This study aims to develop the BK Pac-Man Media and test its feasibility and practicality in group guidance services. The research uses a Research and Development (R&D) method with the 4D model (Define, Design, Develop, and Disseminate). Field activities were carried out on June 23–24, 2026, at a private junior high school in Deli Serdang Regency, North Sumatra, while the development process was carried out gradually according to the 4D model. The evaluation subjects consisted of one media expert, one material expert, one BK teacher, and eight eighth-grade students selected purposively. Data were collected through observation, interviews, and a five-point Likert scale questionnaire, and then analyzed descriptively using percentages. The media developed consist of a maze board, Pac-Man balls, problem cards, clue cards, worksheets, game symbols, role-play equipment, and a guidebook that integrates five stages of problem solving. Initial validation results showed a feasibility percentage of 91.54% from media experts and 92.73% from content experts, both falling into the very feasible category. After product revisions, the practicality assessment based on user perception obtained 90.83% from students and 95.00% from school counselors, both considered very practical. Therefore, the Pac-Man Counseling Media meets the initial feasibility and practicality criteria for limited use in group guidance services.
Copyrights © 2026