PENGEMBANGAN COGNITIVE BEHAVIORAL THERAPY (CBT) BOARD GAME UNTUK SISWA YANG MENGALAMI KEKERASAN EMOSIONAL

ALYEZCA DISYA RAHADIZ, . (2022) PENGEMBANGAN COGNITIVE BEHAVIORAL THERAPY (CBT) BOARD GAME UNTUK SISWA YANG MENGALAMI KEKERASAN EMOSIONAL. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian jenis pengembangan dengan menggunakan metode Design By Research ini bertujuan untuk mengembangkan produk berupa papan permainan dengan pendekatan Cognitive Behavioral Therapy (CBT) pada isu kekerasan emosional untuk peserta didik tingkat SMP. Pengumpulan data menggunakan adaptasi Emotional Abuse Questionnare (EAQ), pedoman wawancara, instrumen uji ahli materi, instrumen uji media, dan instrumen uji pengguna. Analisis data menggunakan uji validitas dan reliabilitas, analisis statistik deskriptif (kategorisasi dan presentase). Tinjauan lapangan berupa penyebaran angket didapatkan total 310 siswa, wawancara siswa, dan guru bimbingan dan konseling. Hasil dari penelitian ini berupa CBT board game dengan mengakomodir life events, early learning & inhiretence biological, automatic thought, core belief & cognitive distortions & automatic thought, serta reactions (pemikiran, emosional dan perilaku), dan juga dispute, pemikiran baru, planning, dan homework dari konsep CBT dengan fokus isu kekerasan emosional. Hasil uji ahli materi mendapatkan nilai sangat layak. Kemudian hasil uji ahli media 1 mendapatkan nilai layak. Sedangkan uji ahli media 2 mendapatkan nilai sangat layak. Kemudian, hasil refleksi dengan uji pengguna ke salah satu guru BK mendapatkan nilai sangat layak. Maka dapat disimpulkan CBT board game layak untuk digunakan untuk konseling seting sekolah. Meskipun sudah dinyatakan layak, peneliti berharap CBT board game dilakukan uji coba secara komprehensif dan skala besar agar tingkat efektifitas dan kegunaannya optimal. The research uses the Design By Research (DBR) method to develop a board game with a Cognitive Behavioral Therapy (CBT) approach on the issue of emotional abused for junior high school students. Emotional Abuse Questionnaire (EAQ) adaptation, interview guidelines, material expert test instruments, media test instruments, and user test instruments were used to collect the data. Data analysis were used validity and reliability test, descriptive statistical analysis (categorization and percentage). EAQ have been distributed to 310 students, interviewed students and teachers of guidance and counselling. The result of this research is a CBT board game by accommodating life events, early learning & biological inheritance, automatic thought, core belief & cognitive distortions & automatic thought, reactions (thoughts, emotions and behavior), disputes, new effective beliefs, planning, and homework from CBT concept with a focus on the issue of emotional abused. The results of the material expert test got a very feasible. Then the results of the first media expert test got a feasible. Thus the second media expert test got a very feasible. Then, the results of the user test to a guidance and counseling teacher (reflection stage) got a very feasible. So it can be concluded that the CBT board game is feasible for school setting counselling. Even though it has been declared feasible, the researcher hopes that the CBT board game will be tested on more comprehensive and large scale for optimal effectiveness and usability.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Susi Fitri, M.Si., Kons. ; 2). Dr. Eka Wahyun, MAAPD.
Subjects: Pendidikan > Bimbingan dan Konseling
Divisions: FIP > S1 Bimbingan Dan Konseling
Depositing User: Users 14009 not found.
Date Deposited: 14 Mar 2022 05:30
Last Modified: 14 Mar 2022 05:30
URI: http://repository.unj.ac.id/id/eprint/24049

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