Bullying, particularly in its verbal form, remains a serious issue in secondary schools, as it negatively affects students' psychological well-being, social relationships, and academic performance. Various preventive efforts have been implemented; however, the approaches used tend to be conventional and have not been fully effective in fostering deep awareness and anti-bullying attitudes, as reflected in the persistently high rate of verbal bullying among seventh-grade students at SMP Negeri 27 Banjarmasin. This gap highlights the need for a more interactive and contextual guidance medium, one of which is gamification. This study aims to examine the effectiveness of the educational game Sneaky Poly, which combines the concepts of Monopoly and Snakes and Ladders, in reducing verbal bullying behavior among secondary school students. The study employed a quantitative approach with a Pre-Experimental One-Group Pretest-Posttest Design, involving 10 seventh-grade students selected through purposive sampling. Data were collected using a Likert-scale questionnaire that had been tested for validity and reliability, and were subsequently analyzed using a Paired Sample T-Test after the normality assumption was confirmed through the Shapiro-Wilk test. The results revealed a significant decrease in students' verbal bullying behavior following the intervention, which was delivered through three sessions of the Sneaky Poly game. These findings indicate that the educational game effectively enhanced students' understanding and awareness of the impact of hurtful speech on others, as they actively engaged in social simulations playing the roles of both perpetrators and bystanders. It can therefore be concluded that Sneaky Poly is a promising and innovative guidance and counseling medium for preventing verbal bullying in secondary schools. ABSTRAK Perundungan (bullying), khususnya dalam bentuk verbal, masih menjadi persoalan serius di lingkungan sekolah menengah karena berdampak pada kondisi psikologis, sosial, dan prestasi akademik peserta didik. Berbagai upaya pencegahan telah dilakukan, namun pendekatan yang digunakan masih cenderung konvensional dan belum sepenuhnya mampu menumbuhkan kesadaran serta sikap anti-bullying secara mendalam, termasuk di SMP Negeri 27 Banjarmasin yang masih menunjukkan tingginya kasus bullying verbal pada peserta didik kelas 7. Kesenjangan ini mendorong perlunya media bimbingan yang lebih interaktif dan kontekstual, salah satunya melalui pendekatan gamifikasi. Penelitian ini bertujuan untuk menguji efektivitas permainan edukatif Sneaky Poly, yang memadukan konsep Monopoli dan Ular Naga, dalam menurunkan perilaku bullying verbal peserta didik sekolah menengah. Penelitian menggunakan pendekatan kuantitatif dengan rancangan Pre-Experimental One-Group Pretest-Posttest Design yang melibatkan 10 peserta didik kelas 7 sebagai subjek penelitian melalui teknik purposive sampling. Data dikumpulkan menggunakan instrumen angket skala Likert yang telah teruji validitas dan reliabilitasnya, kemudian dianalisis menggunakan uji Paired Sample T-Test setelah terlebih dahulu memenuhi asumsi normalitas melalui uji Shapiro-Wilk. Hasil penelitian menunjukkan adanya penurunan tingkat perilaku bullying verbal peserta didik yang signifikan setelah diberikan intervensi melalui permainan Sneaky Poly selama tiga sesi. Temuan ini mengindikasikan bahwa permainan edukatif tersebut efektif dalam membentuk pemahaman dan kesadaran peserta didik terhadap dampak ucapan yang menyakiti orang lain, melalui peran aktif mereka dalam simulasi sosial sebagai pelaku maupun saksi (bystander). Dengan demikian, dapat disimpulkan bahwa permainan Sneaky Poly layak direkomendasikan sebagai alternatif media bimbingan dan konseling yang inovatif dalam upaya pencegahan bullying verbal di sekolah menengah.
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