2019
DOI: 10.24042/kons.v6i2.4868
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Use of Game-Based Guidance to Increase Career Awareness of Street Children

Abstract: Street children are still a problem that needs to be moved. There are still many street children who drop out of school and do not understand what is related to the work taken. Game-based tutoring is in accordance with guiding principles and games so that children can be interested in joining this service. This research method uses pretest-posttest one group pre-experimental design. This study aims to find out how to use this program. This program aims to increase awareness. The Wilcoxon Career Awareness Test … Show more

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Cited by 3 publications
(2 citation statements)
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“…To build on this, respondent 2 emphases on the pivotal role of career guidance sessions in enabling students to "explore options beyond traditional careers". This aligns with contemporary literature advocating for the need to broaden students' perspectives beyond conventional professions [11,12]. The above emphasized the importance of fostering a comprehensive understanding of available career pathways.…”
Section: Theme 1: Effectiveness Of Current Career Guidance Programssupporting
confidence: 76%
“…To build on this, respondent 2 emphases on the pivotal role of career guidance sessions in enabling students to "explore options beyond traditional careers". This aligns with contemporary literature advocating for the need to broaden students' perspectives beyond conventional professions [11,12]. The above emphasized the importance of fostering a comprehensive understanding of available career pathways.…”
Section: Theme 1: Effectiveness Of Current Career Guidance Programssupporting
confidence: 76%
“…Throughout the duration of the activities, there was a lack of discernible disparity between students who excelled in English and those who struggled in the subject. The participants in the study actively participated in the designated activities, and there was a lack of apprehension among the students regarding their involvement in the classroom setting (Alfulaih, 2018;Mufidah, 2019;Tan et al, 2018). The frequency of English usage increased significantly subsequent to the implementation of gamification (Flores et al, 2015;Mufidah, 2019).…”
Section: Discussionmentioning
confidence: 99%