Implementing Classroom Guidance using the Problem-Solving Method to Enhance High School Students’ Learning Responsibility through Group Games

This study aimed to determine the effectiveness of implementing the problem-solving method through the “Battle of Brain” group game in enhancing students’ learning responsibility at SMAN 2 Kediri. The research employed a Guidance and Counseling Action Research (GCAR) approach in two cycles. The research sample consisted of second-year students at SMAN 2 Kediri. The instruments used included a learning responsibility questionnaire and an observation guide. The results showed a significant improvement in students’ learning responsibility, with an average increase of 48% in the first and 73% in the second cycles. The findings conclude that classical guidance using the problem-solving method through the “Battle of Brain” simulation game effectively enhances students’ learning responsibility. The implication of this study serves as a foundation for developing classical guidance service programs in schools, particularly using problem-solving approaches and group games to improve students’ sense of learning responsibility.

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Publication Details

Journal
QUANTA Jurnal Kajian Bimbingan dan Konseling dalam Pendidikan
Published
2025-05-29
DOI
https://doi.org/10.22460/quanta.v9i2.6019
Primary Topic
Mathematics Education and Pedagogy
Type
article
Field-Weighted Citation Impact
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article

Implementing Classroom Guidance using the Problem-Solving Method to Enhance High School Students’ Learning Responsibility through Group Games

Veny Iswantiningtyas, Tsania Maulida Az-zahroh
QUANTA Jurnal Kajian Bimbingan dan Konseling dalam Pendidikan
Mathematics Education and Pedagogy
article

Implementing Classroom Guidance using the Problem-Solving Method to Enhance High School Students’ Learning Responsibility through Group Games

Veny Iswantiningtyas, Tsania Maulida Az-zahroh
article en

Abstract

This study aimed to determine the effectiveness of implementing the problem-solving method through the “Battle of Brain” group game in enhancing students’ learning responsibility at SMAN 2 Kediri. The research employed a Guidance and Counseling Action Research (GCAR) approach in two cycles. The research sample consisted of second-year students at SMAN 2 Kediri. The instruments used included a learning responsibility questionnaire and an observation guide. The results showed a significant improvement in students’ learning responsibility, with an average increase of 48% in the first and 73% in the second cycles. The findings conclude that classical guidance using the problem-solving method through the “Battle of Brain” simulation game effectively enhances students’ learning responsibility. The implication of this study serves as a foundation for developing classical guidance service programs in schools, particularly using problem-solving approaches and group games to improve students’ sense of learning responsibility.

QUANTA Jurnal Kajian Bimbingan dan Konseling dalam PendidikanVol. 9(2)
Universitas Nusantara PGRI Kediri
Openalex Percentile: Top 61%
Mathematics Education and Pedagogy
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