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.
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