Improving Assertive Behavior of Senior High School Students through Classical Guidance Based on Simulation Games

This study aims to help students become more confident and courageous in expressing their opinions and desires, known as assertive behavior. The intervention was conducted through group guidance services in the classroom using simulation games. This research employed a Guidance and Counseling Action Research (PTBK) method in two cycles. The sample consisted of 42 tenth-grade students from SMA Negeri 2 Kota Kediri. Assertive behavior was measured using a Likert-scale instrument consisting of 29 statements. The collected data were analyzed descriptively to observe changes in students’ assertive behavior scores. The results showed an increase in the average assertive behavior score from 80 (moderate category) in the pre-test to 86 (moderate category) in the post-test after the first cycle. Further, they improved to 91 (high category) in the post-test after the second cycle. These findings indicate that applying simulation games through classical guidance services effectively enhances students’ assertive behavior. The implication of this study serves as a foundation for developing classical guidance programs in schools that utilize simulation games as a medium to enhance students’ assertive behavior.

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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.v9i2.6020
Primary Topic
Sports and Physical Education Research
Type
article
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article

Improving Assertive Behavior of Senior High School Students through Classical Guidance Based on Simulation Games

Nora Yuniar Setyaputri, Hurin Nabila, Luwi Adi Basuki
QUANTA Jurnal Kajian Bimbingan dan Konseling dalam Pendidikan
Sports and Physical Education Research
article

Improving Assertive Behavior of Senior High School Students through Classical Guidance Based on Simulation Games

Nora Yuniar Setyaputri, Hurin Nabila, Luwi Adi Basuki
article en

Abstract

This study aims to help students become more confident and courageous in expressing their opinions and desires, known as assertive behavior. The intervention was conducted through group guidance services in the classroom using simulation games. This research employed a Guidance and Counseling Action Research (PTBK) method in two cycles. The sample consisted of 42 tenth-grade students from SMA Negeri 2 Kota Kediri. Assertive behavior was measured using a Likert-scale instrument consisting of 29 statements. The collected data were analyzed descriptively to observe changes in students’ assertive behavior scores. The results showed an increase in the average assertive behavior score from 80 (moderate category) in the pre-test to 86 (moderate category) in the post-test after the first cycle. Further, they improved to 91 (high category) in the post-test after the second cycle. These findings indicate that applying simulation games through classical guidance services effectively enhances students’ assertive behavior. The implication of this study serves as a foundation for developing classical guidance programs in schools that utilize simulation games as a medium to enhance students’ assertive behavior.

QUANTA Jurnal Kajian Bimbingan dan Konseling dalam PendidikanVol. 9(2)
Institut Ilmu Kesehatan Bhakti Wiyata (ID), Universitas Nusantara PGRI Kediri
Openalex Percentile: Top 57%
Sports and Physical Education Research
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Improving Assertive Behavior of Senior High School Students through Classical Guidance Based on Simulation Games — Nora Yuniar Setyaputri, Hurin Nabila, et al. · QUANTA Jurnal Kajian Bimbingan dan Konseling dalam Pendidikan (2025) | TGRS Research Map | TGRS