PENGEMBANGAN MEDIA PERMAINAN MONOPOWER (MONOPOLI POWER) SELF-EFFICACY PESERTA DIDIK SMP MUHAMMADIYAH 2 TAMAN
DEVELOPMENT OF MONOPOWER (MONOPOLY POWER) GAME MEDIA SELF-EFFICACY OF SMP MUHAMMADIYAH 2 TAMAN
Self-efficacy merupakan penilaian individu terhadap kapasitasnya untuk melaksanakan tugas tertentu dalam rangka mencapai tujuan tertentu. Jika peserta didik memiliki self-efficacy yang rendah maka akan sulit untuk mengubah keputusan karena melihat kegagalan sebagai indikasi kurangnya kemampuan yang menandakan kurangnya dedikasi terhadapa tujuan kariernya. Fenomena ini ditemukan di SMP Muhammadiyah 2 Taman bahwa beberapa peserta didik masih belum yakin akan kemampuan yang dimiliki dalam pemilihan karier, maka solusi yang diambil peneliti yakni mengembangkan media Monopower (Monopoli Power). Penelitian ini bertujuan untuk mengembangkan media berupa Monopower (Monopoli Power) yang memiliki kriteria akseptabilitas, sehingga media tersebut dapat membantu perencanaan karier peserta didik. Model pengembangan yang digunakan adalah metode Research and Development (RnD) dengan model pengembangan Borg and Gall yang telah di modifikasi oleh Tim Pusat Penelitian Kebijakan dan Inovasi (Tim Puslitjaknov, 2008). Setelah Monopower (Monopoli Power) dikembangkan, maka dilakukan uji validasi dengan 3 ahli dan uji coba, diperoleh dari uji ahli dan uji coba berdasarkan aspek kegunaan diperoleh 85% dengan kriteria sangat baik, tidak perlu revisi. 85% diperoleh dari aspek kelayakan dengan kriteria sangat baik, tidak perlu ii revisi. Aspek kepatutan diperoleh 84%, dengan kriteria sangat baik, tidak perlu revisi, dan aspek ketepatan memperoleh 82% dengan kriteria sangat baik, tidak perlu revisi. Sehingga dapat disimpulkan media permainan Monpower (Monopoli Power) memenuhi kriteria akseptabilitas yang meliputi kegunaan, kelayakan, kepatutan, dan ketepatan.
Self-efficacy is an individual's assessment of his or her capacity to carry out certain tasksin order to achieve certain goals. If learners have low self-efficacy, it will be difficult to change decisions because they see failure as an indication of a lack of ability which indicates a lack of dedication to their career goals. This phenomenon was found at SMP Muhammadiyah 2 Taman thatsome students were still not sure of their abilities in career selection, so the solution taken by the researcher was to develop Monopower (Monopoly Power) media. This study aims to develop media in the form of Monopower (Monopoli Power) which has acceptability criteria, so that the media can help students' career planning. The development model used is the Research and Development (RnD) method with the Borg and Gall development model which has been modified by the Policy and Innovation Research Center Team (Tim Puslitjaknov, 2008). After Monopower (Monopoly Power) was developed, validation tests were carried out with 3 experts and trials, obtained from expert tests and trials based on the usability aspect obtained 85% with very good criteria, no revisions needed. 85% is obtained from the feasibility aspect with very good criteria, no need for revision. The appropriateness aspect obtained 84%, with very good criteria, no need for revision, and the accuracy aspect obtained 82% with very good criteria, no need for revision. So it can be concluded that the Monpower (Monopoly Power) game media meets the acceptability criteria which include usability, feasibility, appropriateness, and accuracy