4 research outputs found

    Pengembangan Modul Simulation Games tentang Kemampuan Berpikir Kreatif

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    This research is based on one of the preparations in welcoming the 21st century, students must have some ability in learning. The ability to think creatively is one of the skills that must be mastered in this century. This study aims to describe the development of the simulation games module on creative thinking and to describe the feasibility of the simulation games module to improve the thinking skills of the OSIS Management at SMP N 12 Yogyakarta from the assessment of material, media, and Guidance and Counseling service experts. This type of research is Research and Development with 4D models. Where the subjects in this study are material experts, media experts and counseling service experts. The result of this study is a simulation games module to improve creative thinking skills in the OSIS Management at SMP N 12 Yogyakarta. Where this research uses a 4D model, (Define, Design, Development, and Dissemination), but this research only reaches the Development stage and produces print media in the form of modules. As well as the results of the assessment of the simulation games module on the ability to think creatively in general, both in terms of media, materials, and services with details. The Simulation Games Module on Creative Thinking Ability is suitable for OSIS Management at SMP N 12 Yogyakarta

    PENGEMBANGAN MEDIA LAYANAN BIMBINGAN KELOMPOK ULAR TANGGA DIGITAL UNTUK MENINGKATKAN PEMAHAMAN KARIR SISWA KELAS IX SMP NEGERI 14 YOGYAKARTA

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    Penelitian bertujuan untuk mengetahui pengembangan media ular tangga dalam bimbingan kelompok untuk meningkatkan layanan bimbingan dalam bidang karir terhadap perencanaan karier siswa SMP N 14 Yogyakarta. Penelitian ini menggunakan metode research and development, serta review jurnal dari penelitian terdahulu untuk menguji coba produk. Dari salah satu hasil penelitian pada pengembangan media ular tangga ini sangat baik dan dinyatakan layak digunakan sebagai salah satu media dalam layanan bimbingan kelompok. Dengan begitu media ular tangga juga dapat digunakan dalam bimbingan kelompok sebagai alternatif sumber belajar dengan pengembangan media yang disesuaikan dengan materi perencanaan karier siswa. Media permainan ular tangga untuk layanan bimbingan dan konseling telah layak baik secara tampilan dan materi

    DEAR (DIGITAL EXPLORATION CAREER): HYPERMEDIA-BASED INNOVATION MEDIA FOR GUINDANCE AND COUNSELING TO EXPLORE STUDENT CAREER IN THE INDUSTRIAL REVOLUTION 4.0

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    This scientific work aims to provide creative innovations in guidance and counseling services using the BK media to explore student careers. Entering the era of the Industrial Revolution 4.0, students today must have the ability and skills to predict a rapidly changing future, especially concerning career problems. Guidance and Counseling Teachers here play an essential role in developing students' potential, and one way is to optimize the role of Guidance and Counseling in schools by optimizing services about career exploration. For support services on career exploration, BK (Guidance and Counseling) media needed to improve students' understanding of the services provided. One of them uses DEAR (Digital Exploration Career) based media as an alternative and innovation that can use to explore students' careers. DEAR (Digital Exploration Career) is a hypermedia-based BK media. Each use of this media in service delivery also pays attention to students' needs, materials, entertainment, and evaluations so that the media is effective in service delivery even though sometimes without face to face. So that this media provides a new atmosphere and innovation in the provision of BK services so that they can run dynamically by the times. Then DEAR (Digital Exploration Career) Hypermedia-Based Bk Media Innovation is one solution that can use to explore students' careers in the industrial revolution era 4.
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