Pengembangan Permainan Jamuran Untuk Meningkatkan Self – Motivated Learning Siswa Kelas X SMA Di Kediri

SABILLANO, JACKSON BRINTHA and ANDRIANIE, SANTY Pengembangan Permainan Jamuran Untuk Meningkatkan Self – Motivated Learning Siswa Kelas X SMA Di Kediri. Prosiding Konseling Kearifan Nusantara (KKN).

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Abstract

The pandemic is forcing students to study at home, which is usually face-to-face learning to be online. This turned out to have a bad impact, one of which was a decrease in student self motivated learning. The motivational mushroom game is a development medium from the traditional mushroom game which is now starting to be abandoned. Here the researchers brought back the traditional mushroom game as a learning media for counseling guidance by modifying it but still not reducing the repertoire of the previous game. The research objective is the realization of a mushroom media product that can be accepted theoretically and practically (acceptability). This development is carried out using Research and Development (R&D) research methods, quantitative data obtained through an expert assessment scale for prospective users (teachers and students). The trial was conducted by 10th grade and 3rd grade school counselor teachers. Product improvement is based on assessments and suggestions from experts and potential users (teachers and students).

Item Type: Article
Subjects: 710 Education science > 773 Physical education
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > S1-Bimbingan dan Konseling
Depositing User: Mr JACKSON BRINTHA SABILLANO
Date Deposited: 19 Aug 2022 06:04
Last Modified: 19 Aug 2022 06:04
URI: http://repository.unpkediri.ac.id/id/eprint/7285

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