Implementasi Layanan Bimbingan Klasikal Teknik Simulasi Permainan dalam Meningkatkan Minat Belajar Siswa Kelas VIII A di SMP Kristen Makale.

Kalimbuang, Anisa (2025) Implementasi Layanan Bimbingan Klasikal Teknik Simulasi Permainan dalam Meningkatkan Minat Belajar Siswa Kelas VIII A di SMP Kristen Makale. Scholar thesis, Institut Agama Kristen Negeri Toraja.

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Abstract

Latar belakang penelitian ini didasarkan pada rendahnya minat belajar siswa, yang ditunjukkan melalui kurangnya keterlibatan, perhatian, serta antusiasme siswa dalam mengikuti pembelajaran. Penelitian ini bertujuan untuk mengetahui efektivitas implementasi layanan bimbingan klasikal dengan teknik simulasi permainan dalam meningkatkan minat belajar siswa kelas VIII A di SMP Kristen Makale. Penelitian ini menggunakan pendekatan Penelitian Tindakan Bimbingan Konseling (PTBK) yang dilaksanakan dalam dua siklus. Setiap siklus terdiri atas tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Teknik pengumpulan data dilakukan melalui observasi dan angket, dengan fokus pada empat indikator minat belajar: perasaan senang, ketertarikan siswa, perhatian siswa, dan keterlibatan siswa. Hasil penelitian menunjukkan bahwa terjadi peningkatan signifikan dari pra-siklus ke siklus I dan siklus II. Rata-rata presentase minat belajar siswa meningkat dari 39,53% (pra-siklus) menjadi 60,90% (siklus I), dan meningkat lagi menjadi 81,50% pada siklus II. Dengan demikian, dapat disimpulkan bahwa layanan bimbingan klasikal teknik simulasi permainan efektif dalam meningkatkan minat belajar siswa. Pendekatan ini menciptakan suasana belajar yang aktif, menyenangkan, dan memotivasi siswa untuk lebih terlibat dalam proses pembelajaran. Kata kunci: bimbingan klasikal, simulasi permainan, minat belajar, siswa SMP. ABSTRACT This study aims to determine the effectiveness of implementing classical guidance services using simulation game techniques to increase the learning interest of eighth-grade students at SMP Kristen Makale. The background of the study is based on the low learning interest among students, indicated by a lack of engagement, attention, and enthusiasm during lessons. This research uses a Classroom Action Research (CAR) approach, conducted in two cycles. Each cycle consists of planning, action implementation, observation, and reflection. Data were collected through observation and questionnaires, focusing on four indicators of learning interest: enjoyment, student interest, attention, and involvement. The results showed a significant increase from the pre-cycle to Cycle I and Cycle II. The average percentage of students' learning interest rose from 39.53% (pre-cycle) to 60.90% (Cycle I), and further increased to 81.50% (Cycle II). In conclusion, classical guidance services using simulation game techniques are effective in enhancing students' learning interest. This approach creates an active, enjoyable, and motivating learning environment that encourages students to participate more in the learning process. Keywords: classical guidance, simulation games, learning interest, junior high school students, classroom action research

Item Type: Thesis (Scholar)
Subjects: L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Depositing User: Andarias Manting
Date Deposited: 30 Jul 2025 13:48
Last Modified: 30 Jul 2025 13:48
URI: http://digilib-iakntoraja.ac.id/id/eprint/4818

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