PENGEMBANGAN MEDIA PERMAINAN SNEAKY POLY UNTUK MENCEGAH PERILAKU BULLYING PADA SISWA SEKOLAH MENENGAH PERTAMA - Erni Arianti; Hendro Yulius Suryo Putro; Muhammad Andri Setiawan (Pusat Pengembangan Pendidikan dan Penelitian Indonesia, 2026)
ABSTRACT Bullying significantly affects adolescents' social and psychological development and remains a prevalent issue in educational settings. Efforts to prevent bullying through classroom guidance services have not been implemented optimally, as they are predominantly delivered using lecture-based methods that limit students' active participation. This study aimed to develop Sneaky Poly, a gamification-based board game, to enhance the effectiveness of classroom guidance services in preventing bullying among junior high school students. The study employed the Research and Development (R&D) method using the ADDIE model. The product was validated by subject matter experts, media experts, and school counselors, and was subsequently tested on Grade VIII-B students at SMP Negeri 27 Banjarmasin. Data were collected through observations, interviews, and questionnaires. The findings indicated that the developed media achieved a validity score of 83.33% from subject matter experts and 98.67% from media experts. Furthermore, the average response score from school counselors and students reached 92.18%, indicating that Sneaky Poly is highly practical for implementation. Therefore, the gamification-based Sneaky Poly board game provides a valuable alternative instructional medium for promoting bullying prevention at SMP Negeri 27 Banjarmasin by offering interactive simulations that foster students' awareness, empathy, and prosocial behavior. ABSTRAK Perundungan (bullying) secara signifikan memengaruhi pertumbuhan sosial dan psikologis remaja yang terus menjadi masalah umum di lingkungan pendidikan. Upaya pencegahan perundungan dalam layanan bimbingan klasikal belum berjalan secara optimal karena sebagian besar masih diimplementasikan melalui teknik ceramah sehingga membatasi keterlibatan aktif siswa. Penelitian ini bertujuan mengembangkan media permainan papan berbasis gamifikasi Sneaky Poly untuk mengoptimalkan layanan bimbingan klasikal dalam mencegah perundungan pada siswa SMP. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE. Produk divalidasi oleh ahli materi, ahli media, dan guru bimbingan dan konseling, serta diuji coba pada siswa kelas VIII B SMP Negeri 27 Banjarmasin. Data dikumpulkan melalui observasi, wawancara, dan angket. Hasil penelitian menunjukkan tingkat validitas sebesar 83,33% dari ahli materi dan 98,67% dari ahli media. Selain itu, hasil uji respons guru bimbingan dan konseling serta siswa memperoleh rata-rata 92,18%, sehingga media Sneaky Poly dinyatakan sangat praktis digunakan. Dengan demikian, media Sneaky Poly berbasis gamifikasi memberikan kontribusi signifikan sebagai media alternatif yang efektif untuk mempromosikan pencegahan bullying di lingkungan SMP Negeri 27 Banjarmasin, melalui penyediaan simulasi interaktif yang berfokus pada pembentukan kesadaran dan empati siswa di sekolah menengah pertama.