Pengembangan Board Game "Lintas Rasa" Sebagai Media Layanan Bimbingan Konseling Pribadi-Sosial Untuk Meningkatkan Kecerdasan Sosial Siswa Sekolah Menengah Pertama

Main Article Content

Yovian Yustiko Prasetya
Suriswo
Firman Dimas Ihsandi
Fitri Aulia Hidayatika
Silmi Nurul Jauza

Abstract

Masa remaja awal (SMP) merupakan fase kritis perkembangan emosi dan interaksi sosial, yang ditandai dengan pencarian identitas dan kerentanan terhadap konflik interpersonal seperti bullying dan pengucilan. Penelitian ini bertujuan untuk mengembangkan media bimbingan dan konseling pribadi-sosial berupa board game "Lintas Rasa" yang valid, praktis, dan efektif untuk meningkatkan kecerdasan sosial siswa SMP. Menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), penelitian melibatkan 32 siswa kelas VIII di SMP Negeri 1 Wanasari sebagai subjek uji coba. Validasi ahli materi bk remaja menunjukkan skor kelayakan sebesar 92,5% (Sangat Valid), dan ahli media pembelajaran sebesar 94,1% (Sangat Valid). Hasil uji praktisitas oleh guru BK mencapai 89,3% dan respon siswa sebesar 87,5% (Sangat Praktis). Uji efektivitas menggunakan pre-test dan post-test skala kecerdasan sosial menunjukkan peningkatan signifikansi yang dianalisis melalui uji Paired Sample T-Test dengan nilai p < 0.001 dan perolehan Gain Score (N-Gain) rata-rata sebesar 0,68 yang berada pada kategori sedang. Dengan demikian, board game "Lintas Rasa" dinyatakan layak, praktis, dan efektif sebagai alternatif media BK interaktif untuk menstimulus keseimbangan kompetensi empati dan asertivitas remaja awal dalam lingkungan sekolah.

Article Details

How to Cite
Yovian Yustiko Prasetya, Suriswo, Firman Dimas Ihsandi, Fitri Aulia Hidayatika, & Silmi Nurul Jauza. (2026). Pengembangan Board Game "Lintas Rasa" Sebagai Media Layanan Bimbingan Konseling Pribadi-Sosial Untuk Meningkatkan Kecerdasan Sosial Siswa Sekolah Menengah Pertama. CONS-IEDU, 6(1), 306-320. https://doi.org/10.51192/cons.v6i1.2917
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