Permainan Roda Pelangi sebagai Media untuk Meningkatkan Karakter Fairness Siswa Sekolah Dasar

Nora Yuniar Setyaputri, Yuanita Dwi Krisphianti, Ikke Yuliani Dhian Puspitarini

Abstract


Abstract: The purpose of this study was to determine the effectiveness of Roda Pelangi game to improve elementary school students’ fairness character. The research method was an experiment with a nonequivalent control group design type. The research instruments were: interview guidelines; observation guidelines; and Fairness Character Measurement Scale. The sample were twelve fourth grade students of Permata Ummat Trenggalek Integrated Islamic Elementary School that was chosen through purposive sampling. The significance score obtained based on data analysis using independent sample t-test was 0.047<0.05. The result showed Roda Pelangi game can improve elementary school students’ fairness character. Based on these results, it recommended: school counselor can use Roda Pelangi game in the guidance and counseling service process, especially to improve elementary school students’ fairness character; further researchers can use Roda Pelangi game to examine other variables and at other school levels using other research designs such as true experiment or guidance and counseling action research.

Abstrak: Tujuan dari penelitian ini adalah untuk mengetahui keefektifan permainan Roda Pelangi untuk meningkatkan karakter fairness siswa Sekolah Dasar (SD). Metode penelitian yang digunakan adalah eksperimen dengan jenis nonequivalent control group design. Instrumen penelitian yang digunakan yaitu pedoman wawancara; pedoman observasi; dan Skala Pengukuran Karakter Fairness. Sampel berjumlah dua belas siswa kelas IV SD Islam Terpadu (IT) Permata Ummat Trenggalek yang dipilih secara purposif. Skor signifikansi yang diperoleh berdasarkan analisis data menggunakan independent sample t-test adalah 0,047<0,05. Hasil menunjukkan bahwa permainan Roda Pelangi dapat meningkatkan karakter fairness siswa SD. Berdasarkan hasil tersebut maka disarankan: guru Bimbingan dan Konseling (BK) dapat menggunakan media permainan Roda Pelangi dalam proses layanan BK, khususnya untuk meningkatkan karakter fairness siswa SD; peneliti selanjutnya dapat menggunakan media permainan Roda Pelangi untuk meneliti variabel lain dan pada jenjang sekolah lainnya menggunakan desain penelitian lain seperti true experiment maupun penelitian tindakan BK.

DOIhttps://doi.org/10.17977/um001v3i32018p108


Keywords


media; roda pelangi game; fairness; permainan roda pelangi

Full Text:

PDF

References


Adler, A. (1964). Social Interest: A Challenge to Mankind (Vol. 108). Capricorn Books New York.

Alhadi, S., Supriyanto, A., & Dina, D. A. M. (2016). Media in Guidance and Counseling Services: A Tool and Innovation for School Counselor. SCHOULID: Indonesian Journal of School Counseling, 1(1), 6–11. https://doi.org/10.23916/schoulid.v1i1.35.6-11

Andriani, T. (2012). Permainan Tradisional dalam Membentuk Karakter Anak Usia Dini. Sosial Budaya, 9(1), 121–136.

Arumsari, C. (2018). Kekuatan Karakter dan Kebajikan dalam Bimbingan dan Konseling. Journal of Innovative Counseling: Theory, Practice, and Research, 2(1), 1–5.

Borba, M. (2001). Building Moral Intelligence: The Seven Essential Virtues that Teach Kids to Do The Right Thing. Jossey-Bass San Francisco.

Dehlendorf, C., Krajewski, C., & Borrero, S. (2014). Contraceptive Counseling: Best Practices to Ensure Quality Communication and Enable Effective Contraceptive Use. Clinical Obstetrics and Gynecology, 57(4), 659–673. https://doi.org/10.1097/GRF.0000000000000059

Geldard, K., & Geldard, D. (2009). Counselling Children : A Practical Introduction. London: Sage Publications.

Groth-Marnat, G. (2009). Handbook of Psychological Assessment. John Wiley & Sons.

Hasebrook, J. (2016). Cognitive Design for Learning: Cognition and Emotion in the Design Process. Dalam International Association for Development of the Information Society, Makalah disajikan pada International Association for Development of the Information Society (IADIS) International Conference on Cognition and Exploratory Learning in the Digital Age (CE (pp. 203–209). ERIC.

Johnson, D. W., & Johnson, F. P. (1991). Joining Together: Group Theory and Group Skills. Prentice-Hall, Inc.

Josephson, M. (2006). Making Ethical Decisions: The Six Pillars of Character. Diambil 30 Mei 2016, dari www.josephsoninstitude.com

Kohlberg, L. (1981). The Meaning and Meaurement of Moral Development. Worcester, MA: Clark University Press.

Krisphianti, Y. D., Hidayah, N., & Irtadji, M. (2016). Efektivitas Teknik Storytelling Menggunakan Media Wayang Topeng Malang untuk Meningkatkan Karakter Fairness Siswa Sekolah Dasar. PSIKOPEDAGOGIA Jurnal Bimbingan Dan Konseling, 5(1), 17–23.

