Enhancing Accessibility, Engagement, and Motivation in Counseling Services for Secondary Schools through Gamified Blended Mobile and Virtual Reality Therapy

Background: Secondary school counseling services often face challenges such as limited counselor availability and low student participation. Traditional counseling methods frequently fail to engage students, thus reducing both accessibility and impact. Integrating Virtual Reality (VR) and mobile-based interventions presents a promising solution to address these issues. Objective: This study aims to evaluate the effectiveness of a gamified blended mobile and VR therapy in enhancing accessibility, cognitive-emotional-behavioral engagement, and motivation within secondary school counseling services. Methods: A mixed-methods research design was employed, combining quantitative methods (pre- and post-intervention surveys, along with behavioral tracking) and qualitative methods (semi-structured interviews and thematic analysis of focus group discussions). These methods were chosen to capture both measurable impacts and participants’ perceptions of the intervention. A total of 384 students and 10 counselors participated in an 8-week intervention. Results: The intervention led to a significant improvement in the Accessibility Index (from 3.2 to 4.6). Additionally, engagement across cognitive, emotional, and behavioral dimensions showed marked improvements. Thematic analysis revealed that students appreciated the safety and realism provided by the digital counseling environment. Conclusion: The gamified blended therapy approach effectively enhanced counseling accessibility and multidimensional engagement, offering a scalable, student-centered solution for secondary school counseling services.

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Publication Details

Journal
INTENSIF Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi
Published
2025-07-12
DOI
https://doi.org/10.29407/intensif.v9i2.24814
Primary Topic
Virtual Reality Applications and Impacts
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article
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article

Enhancing Accessibility, Engagement, and Motivation in Counseling Services for Secondary Schools through Gamified Blended Mobile and Virtual Reality Therapy

Putri Taqwa Prasetyaningrum, Eka Aryani, Norshahila Ibrahim, Ruly Ningsih et al.
INTENSIF Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi
Virtual Reality Applications and Impacts
article

Enhancing Accessibility, Engagement, and Motivation in Counseling Services for Secondary Schools through Gamified Blended Mobile and Virtual Reality Therapy

Putri Taqwa Prasetyaningrum, Eka Aryani, Norshahila Ibrahim, Ruly Ningsih, Ibnu Rivansyah Subagyo
article en

Abstract

Background: Secondary school counseling services often face challenges such as limited counselor availability and low student participation. Traditional counseling methods frequently fail to engage students, thus reducing both accessibility and impact. Integrating Virtual Reality (VR) and mobile-based interventions presents a promising solution to address these issues. Objective: This study aims to evaluate the effectiveness of a gamified blended mobile and VR therapy in enhancing accessibility, cognitive-emotional-behavioral engagement, and motivation within secondary school counseling services. Methods: A mixed-methods research design was employed, combining quantitative methods (pre- and post-intervention surveys, along with behavioral tracking) and qualitative methods (semi-structured interviews and thematic analysis of focus group discussions). These methods were chosen to capture both measurable impacts and participants’ perceptions of the intervention. A total of 384 students and 10 counselors participated in an 8-week intervention. Results: The intervention led to a significant improvement in the Accessibility Index (from 3.2 to 4.6). Additionally, engagement across cognitive, emotional, and behavioral dimensions showed marked improvements. Thematic analysis revealed that students appreciated the safety and realism provided by the digital counseling environment. Conclusion: The gamified blended therapy approach effectively enhanced counseling accessibility and multidimensional engagement, offering a scalable, student-centered solution for secondary school counseling services.

INTENSIF Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem InformasiVol. 9(2)
Sultan Idris Education University (MY), Universitas Mercu Buana Yogyakarta (ID)
Openalex Percentile: Top 77%
Virtual Reality Applications and Impacts
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