PENGEMBANGAN MEDIA PERMAINAN BALOK SUSUN DALAM LAYANAN BIMBINGAN KARIR BAGI PESERTA DIDIK DI SMA PROVINSI LAMPUNG

BELLA, LISDA AYU NINGTIYAS (2026) PENGEMBANGAN MEDIA PERMAINAN BALOK SUSUN DALAM LAYANAN BIMBINGAN KARIR BAGI PESERTA DIDIK DI SMA PROVINSI LAMPUNG. Diploma thesis, UIN RADEN INTAN LAMPUNG.

[thumbnail of PUSAT 1 2 BELLA.pdf] PDF
Download (4MB)
[thumbnail of SKRIPSI BELLA LISDA AYU NINGTIYAS.pdf] PDF
Restricted to Repository staff only

Download (4MB)

Abstract

ABSTRAK Penggunaan media dalam layanan bimbingan karir di sekolah masih cenderung terbatas dan monoton karena didominasi oleh metode ceramah dan media presentasi yang bersifat satu arah. Kondisi tersebut berdampak pada rendahnya keterlibatan dan pemahaman peserta didik terhadap pentingnya perencanaan karir. Selain itu, layanan bimbingan karir di sekolah belum didukung oleh media yang inovatif dan interaktif sehingga peserta didik kurang antusias dalam mengikuti layanan yang diberikan. Penelitian ini bertujuan untuk mengembangkan media permainan balok susun dalam layanan bimbingan karir bagi peserta didik di SMA, mengetahui tingkat kelayakan media yang dikembangkan, serta mengetahui respons peserta didik terhadap penggunaan media tersebut. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Populasi penelitian adalah peserta didik kelas XI MA Diniyyah Putri Lampung, sedangkan sampel penelitian terdiri atas peserta didik kelas XI yang terlibat dalam uji coba kelompok kecil dengan 9 orang peserta didik dan kelompok besar sebanyak 27 orang peserta didik. Subjek penelitian juga melibatkan ahli media, ahli materi, dan ahli bahasa sebagai validator produk. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan angket. Data penelitian dianalisis menggunakan teknik analisis deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media permainan balok susun memperoleh tingkat kelayakan sebesar 95,8% berdasarkan penilaian ahli media, 90% berdasarkan penilaian ahli materi, dan 87,5% berdasarkan penilaian ahli bahasa, yang seluruhnya termasuk dalam kategori sangat layak. Hasil uji coba kelompok kecil menunjukkan respons peserta didik sebesar 81% dengan kategori sangat layak, sedangkan pada uji coba kelompok besar diperoleh ratarata respons sebesar 76% dengan kategori baik. Dengan demikian, media permainan balok susun dinyatakan layak digunakan sebagai media dalam layanan bimbingan karir bagi peserta didik SMA karena mampu menghadirkan proses layanan yang lebih menarik, interaktif, dan mendukung pemahaman karir peserta didik. ABSTRACT The use of media in career guidance services in schools still tends to be limited and monotonous due to the dominance of one-way lectures and presentations. This situation results in low student engagement and understanding of the importance of career planning. Furthermore, career guidance services in schools are not supported by innovative and interactive media, resulting in a lack of student enthusiasm for the services provided. This study aims to develop a building block game media for career guidance services for high school students, determine the feasibility of the developed media, and assess student responses to its use. This study used a Research and Development (R&D) approach with the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The study population was 11th-grade students at MA Diniyyah Putri Lampung, while the study sample consisted of 11th-grade students involved in small-group trials of 9 students and large-group trials of 27 students. The study subjects also included media experts, content experts, and linguists as product validators. Data collection techniques included observation, interviews, and questionnaires. The research data was analyzed using quantitative descriptive analysis techniques. The results of the study showed that the building blocks game media obtained a feasibility level of 95.8% based on the assessment of media experts, 90% based on the assessment of material experts, and 87.5% based on the assessment of language experts, all of which were included in the very feasible category. The results of the small group trial showed a student response of 81% with a very feasible category, while in the large group trial an average response of 76% was obtained with a good category. Thus, the building blocks game media was declared suitable for use as a medium in career guidance services for high school students because it was able to present a more interesting, interactive service process and support students' career understanding.

Item Type: Thesis (Diploma)
Subjects: Bimbingan Konseling
Divisions: Fakultas Tarbiyah dan Keguruan > Bimbingan Konseling
Depositing User: LAYANAN PERPUSTAKAAN UINRIL REFERENSI
Date Deposited: 14 Jul 2026 07:55
Last Modified: 14 Jul 2026 07:55
URI: https://repository.radenintan.ac.id/id/eprint/44897

Actions (login required)

View Item View Item