Lai, C.-H., Peng, W.-J., Chen, W.-H., & Lin, R.-M. (2013). The Effect of Learning Community for Game-Based English Learning. Dalam Workshop Proceedings of the 21st International Conference on Computers in Education, ICCE 2013 (pp. 19–27).

Landreth, G. L., Ray, D. C., & Bratton, S. C. (2009). Play Therapy in Elementary Schools. Psychology in The SCHOOLS, 46(3), 281–289.

Lerner, R. M. (2018). Character Development Among Youth: Linking Lives in Time and Place. International Journal of Behavioral Development, 42(2), 267–277.

Mork, S. M. (2011). An Interactive Learning Environment Designed to Increase The Possibilities for Learning and Communicating about Radioactivity. Interactive Learning Environments, 19(2), 163–177. https://doi.org/10.1080/10494820802651060

Munir, M., Sutarno, H., & Aisyah, N. S. (2018). The Development of Interactive Multimedia Based on Auditory, Intellectually, Repetition in Repetition Algorithm Learning to Increase Learning Outcome. Dalam Journal of Physics: Conference Series (Vol. 1013). https://doi.org/10.1088/1742-6596/1013/1/012102

Nursalim, M. (2013). Pengembangan Media Bimbingan dan Konseling. Jakarta: PT Indeks.

Oliva, J. M., del Mar Aragón, M., & Cuesta, J. (2015). The Competence of Modelling in Learning Chemical Change: A Study with Secondary School Students. International Journal of Science and Mathematics Education, 13(4), 751–791.

Peterson, C., & Seligman, M. E. P. (2004). Character Strengths and Virtues: A Handbook and Classification. Oxford University Press.

Piaget, J. (1959). The Language and Thought of The Child. London: Routledge & Kegan Paul.

Prasetyo, N. (2011). Membangun Karakter Anak Usia Dini. Kementerian Pendidikan Nasional.

Sawatzki, C., & Sullivan, P. (2018). Shopping for Shoes: Teaching Students to Apply and Interpret Mathematics in the Real World. International Journal of Science and Mathematics Education, 16(7), 1355–1373. https://doi.org/10.1007/s10763-017-9833-3

Setyaputri, N. Y. (2016). Media Permainan “Roda Pelangi” sebagai Alternatif Pilihan Media Bimbingan dan Konseling di Sekolah. Dalam Seminar Nasional Peran Bimbingan dan Konseling dalam Pendidikan Karakter Menyongsong Generasi Emas Indonesia. Surabaya: Universitas Negeri Surabaya.

Setyaputri, N. Y. (2018). Urgensi Pemanfaatan Media BK dalam Proses Layanan Bimbingan dan Konseling. Dalam Seminar Pendidikan dan Pengajaran 2. Universitas Nusantara PGRI Kediri.

Setyaputri, N. Y., Ramli, M., & Mappiare-AT, A. (2015). Pengembangan Media Permainan “Roda Pelangi” untuk Meningkatkan Efikasi Diri Siswa SMP dalam Menghadapi Ujian. Bimbingan dan Konseling: Jurnal Teori Dan Praktik, 28(1), 38–46.

Sillaots, M. (2014). Achieving Flow through Gamification: A Study on Re-designing Research Methods Courses. Dalam Proceedings of the European Conference on Games-based Learning (Vol. 2, pp. 538–545).

Soetoprawiro, K. (2010). Keadilan sebagai Keadilan. Pro Justitia, 28(2), 229–256.

Stoffers, J. M. M., & Van der Heijden, B. I. J. M. (2018). An Innovative Work Behaviour-enhancing Employability Model Moderated by Age. European Journal of Training and Development, 42(1/2), 143–163.

Türkay, S. (2016). The Effects of Whiteboard Animations on Retention and Subjective Experiences When Learning Advanced Physics Topics. Computers and Education, 98, 102–114. https://doi.org/10.1016/j.compedu.2016.03.004

Wang, L. (2018). All Work, All Play: Harnessing Play-based Learning in Ethiopia and Liberia to Create Lifelong Learners. Childhood Education, 94(5), 4–13.

Wijaya, H. (2017). Practice-led Project As A Creative Method to Enhance Theoretical Knowledge in Art and Design Education. Advanced Science Letters, 23(2), 726–729. https://doi.org/10.1166/asl.2017.7443

YaJuan, W. (2011). Design and Research of Multimedia Teaching in Sports Technique Class of University. Dalam ICCSE 2011 - 6th International Conference on Computer Science and Education, Final Program and Proceedings (pp. 736–739). https://doi.org/10.1109/ICCSE.2011.6028742


Refbacks

  • There are currently no refbacks.




Copyright (c) 2018 Nora Yuniar Setyaputri, Yuanita Dwi Krisphianti, Ikke Yuliani Dhian Puspitarini

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


Jurnal Kajian Bimbingan dan Konseling
ISSN 2503-3417 (online), ISSN 2548-4311 (print)
Email: jkbk.fip@um.ac.id

Find Jurnal Kajian Bimbingan dan Konseling on:

google.pngipiii.pnggoogle.png

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License

  View Visitor Stats