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.

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