PENGEMBANGAN MEDIA PERMAINAN PETA HARTA KARUN LUFFY UNTUK MENGATASI BURNOUT BELAJAR SISWA SMK

Authors

  • Mochammad Naufal Universitas Nusantara PGRI Kediri
  • Nora Yuniar Setyaputri Universitas Nusantara PGRI Kediri
  • Risaniatin Ningsih Universitas Nusantara PGRI Kediri

DOI:

https://doi.org/10.29407/xx284991

Keywords:

learning burnout, group counseling, educational games, vocational students, ADDIE

Abstract

This study aims to develop the “Luffy Treasure Map Game” as a group counseling media to overcome learning burnout among vocational high school students. The subjects were students of SMKN 2 Kediri who showed signs of learning burnout. The product was a board game that incorporated interactive challenges and tasks. The game effectively stimulated students’ self-management, motivation, and engagement. Based on these findings, the Luffy Treasure Map Game is declared feasible and effective as a group counseling tool. The development of the Luffy's Treasure Map game media was carried out to provide an alternative group guidance service to address learning burnout experienced by vocational school students, particularly at SMK Negeri 2 Kediri. This game is designed as an educational board game that combines elements of adventure, group collaboration, and psychological and academic challenges tailored to indicators of learning burnout.

References

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Setyaputri, N. Y., Krisphianti, Y. D., & Nawantara, R. D. (2021). Badranaya: A Board Game to Enhance Prospective Multicultural Counselors’ Impartial Character. Jurnal Kajian Bimbingan Dan Konseling, 6(1), 24–33. https://doi.org/10.17977/um001v6i12021p024

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Published

2025-07-19

Issue

Section

Articles

How to Cite

PENGEMBANGAN MEDIA PERMAINAN PETA HARTA KARUN LUFFY UNTUK MENGATASI BURNOUT BELAJAR SISWA SMK. (2025). Prosiding SEMDIKJAR (Seminar Nasional Pendidikan Dan Pembelajaran), 8, 1997-2001. https://doi.org/10.29407/xx284991

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