Development of Crossword Puzzle Game Media for Social Interaction of Class X Students at Budi Agung Private High School Medan
Pengembangan media layanan bimbingan klasikal untuk meningkatkan interaksi sosial siswa SMA
DOI:
https://doi.org/10.59211/mjpjetl.v4i2.546Keywords:
crossword puzzle, social interaction, classical guidance, research and developmentAbstract
Social interaction is an important aspect of senior high school students' development. However, preliminary observations at SMA Swasta Budi Agung Medan showed that students of class X-Usman Bin Affan still experienced difficulties in social interaction, including withdrawal behavior, limited peer engagement, and low participation in group activities. This study aimed to develop a crossword puzzle game as a medium for classical guidance services. The study employed a Research and Development (R&D) method using the Four-D (4D) model, limited to the develop stage. The research subjects consisted of media experts, content experts, a guidance and counseling teacher, and 30 students. Data were collected through questionnaires, interviews, and observations, and analyzed using descriptive qualitative and quantitative methods. The needs analysis showed that the need for the developed media reached 85.41% and students' social interaction needs reached 81.66%. Media expert validation obtained 82% and content expert validation obtained 96.2%, both categorized as highly feasible. The practicality test showed that the guidance and counseling teacher's response was 85.4% and student responses were 85%, both categorized as highly practical. The crossword puzzle media is feasible and practical as an alternative guidance and counseling service medium to improve social interaction among senior high school students.Downloads
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