Abstract

Abstract: Interest is the motivating force that will encourage students to get excited and remember what she learned. The learning process is less qualified, inefficient and lacked the appeal, and even tend to be boring, causing low student interest. This study aims to determine the increase in interest and understanding students' mastery of content Counseling services through a game method in class VII A Prembun SMP Negeri 1 Kebumen district. This research is a classroom action research conducted in two cycles. Techniques of data retrieval from the scale of interest, observation, evaluation, documentation and interviews. Data analysis with comparative descriptive technique. Indicators of success: 1) Active engagement in the learning process well, the range of 60-80%, 2) increase student interest, and 3) Obtaining a new understanding of at least 85%. The results showed the service mastery of content game method can be: 1) increasing student interest of 76.01 (pre-cycle) to 84.50 (first cycle) and 84.17 (second cycle), 2) improving the understanding of students to 93% (cycle I) and 93.5% ( cycle II).Keywords: interest, understanding, mastery of content services, methods of a game.

Highlights

  • Interest is the motivating force that will encourage students to get excited and remember what she learned

  • This study aims to determine the increase in interest and understanding students' mastery of content Counseling services through a game method in class VII A Prembun SMP Negeri 1 Kebumen district

  • The results showed the service mastery of content game method can be: 1) increasing student interest of 76.01 (pre-cycle) to 84.50 (first cycle) and 84.17 (second cycle), 2) improving the understanding of students to 93% (cycle I) and 93.5% ( cycle II)

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Summary

Predikat AM BM CM KM Rerata

Berdasarkan data tersebut dapat diketahui bahwa terdapat 3 orang siswa yang kurang berminat (KM) terhadap layanan bimbingan konseling, 10 siswa menyatakan cukup berminat (CM), 16 siswa berminat (BM) dan hanya 2 orang siswa saja yang sangat berminat (AM). Berdasarkan kenyataan ini, maka perlu dicari alternatif metode pembelajaran yang memungkinkan dapat meningkatkan minat siswa terhadap pembelajaran dan salah satu yang dimaksud dalam hal ini adalah metode permainan. Kegiatan bermain akan membawa kesenangan dan kepuasan yang membangkitkan minat siswa untuk belajar. Selain itu juga akan memudahkan guru dalam memberi pemahaman kepada siswa tentang pentingnya materi penguasaan konten yang diberikan. Layanan penguasaan konten dalam Bimbingan Konseling merupakan layanan konseling yang memungkinkan siswa mengembangkan diri berkenaan dengan sikap dan kebiasaan belajar yang baik, materi pelajaran yang cocok dengan kecepatan dan kesulitan belajarnya, serta berbagai aspek tujuan dan kegiatan belajar lainnya. Rumusan masalah dalam penelitian ini adalah “Apakah penggunaan metode permainan dapat meningkatkan minat dan pemahaman siswa terhadap materi layanan penguasaan konten bimbingan konseling di kelas VII A SMP Negeri 1

Jenis Penelitian
Subjek penelitian adalah kelas
Instrumen Penelitian dan pengujian keterpercayaan data
Tahapan Penelitian Tindakan
Teknik Analisis Data
HASIL PENELITIAN Siklus I
Understanding Comfort Action
Setelah layanan penguasaan konten diberikan maka pada tanggal
Minat Siswa Siklus II
Siklus II
AM BM CM KM
KESIMPULAN DAN SARAN Kesimpulan
Findings
Asesmen Perkembangan

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