Permainan Tradisional Dam-Daman sebagai Media untuk Meningkatkan Efikasi Diri Siswa SMP

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Icha Anindya Vania Salsabila
Risaniatin Ningsih

Abstract

Self-efficacy is something that must be possessed by students in order to achieve success in learning. If students do not have good self-efficacy, students tend to become insecure, resulting in non-optimal learning outcomes. Field phenomena that have been found in a school in Kediri include: students are afraid of expressing opinions in front of the class, students are unsure of their abilities, and students tend to get stressed if their exam scores are bad. Seeing this phenomenon, counseling teachers need to develop innovative counseling media. The media to be developed is the traditional game of checkers in which there are aspects of self-efficacy. Researchers chose traditional games to be developed so that students still recognize traditional games and can help preserve cultural wealth in Indonesia. The purpose of this research is to describe the product prototype of the checkers game in an effort to increase the self-efficacy of junior high school students. This product adopts the concept of a board game in which there are aspects of self-efficacy. This product development was developed using the Borg & Gall development method with the stages only up to the manufacture of product prototypes.

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How to Cite
Anindya Vania Salsabila, I., & Ningsih, R. (2022). Permainan Tradisional Dam-Daman sebagai Media untuk Meningkatkan Efikasi Diri Siswa SMP. Prosiding Konseling Kearifan Nusantara (KKN), 2, 55–61. Retrieved from https://proceeding.unpkediri.ac.id/index.php/kkn/article/view/2807
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