PENGEMBANGAN MEDIA PERMAINAN MONOPOLI UNTUK INFORMASI DALAM PERENCANAAN KARIER BAGI PESERTA DIDIK KELAS XI SEKOLAH MENENGAH KEJURUAN (SMK) DI JAKARTA

ASEP ABDUL BASIT, . (2024) PENGEMBANGAN MEDIA PERMAINAN MONOPOLI UNTUK INFORMASI DALAM PERENCANAAN KARIER BAGI PESERTA DIDIK KELAS XI SEKOLAH MENENGAH KEJURUAN (SMK) DI JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengembangkan media permainan monopoli untuk perencanaan karier bagi peserta didik kelas XI SMK di Jakarta, penelitian dilaksanakan di sekolah SMK Perwira Jakarta. Penelitian ini menggunakan metode pengembangan Educational Design Research yang termasuk dalam penelitian Desain Based Research (DBR) pengambilan sampel probability sampling yaitu purposive sampling. Model penelitian ini memiliki 3 tahapan, diantaranya tahap pertama yaitu tahap Analisis dan Eksplorasi dengan peneliti melakukan kunjungan lapangan dan berdiskusi dengan guru BK sekolah dan Dosen Pembimbing, tahap kedua yaitu tahap Desain dan Kontruksi peneliti memulai untuk merancang desain media yang akan dikembangkan, kemudian tahap ketiga yaitu tahap Evaluasi dan Refleksi dengan melakukan uji terhadap media meliputi uji ahli materi dan uji ahli media. Uji ahli materi mendapatkan hasil presentase 89% termasuk kategori Sangat Layak. Hasil ahli media mendapatkan presentase sebesar 80% kategori Sangat Layak. Hasil dari uji keterbacaan oleh Guru BK mendapatkan presentase sebesar 95% kategori Sangat Layak. Pengumpulan data dilakukan dengan menggunakan angket studi pendahuluan, angket perencanaan karier, angket uji validasi materi, angket validasi media, dan calon pengguna. Media permainan monopoli perencanaan karier dapat digunakan oleh guru BK dalam memberikan layanan tentang perencanaan karier di lingkungan sekolah. **** This study aims to develop a monopoly game media for career planning for class XI SMK students in Jakarta, the research was conducted at SMK Perwira Jakarta school. This research uses the Educational Design Research development method which is included in Design Based Research (DBR) sampling probability sampling, namely purposive sampling. This research model has 3 stages, including the first stage, namely the Analysis and Exploration stage with researchers conducting field visits and discussing with school counseling teachers and supervisors, the second stage, namely the Design and Construction stage, researchers begin to design the media design to be developed, then the third stage, namely the Evaluation and Reflection stage by conducting tests on the media including material expert tests and media expert tests. The material expert test obtained a percentage of 89% including the Very Feasible category. The results of media experts get a percentage of 80% in the Very Decent category. The results of the readability test by the counseling teacher get a percentage of 95% Very Feasible category . Data collection was carried out using a preliminary study questionnaire, career planning questionnaire, material validation test questionnaire, media validation questionnaire, and prospective users. Career planning monopoly game media can be used by counseling teachers in providing services on career planning in the school environment.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Herdi, M.Pd. ; 2). Dr. Aip Badrujaman, M.Pd.
Subjects: Pendidikan > Bimbingan dan Konseling
Divisions: FIP > S1 Bimbingan Dan Konseling
Depositing User: Users 25696 not found.
Date Deposited: 17 Sep 2024 00:17
Last Modified: 17 Sep 2024 00:17
URI: http://repository.unj.ac.id/id/eprint/50947

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