BIMBINGAN KLASIKAL BERBASIS GAMIFICATION UNTUK MENINGKATKAN GROWTH MINDSET DAN KETERAMPILAN SOSIAL SISWA SMA
CLASSICAL GUIDANCE BASED ON GAMIFICATION TO IMPROVE THE
GROWTH MINDSET AND SOCIAL SKILLS OF HIGH SCHOOL STUDENTS
Nama : Agung Nugroho
NIM 24011355030
Program Studi : S-2 Bimbingan dan Konseling
Fakultas : Ilmu Pendidikan
Nama Lembaga : Universitas Negeri Surabaya Pembimbing I : Dr. Retno Tri Hariastuti, M.Pd., Kons. Pembimbing II : Dr. Elisabeth Christiana, S.Pd., M.Pd.
Setiap proses pembelajaran di sekolah diharapkan mampu membentuk peserta didik yang memiliki growth mindset dan keterampilan sosial yang baik agar mampu menghadapi tantangan akademik maupun sosial secara adaptif. Namun, hasil observasi menunjukkan masih banyak siswa yang memiliki growth mindset rendah, ditandai dengan kurangnya ketekunan, mudah menyerah saat menghadapi kesulitan belajar, serta keterampilan sosial yang belum berkembang optimal. Kondisi ini berdampak pada rendahnya partisipasi siswa dalam pembelajaran dan interaksi sosial di sekolah, sehingga diperlukan inovasi layanan bimbingan dan konseling yang menarik dan sesuai karakteristik peserta didik, salah satunya melalui pendekatan gamification dalam layanan bimbingan klasikal.
Penelitian ini bertujuan untuk mengetahui pengaruh layanan bimbingan klasikal berbasis gamification terhadap peningkatan growth mindset dan keterampilan sosial siswa SMA. Penelitian menggunakan pendekatan kuantitatif dengan desain quasi eksperimen yang melibatkan kelompok eksperimen dan kelompok kontrol. Subjek penelitian adalah siswa kelas X SMA. Pengumpulan data dilakukan menggunakan skala Likert yang telah diuji validitas dan reliabilitasnya, kemudian dianalisis menggunakan uji Wilcoxon dan Mann–Whitney sesuai hasil uji prasyarat. Hasil penelitian menunjukkan adanya perbedaan peningkatan growth mindset dan keterampilan sosial yang signifikan antara kelompok eksperimen dan kelompok kontrol, dengan peningkatan lebih tinggi pada kelompok yang mengikuti layanan berbasis gamification. Hal ini menunjukkan bahwa integrasi unsur permainan dalam layanan bimbingan klasikal efektif meningkatkan keterlibatan siswa, motivasi
belajar, serta perkembangan growth mindset dan keterampilan sosial. Kata kunci: bimbingan klasikal, gamification, growth mindset, keterampilan sosial
CLASSROOM GUIDANCE BASED ON GAMIFICATION TO IMPROVE STUDENTS’ GROWTH MINDSET AND SOCIAL SKILLS
Name : Agung Nugroho
Student ID 24011355030
Study Program : Master’s Program in Guidance and Counseling
Faculty : Faculty of Education
Institution : Universitas Negeri Surabaya
Supervisor I : Dr. Retno Tri Hariastuti, M.Pd., Kons.
Supervisor II : Dr. Elisabeth Christiana, S.Pd., M.Pd.
Every learning process in schools is expected to develop students who possess a growth mindset and good social skills in order to face academic and social challenges adaptively. However, field observations indicate that many students still demonstrate low growth mindset, characterized by a lack of persistence, a tendency to give up easily when facing learning difficulties, and underdeveloped social skills. These conditions result in low student participation in learning activities and social interactions at school. Therefore, innovative and contextual guidance and counseling services that align with students’ characteristics are needed, one of which is the application of a gamification approach in classroom guidance services.
This study aimed to examine the effect of gamification-based classroom guidance on improving senior high school students’ growth mindset and social skills. The study employed a quantitative approach with a quasi-experimental design involving an experimental group and a control group. The subjects were tenth-grade students. Data were collected using Likert-scale instruments that had been tested for validity and reliability, and were analyzed using the Wilcoxon and Mann– Whitney tests based on the results of the prerequisite analyses.
The results showed a significant difference in the improvement of growth mindset and social skills between the experimental group and the control group, with higher gains in the group receiving gamification- based classroom guidance. These findings indicate that integrating game elements into classroom guidance services effectively enhances student engagement, learning motivation, and the development of growth mindset and social skills.
Keywords: classroom guidance, gamification, growth mindset,
social skills.