GUIDENA: Jurnal Ilmu Pendidikan, Psikologi, Bimbingan dan Konseling
Vol. 16 No. 1 (2026)

Analisis Penggunaan Media Permainan KonselOpoly Quest pada Penerimaan Diri Siswa sebagai Aspek Aktualisasi Diri dalam Layanan Bimbingan dan Konseling

Raysa Nazwa Putri (Universitas Lambung Mangkurat)
Ririanti Rachmayanie Jamain (Universitas Lambung Mangkurat)
Hendro Yulius Suryo Putro (Universitas Lambung Mangkurat)



Article Info

Publish Date
01 Mar 2026

Abstract

Several tenth-grade students at State Senior High School 12 Banjarmasin still demonstrated suboptimal self-acceptance, as reflected in their lack of confidence in expressing their opinions, feelings of embarrassment when expressing themselves, and difficulty accepting their own strengths and weaknesses. These conditions indicate the need for guidance and counseling services that promote students’ active participation through interactive learning media. This study aimed to describe the use of the KonselOpoly Quest game as a medium in guidance and counseling services to support students’ self-actualization, particularly in the aspect of self-acceptance, at State Senior High School 12 Banjarmasin. This study employed a qualitative approach with a descriptive research design. The participants consisted of one guidance and counseling teacher, one vice principal, and two tenth-grade students at State Senior High School 12 Banjarmasin. Data were collected through interviews, observations, and documentation and were analyzed using the Miles and Huberman model, which included data reduction, data display, and conclusion drawing. The trustworthiness of the data was ensured through source triangulation and technique triangulation. The findings showed that the use of the KonselOpoly Quest game encouraged students’ active participation during the guidance and counseling sessions. Based on the interview and observation results, students demonstrated greater confidence in expressing their opinions, began to recognize their strengths and weaknesses, and showed greater respect for their peers. These findings indicate that the KonselOpoly Quest game has the potential to support the implementation of guidance and counseling services by facilitating the development of students’ self-acceptance as one aspect of self-actualization.

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Journal Info

Abbrev

bk

Publisher

Subject

Education Social Sciences

Description

(E-ISSN 2442-7802) (P-ISSN 2088-9623) is a peer-reviewed scientific Open Access journal published by Universitas Muhammadiyah Metro collaboration with Association of Guidance and Counseling Indonesia (ABKIN). The scope besides Guidance and Counseling as well psychology and education. Published twice ...