This study aims to develop a group-based Tower Card Guidance and Counseling game as a supporting medium for group counseling services to train emotional control in eighth-grade students of class VIII-4 at SMP Muhammadiyah 7 Medan. The research uses a Research and Development (R&D) method with the 4D development model (Define, Design, Develop, and Disseminate), with implementation limited to the Develop stage. The research subjects included 26 students for the needs analysis stage and 15 students selected through purposive sampling for a limited trial. Data were collected through observation, interviews, and questionnaires, then analyzed using quantitative descriptive techniques in the form of percentages and qualitative analysis of the results from observations, interviews, and validator feedback. The needs analysis results showed that 15 out of 26 students still need practice in controlling their emotions, especially in staying calm, managing anger, reducing anxiety, maintaining patience, and choosing the right response in emotional situations. Media expert validation was 75% in stage I and increased to 90% in stage II after revisions, while material expert validation was 85%, both of which fall into the very valid category. Practicality tests showed a 90% response from BK teachers and 95% from students, both in the very practical category. Therefore, the BK Tower Card game media is considered very valid and very practical as a supporting tool for group counseling to help students practice emotional control. Further research is suggested to test effectiveness using an experimental design and involving a wider range of subjects to get empirical evidence about the impact of using Tower Cards on improving students' emotion regulation skills.
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