{"title":"PENGEMBANGAN MODEL BIMBINGAN KELOMPOK DENGAN TEKNIK GAME UNTUK MENINGKATKAN KREATIVITAS SISWA","authors":"Chazanah Erawati","doi":"10.15294/JUBK.V2I2.2726","DOIUrl":null,"url":null,"abstract":"Abstrak Tujuan dari penelitian ini adalah untuk menghasilkan model bimbingan kelompok berbasis nilai-nilai budaya Muna yang efektif untuk meningkatkan kecerdasan emosional siswa? Desain penelitian ini menggunakan metode Educational Research and Development, dengan jumlah sampel sebanyak 10 siswa dipilih secara purposive sampling dari 304 populasi. Pengambilan sampel sebanyak 10 orang siswa, agar dalam proses pemberian treatment dalam kegiatan bimbingan efektif dan optimal.Hasil penelitian menunjukkan bahwa model bimbingan kelompok berbasis nilai-nilai budaya Muna terbukti efektif untuk meningkatkan kecerdasan emosional siswa. Model bimbingan kelompok berbasis nilai-nilai budaya Muna yang dikembangkan merupakan sebuah proses pemberian bantuan oleh konselor kepada individu dengan berlandaskan pada nilai-nilai budaya Muna, agar individu mengenali dirinya, mengenali lingkungannya dan mampu berpikir secara obyektif dalam memaknai kehidupan baik di sekolah maupun di lingkuangan sosialnya. Hasil penelitian menunjukkan bahwa model bimbingan kelompok berbasis nilai-nilai budaya Muna efektif untuk meningkatkan kecerdasan emosional siswa.Tingkat kecerdasan emosional siswa sebelum bimbingan kelompok adalah 42.73% dan setelah bimbingan kelompok meningkat menjadi 52.83%. Terjadi peningkatan sebesar 10.09%. Peningkatan tersebut terjadi pada semua aspek kecerdasan emosional. Abstract Vocational students as the next generation is to face the new personal current era of globalization is rapidly increasing. Vocational students is also a generation that the government is expected to get a job, able to spot opportunities and develop themselves in the future. In order to create a generation that is able to face the globalization takes creative people. In fact many graduates of vocational students who are unable to face the globalization flows from not being able to think creatively. The need to provide services BK teachers to improve students’ creativity, so arranged with the Group Tutoring Techniques to Increase Creativity Game. The research approach using Research and Development (R & D) with the First phase, a preliminary study. Second, the development stage. Third, the validation phase. Mixed method design method of sequence used in this study by combining quantitative and qualitative approaches. Quantitative approach is used to assess students’ creativity and effectiveness of group counseling models with game techniques to boost creativity, while the qualitative approach is used to know the validity of the rational model of bimbingan kelompok with game techniques to boost creativity. Technically done by descriptive analysis methods, methods of collaborative participation, and quasi-experimental methods.","PeriodicalId":30977,"journal":{"name":"Jurnal Bimbingan Konseling","volume":"2 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2013-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Bimbingan Konseling","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15294/JUBK.V2I2.2726","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Abstrak Tujuan dari penelitian ini adalah untuk menghasilkan model bimbingan kelompok berbasis nilai-nilai budaya Muna yang efektif untuk meningkatkan kecerdasan emosional siswa? Desain penelitian ini menggunakan metode Educational Research and Development, dengan jumlah sampel sebanyak 10 siswa dipilih secara purposive sampling dari 304 populasi. Pengambilan sampel sebanyak 10 orang siswa, agar dalam proses pemberian treatment dalam kegiatan bimbingan efektif dan optimal.Hasil penelitian menunjukkan bahwa model bimbingan kelompok berbasis nilai-nilai budaya Muna terbukti efektif untuk meningkatkan kecerdasan emosional siswa. Model bimbingan kelompok berbasis nilai-nilai budaya Muna yang dikembangkan merupakan sebuah proses pemberian bantuan oleh konselor kepada individu dengan berlandaskan pada nilai-nilai budaya Muna, agar individu mengenali dirinya, mengenali lingkungannya dan mampu berpikir secara obyektif dalam memaknai kehidupan baik di sekolah maupun di lingkuangan sosialnya. Hasil penelitian menunjukkan bahwa model bimbingan kelompok berbasis nilai-nilai budaya Muna efektif untuk meningkatkan kecerdasan emosional siswa.Tingkat kecerdasan emosional siswa sebelum bimbingan kelompok adalah 42.73% dan setelah bimbingan kelompok meningkat menjadi 52.83%. Terjadi peningkatan sebesar 10.09%. Peningkatan tersebut terjadi pada semua aspek kecerdasan emosional. Abstract Vocational students as the next generation is to face the new personal current era of globalization is rapidly increasing. Vocational students is also a generation that the government is expected to get a job, able to spot opportunities and develop themselves in the future. In order to create a generation that is able to face the globalization takes creative people. In fact many graduates of vocational students who are unable to face the globalization flows from not being able to think creatively. The need to provide services BK teachers to improve students’ creativity, so arranged with the Group Tutoring Techniques to Increase Creativity Game. The research approach using Research and Development (R & D) with the First phase, a preliminary study. Second, the development stage. Third, the validation phase. Mixed method design method of sequence used in this study by combining quantitative and qualitative approaches. Quantitative approach is used to assess students’ creativity and effectiveness of group counseling models with game techniques to boost creativity, while the qualitative approach is used to know the validity of the rational model of bimbingan kelompok with game techniques to boost creativity. Technically done by descriptive analysis methods, methods of collaborative participation, and quasi-experimental methods.