Layanan Bimbingan dan Konseling telah memasuki era digitalisasi atau sering disebut dengan era disruptif. Implementasi teknologi di berbagai sektor termasuk pendidikan memiliki dampak langsung maupun tidak langsung bagi peserta didik dalam proses pemenuhan tugas perkembangan karirnya. Sinergitas implementasi teknologi dan pemenuhan tugas perkembangan dalam hal ini kematangan karir yaitu pengembangan aplikasi permainan simulasi, untuk itu diperlukan data penguat berdasarkan kebutuhan peserta didik dalam mematangkan karir mereka sesuai tahapan perkembangannya. Penelitian ini bertujuan untuk menggali kebutuhan produk permainan simulasi tentang kematangan karir peserta didik dalam upaya membantu mengoptimalkan tugas perkembangan karir mereka. Subjek penelitian ini yaitu peserta didik di SMK Veteran Sukoharjo. Metode penelitian yang digunakan yaitu survei dengan menggunakan alat pengumpulan data yaitu angket kebutuhan aplikasi permainan simulasi. Random sampling dipilih dalam menentukan sampel penelitian karena penelitian ini tidak mengklasifikasikan sampel berdasarkan aspek tertentu hanya saja dibatasi pada domisili sampel. Hasil daripada penelitian ini diketahui peserta didik mayoritas telah mendapatkan layanan karir yang diberikan guru BK secara klasikal, kelengkapan informasi mayoritas tergategori cukup, dan telah mengimplementasikan media online dalam memberikan materi. Kemudahan penyerapan informasi oleh peserta didik apabila pengemasan menggunakan aplikasi pada smartphone masing-masing, terlebih jika dalam bentuk permainan. Aplikasi yang diinginkan oleh peserta didik yaitu dengan karakteristik seperti memiliki tampilan 2 dimensi, berkarakter kartun, interaktif, berwarna soft/pastel, dan memiliki konsep reward and punishment. Berdasarkan hasil temuan tersebut maka akan dikembangkan aplikasi mengacu pada temuan data untuk dapat diteruskan pada penelitian selanjutnya.____________________________________________________________________ Guidance and Counseling services have entered the era of digitalization or often referred to as the disruptive era. The implementation of technology in various sectors including education has a direct or indirect impact on students in the process of fulfilling their career development tasks. The synergy of technology implementation and fulfillment of developmental tasks, in this case career maturity, is the development of simulation game applications, for this reason, reinforcement data is needed based on the needs of students in maturing their careers according to the stages of development. This study aims to explore the needs of simulation game products about the career maturity of students in an effort to help optimize their career development tasks. The subjects of this study were students at the Veterans Vocational School in Sukoharjo. The research method used is a survey using a data collection tool, namely a questionnaire on the needs of a simulation game application. Random sampling was chosen in determining the research sample because this study did not classify the sample based on certain aspects but was limited to the domicile of the sample. The results of this study show that the majority of students have received career services provided by classical GC teachers, the completeness of the majority of information is categorized as sufficient, and has implemented online media in providing material. Ease of absorption of information by students when packaging uses applications on their respective smartphone s, especially if in the form of games. The applications that students want are those with characteristics such as having a 2-dimensional display, having cartoon characters, interactive, soft/pastel colors, and having the concept of reward and punishment. Based on these findings, an application will be developed referring to the data findings to be continued in further research.
<p>Smart phones should be used to help individual activities, but it is not denied if they are used as a self-consolation device until they become addicted. For this reason, this study aims to produce an application called "career adventures" that is feasible and can improve the career maturity of adolescents, and is in harmony with developments in the disruptive era.<br />This research used the Borg and Gall research and development model with random sampling. The number of samples chosen was 426 students who were divided into two groups as large. Career maturity scale is used as a data collection tool, which is categorized as valid and reliable at 0.834. The limited field test used analysis technique paired sample t-test and previously the prerequisite test was done.<br />Expert validity test results showed very high feasibility and small group test results showed high feasibility based on the Guilford classification. The prerequisite test results showed that the data were normally distributed and the variant of homogeneous data groups. Paired sample t-test comparing the pretest-posttest of each group and between groups, the which resulted a significant value of 0,000 or there were differences between before and after giving the action.</p>
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