Lofes Ardiansyah, Muhammad Nur Wangid, Cindy Asli Pravesti
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引用次数: 0
Abstract
This study aims to ascertain whether the use of guidance and counseling monopoly game media can increase high school students' self-efficacy in their academic endeavors. Five students from class XI with low academic self-efficacy measurement scores participated in this study using an experimental method with a one-group pre-posttest design. The instrument for measuring academic self-efficacy is a data collection technique used in this study. The t test was used in parametric data analysis by the researchers. It can be seen from the results of the t test that Ho is rejected and Ha is accepted because sig (2-tailed) has a value of 0.010, which means <0.05. According to research findings, monopoly guidance and counseling media have an effect on helping high school students increase their academic self-efficacy by using group guidance services.
本研究旨在确定使用指导和咨询垄断游戏媒体能否提高高中生在学业上的自我效能感。来自十一年级的五名学业自我效能感测量得分较低的学生参与了本研究,研究采用了单组前-后测设计的实验方法。学业自我效能感测量工具是本研究使用的一种数据收集技术。研究人员在参数数据分析中使用了 t 检验。从 t 检验的结果可以看出,Ho 被拒绝,Ha 被接受,因为 sig(双尾)的值为 0.010,即小于 0.05。研究结果表明,垄断性指导和咨询媒体对帮助高中生通过使用团体指导服务提高学业自我效能感有一定的作用。