Efektivitas Layanan Bimbingan Kelompok Dengan Metode Game-Based Learning Dalam Meningkatkan Kepercayaan Diri Siswa SMP Negeri 14 Semarang

Authors

  • Dyah Muji Lestari Program Studi Bimbingan dan Konseling, Universitas Negeri Semarang, Indonesia
  • Edwindha Prafitra Nugraheni Program Studi Bimbingan dan Konseling, Universitas Negeri Semarang, Indonesia

DOI:

https://doi.org/10.55681/nusra.v7i4.6584

Keywords:

Self-Confidence, Group Guidance, Game-Based Learning, Truth or Dare, Junior High School Students

Abstract

Self-confidence is an important psychological aspect that supports students’ participation in learning, social interaction, and academic achievement. However, some junior high school students still show low self-confidence, as reflected in reluctance to express opinions, hesitation to speak in front of peers, and uncertainty about their abilities. This study aimed to examine the effectiveness of group guidance services using a game-based learning method through Truth or Dare cards in improving students’ self-confidence at SMP Negeri 14 Semarang. The intervention was implemented in five group-guidance sessions containing reflective questions and simple challenges that encouraged students to recognize their strengths, speak confidently, interact with peers, and respond to social situations in a supportive setting. This study used a quantitative approach with a quasi-experimental pretest-posttest control group design. Sixteen students were selected through purposive sampling and divided into experimental and control groups. Data were collected using a self-confidence scale that had passed validity and reliability testing. The data were analyzed using descriptive statistics, the Wilcoxon test, the Mann-Whitney U test, and the N-Gain test. The results showed a significant increase in the experimental group (p = 0.011) and a significant difference in improvement between the experimental and control groups (p = 0.001). The N-Gain score of the experimental group reached 63.20% (moderately effective), whereas the control group reached 15.05% (ineffective). These findings indicate that group guidance services using game-based learning through Truth or Dare cards are effective in improving students’ self-confidence. Nevertheless, this study was limited by the small sample size, single-school setting, and the absence of follow-up evaluation.

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Published

2026-09-18

How to Cite

Lestari, D. M., & Nugraheni, E. P. (2026). Efektivitas Layanan Bimbingan Kelompok Dengan Metode Game-Based Learning Dalam Meningkatkan Kepercayaan Diri Siswa SMP Negeri 14 Semarang. NUSRA : Jurnal Penelitian Dan Ilmu Pendidikan, 7(4), 2274–2284. https://doi.org/10.55681/nusra.v7i4.6584