This study aims to test the development of Challenge Card Game-Based Comic Media as a guidance and counseling service medium to instill honesty values in seventh grade students. This research is motivated by the low level of honest behavior of students and the suboptimal use of interactive media in guidance and counseling services. The study used the Research and Development (R&D) method with the 4D development model (Define, Design, Develop, and Disseminate), which is limited to the Develop stage. The research subjects were 8 students of grade VII-3 of Muhammadiyah 7 Medan Junior High School. Data were collected through interviews and questionnaires that included needs analysis, expert validation, and questionnaire responses from guidance and counseling teachers and students. The results showed that the media obtained validation from media experts and material experts of 100% each. The guidance and counseling teacher response obtained a percentage of 83.7% and student responses 97.1%, which indicates a very feasible category. Thus, Challenge Card Game-Based Comic Media is feasible, interesting, and easy to use as a guidance and counseling service medium to help students understand and apply the value of honesty in everyday life
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