CD Skripsi
Layanan Bimbingan Kelompok Berbasis Permainan (Tebak Kata) Dalam Meningkatkan Komunikasi Interpersonal Siswa
This research is entitled "Game-Based Group Guidance Services (Guess
the Word) in Improving Students' Interpersonal Communication". The inability of
students to communicate effectively with teachers, school staff and peers can
interfere with the self-development of these students because they lack
information related to their development and find it difficult to express opinions
during the teaching and learning process. This study aims to determine the
description of students' interpersonal communication before and after being given
a guessing game-based group guidance service, to find out the differences before
and after the game-based group guidance service (Guess the word) and to be able
to find out how much influence group guidance services have in improving
interpersonal communication. students with the game (Guess the Word).
This study uses a pre-experimental design method. The research design is
a one-group pretest – posttest design, which is one test before and one test after
the test. Data analysis in this study is quantitative. Based on the processed data,
the results obtained that the probability value is smaller than the value of , which
means Ha is accepted and Ho is rejected. This shows that there are differences in
interpersonal communication before and after being given treatment. The results
of the analysis stated that the guessing game-based group guidance service had a
significant effect on improving interpersonal communication.
The results of data processing that have been carried out can be concluded
that students' interpersonal communication before being given treatment of group
guidance services based on guessing games is in the low category and after being
given group guidance services based on guessing games, students' interpersonal
communication has increased, most of which are in the high category.
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