PENGEMBANGAN MEDIA PERMAINAN PENGENALAN RAGAM PROFESI (SI-GAMSI) DALAM BIMBINGAN KARIER UNTUK SISWA SEKOLAH DASAR

KHILDA WULIDATIN NOOR, . (2020) PENGEMBANGAN MEDIA PERMAINAN PENGENALAN RAGAM PROFESI (SI-GAMSI) DALAM BIMBINGAN KARIER UNTUK SISWA SEKOLAH DASAR. Magister thesis, UNIVERSITAS NEGERI JAKARTA.

[img] Text
1. COVER.pdf

Download (208kB)
[img] Text
2. LEMBAR PERSETUJUAN.pdf

Download (437kB)
[img] Text
3. ABSTRAK & ABSTRACT.pdf

Download (218kB)
[img] Text
4. LEMBAR ORISINALITAS.pdf

Download (380kB)
[img] Text
5. KATA PENGANTAR.pdf

Download (164kB)
[img] Text
6. DAFTAR ISI.pdf

Download (197kB)
[img] Text
7. DAFTAR GAMBAR.pdf

Download (188kB)
[img] Text
8. DAFTAR TABEL.pdf

Download (157kB)
[img] Text
9. DAFTAR LAMPIRAN.pdf

Download (158kB)
[img] Text
10. BAB I.pdf

Download (223kB)
[img] Text
10. BAB II.pdf
Restricted to Registered users only

Download (424kB) | Request a copy
[img] Text
10. BAB III.pdf
Restricted to Registered users only

Download (264kB) | Request a copy
[img] Text
10. BAB IV.pdf
Restricted to Registered users only

Download (5MB) | Request a copy
[img] Text
10. BAB V.pdf

Download (164kB)
[img] Text
11. DAFTAR PUSTAKA.pdf

Download (216kB)
[img] Text
12. LAMPIRAN.pdf

Download (21MB)
[img] Text
13. RIWAYAT HIDUP.pdf

Download (155kB)
[img] Text
14. SURAT PERNYATAAN PERSETUJUAN PUBLIKASI.pdf

Download (582kB)

Abstract

Ragam profesi adalah suatu kegiatan yang dilakukan seseorang untuk menafkahi diri dan keluargannya. Selain itu pengenalan ragam profesi sejak usia sekolah dasar merupakan pilihan strategis dalam mempersiapkan generasi masa depan, ragam profesi sangat dibutuhkan oleh siswa sejak usia sekolah dasar, sebagai referensi cita-cita. Mengikuti perkembangan zaman, pengenalan ragam profesi dapat diterapkan dalam teknologi. Metode yang digunakan adalah penelitian dan pengembangan, yang mengembangkan media permainan pengenalan ragam profesi (si-gamsi). Model pengembangan menggunakan langkah-langkah dari Borg & Gall. Subjek uji coba penelitian adalah peserta didik kelas 4 dan 5 SD Islam At-Taqwa Rawamangun, pemilihan subjek dilakukan secara acak/random. Pengumpulan data memakai instrumen lembar pengamatan. Metode yang dilakukan adalah menganalisis potensi dan masalah, mengumpulkan data, tahap mengembangkan produk, validasi desain produk (ahli media, materi, layanan BK), revisi hasil validasi desain, uji pemakaian (30 subyek), revisi produk akhir. Tujuan dari penelitian ini diharapkan agar siswa dapat mengenal lebih jauh terhadap ragam profesi yang beragam di Indonesia dan bisa sebagai referensi di kehidupan yang akan datang. Hasil dari penelitian dan pengembangan ini menghasilkan sebuah produk yaitu sebuah media permainan pengenalan ragam profesi berbentuk onet yang dinamakan si-gamsi. Dengan nilai keseluruhan dari media permainan si-gamsi memperoleh nilai 85,8 dengan kriteria “Sangat Baik”. Dari keseluruhan maka media permainan si-gamsi yang telah dikembangkan sebagai media layanan bimbingan dan konseling termasuk layak digunakan oleh peserta didik. Variety of professions is an activity carried out by someone to support themselves and their families, economically. Besides, the introduction to variety of professions since elementary school is a strategic choice in preparing for future generations, variety of professions are needed by students since elementary school, as reference for their ideal. As time goes by, the introduction to various professions can be applied in technology. The methods that used are research and development, in which developing the games of the introduction to variety of professions (si-gamsi). The development model using Borg & Gall’s steps. The subjects of the research were the students in 4th and 5th grade at Islamic Elementary School of At-Taqwa Rawamangun, the subjects were chosen randomly. Datas were collected using observation sheet instruments. The methods were used to analyze the potential and problems, collecting data, product development phases, product design validation (media experts, material, BK services), revision of the results of design validation, usage tests (30 subjects), revision of the final product. The purpose of this research is that the students are expected to get to know more about various professions in Indonesia and can be used as a reference in the future life. This research and development is resulting a product that is an introduction to the variety of professions in the form of onet called si-gamsi. With the overall score of the game, si-gamsi gained 85.8 with the criteria "Very Good". Altogether, the si-gamsi game that had been developed as a media for guidance and counseling services is appropriate to be used by students.

Item Type: Thesis (Magister)
Additional Information: 1) Dr. Dede Rahmat Hidayat, M.Psi. ; 2) Dr. Wirda Hanim, M.Psi.
Subjects: Pendidikan > Bimbingan dan Konseling
Divisions: FIP > S2 Bimbingan Konseling
Depositing User: Users 2012 not found.
Date Deposited: 19 Mar 2020 13:47
Last Modified: 19 Mar 2020 13:47
URI: http://repository.unj.ac.id/id/eprint/5502

Actions (login required)

View Item View Item