Pengembangan Board Game Puntadewa Untuk Mereduksi Kasus cyberbullying
DOI:
https://doi.org/10.29407/5aq59680Keywords:
Board game, Puntadewa, Cyberbullying, expert test, studentAbstract
This research is motivated by the results of a needs assessment conducted by the researcher. This research uses the RnD (Reset and Development) approach by applying the theory of Borg and Gall, which has been modified into 7 steps from the existing 10 steps. The data collection instrument in this study uses a cyberbullying questionnaire. This study uses quantitative descriptive data analysis techniques obtained from the questionnaire and qualitative descriptive data analysis techniques obtained from the results of criticism, suggestions, and expert responses. The Puntadewa board game media game to reduce cyberbullying cases among vocational high school students in Nganjuk Regency is implemented using a group guidance service method. The product developed in this study has gone through 3 stages, material expert testing with a feasibility score of 72.5%, media expert testing with a feasibility score of 93.22%, and media user expert testing with a feasibility score of 92.70%. From the results obtained, the Puntadewa board game media that has been developed by the researcher is included in the very feasible category and can be used. The conclusion of this study, the development of the Puntadewa board game media to reduce cyberbullying cases among vocational school students in Nganjuk Regency can be accepted theoretically and practically as one of the BK media.
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