self-efficacy siswa setelah bermain board game Career Quest. Metode penelitian yang digunakan adalah quasi experiment dengan one-group pretest-posttest design. Penelitian ini bertujuan untuk mengetahui perubahan career decision-making self-efficacy siswa setelah bermain board game Career Quest. Metode penelitian yang digunakan adalah quasi experiment dengan one-group pretest-posttest design. Partisipan penelitian berjumlah 33 siswa SMA berusia 15-16 tahun. Pengumpulan data dilakukan menggunakan instrumen Tarumanagara Career Decision Self-Efficacy Scale (Tarumanagara CDSES). Analisis data menggunakan Repeated Measures ANOVA dengan koreksi Greenhouse-Geisser. Hasil penelitian menunjukkan bahwa penggunaan board game Career Quest berkontribusi terhadap peningkatan career decision-making self-efficacy siswa. Temuan ini mengindikasikan bahwa media berbasis permainan dapat menjadi alternatif yang efektif dalam mendukung layanan bimbingan karier di sekolah.Dengan demikian, board game Career Quest dapat digunakan sebagai media interaktif dalam mengembangkan career decision-making self-efficacy pada siswa SMA. ABSTRACT This study was motivated by the fact that many high school students still experience difficulties and uncertainty in making career choices. This condition highlights the importance of interactive learning media to help identify and enhance students’ Career Decision-Making Self-Efficacy (CDMSE). However, research on the use of board games as a career guidance medium remains limited. Therefore, this study was conducted to examine the effectiveness of the Career Quest board game in improving students’ CDMSE. The study employed a quasi-experimental method using a one-group pretest-posttest design. The participants consisted of 33 high school students aged 15–16 years. Data were collected using the Tarumanagara Career Decision Self-Efficacy Scale (Tarumanagara CDSES). Data analysis was conducted using Repeated Measures ANOVA with Greenhouse–Geisser correction. The findings indicate that the use of the Career Quest board game contributed to an improvement in students’ career decision-making self-efficacy. These results suggest that game-based media can serve as an effective alternative for supporting career guidance services in schools. Therefore, the Career Quest board game can be utilized as an interactive medium for developing career decision-making self-efficacy among high school students.