The Development of Career Puzzle Game Media to Enhance Career Decision-Making Skills of Eleventh Grade Students at State Senior High School 6 Kediri

This research aims to improve the career decision-making skills of eleventh-grade students at SMA Negeri 6 Kediri by developing a Career Puzzle Board Game. The research and development model used in this study is R&D, which consists of six stages of development. Based on the analysis of the results, the average pre-test score was 63.80, while the average post-test score after the Career Puzzle Board Game was 93.00. This indicates an improvement before and after receiving guidance and counseling services using the career puzzle game media. The basis for the decision in the t-test is that the Sig (2-tailed) value is 0.041, which is less than 0.05. It can be concluded that the Career Puzzle Board Game media has a positive influence on students in improving their career decision-making skills. Additionally, it helps guidance counselors provide engaging services, making the counseling experience less monotonous and increasing student enthusiasm for participation.

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Publication Details

Journal
Buana Pendidikan Jurnal Fakultas Keguruan dan Ilmu Pendidikan
Published
2024-10-31
DOI
https://doi.org/10.36456/bp.vol20.no2.a9659
Primary Topic
Vocational and Entrepreneurial Education
Type
article
Field-Weighted Citation Impact
0.00
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article

The Development of Career Puzzle Game Media to Enhance Career Decision-Making Skills of Eleventh Grade Students at State Senior High School 6 Kediri

Nora Yuniar Setyaputri, Sri Panca Setyawati, Efie Amalia Az Aahra
Buana Pendidikan Jurnal Fakultas Keguruan dan Ilmu Pendidikan
Vocational and Entrepreneurial Education
article

The Development of Career Puzzle Game Media to Enhance Career Decision-Making Skills of Eleventh Grade Students at State Senior High School 6 Kediri

Nora Yuniar Setyaputri, Sri Panca Setyawati, Efie Amalia Az Aahra
article en

Abstract

This research aims to improve the career decision-making skills of eleventh-grade students at SMA Negeri 6 Kediri by developing a Career Puzzle Board Game. The research and development model used in this study is R&D, which consists of six stages of development. Based on the analysis of the results, the average pre-test score was 63.80, while the average post-test score after the Career Puzzle Board Game was 93.00. This indicates an improvement before and after receiving guidance and counseling services using the career puzzle game media. The basis for the decision in the t-test is that the Sig (2-tailed) value is 0.041, which is less than 0.05. It can be concluded that the Career Puzzle Board Game media has a positive influence on students in improving their career decision-making skills. Additionally, it helps guidance counselors provide engaging services, making the counseling experience less monotonous and increasing student enthusiasm for participation.

Buana Pendidikan Jurnal Fakultas Keguruan dan Ilmu PendidikanVol. 20(2)
Universitas Nusantara PGRI Kediri
Openalex Percentile: Top 68%
Vocational and Entrepreneurial Education
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