PENERAPAN GAMIFIKASI DALAM PENGEMBANGAN SISTEM INFORMASI BIMBINGAN KONSELING PESERTA DIDIK DI SMA 1 BARUNAWATI JAKARTA BERBASIS WEB

JEMA, ANNISA (2019) PENERAPAN GAMIFIKASI DALAM PENGEMBANGAN SISTEM INFORMASI BIMBINGAN KONSELING PESERTA DIDIK DI SMA 1 BARUNAWATI JAKARTA BERBASIS WEB. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

Counseling guidance is a process of assistance for students both individuals / groups to be independent and develop optimally in personal, social, learning, career relationships, through various types of services and supporting activities on the basis of applicable norms. In SMA 1 BARUNAWATI, the Counseling Guidance process has several obstacles in carrying out its duties, among others, Counseling Guidance can only solve problems that exist only during school hours so that when students are reluctant to counsel because embarrassment is inaccessible to Counseling Guidance teachers or when students have problems when outside of school Counseling Guidance cannot participate in finding solutions directly. In addition, the Counseling Guidance assignment in high school is also a provider of direction on careers that can help students choose the next level of education after taking school in high school. To overcome the existing problems, this study was conducted to build a counseling guidance information system designed using the concept of gamification. Gamification is the process of using mechanisms / rules in games in non-game activities with the aim of increasing user interactivity. The gamification concept is used to design the system so that students feel happy and motivated in consulting BK counselors if they have problems that have the potential to prevent them from achieving, and students are not bored when using it so that they can increase students' enthusiasm for achievement and get to know their identity. Key words: application, guidance and counseling, gamification Bimbingan konseling merupakan proses bantuan untuk peserta didik baik individu/ kelompok agar mandiri dan berkembang secara optimal dalam hubungan pribadi, sosial, belajar, karier, melalui berbagai jenis layanan dan kegiatan pendukung atas dasar norma-norma yang berlaku. Di SMA 1 BARUNAWATI, proses Bimbingan Konseling terdapat beberapa kendala dalam menjalankan tugasnya antara lain BK hanya dapat mengatasi masalah yang ada hanya saat jam sekolah sehingga ketika ada siswa yang enggan melakukan konseling karena malu tidak bisa dijangkau guru BK atau saat siswa memiliki masalah saat diluar sekolah BK tidak bisa ikut mencari solusi secara langsung. Selain itu, tugas BK di SMA juga sebagai pemberi arahan tentang karir yang dapat membantu siswa memilih jenjang pendidikan selanjutnya setelah menempuh sekolah di SMA. Untuk mengatasi permasalahan yang ada maka penelitian ini dilakukan untuk membangun suatu sisem informasi bimbingan konseling yang dirancang mengunakan konsep gamifikasi. Gamifikasi merupakan proses menggunakan mekanisme/aturan dalam game pada aktivitas non game dengan tujuan meningkatkan interaktivitas pengguna. Konsep gamifikasi digunakan untuk merancang sistem agar siswa merasa senang dan termotivasi dalam melakukan konsultasi kepada guru BK jika memiliki masalah yang berpotensi menghambat mereka meraih prestasi, serta siswa tidak bosan saat menggunakannya sehingga dapat menambah semangat siswa dalam meraih prestasi dan mengenal jati diri mereka. Kata Kunci: aplikasi, bimbingan dan konseling, gamifikasi

Item Type: Thesis (S1)
Call Number: SIK/18/19/019
NIM: 41815010116
Uncontrolled Keywords: aplikasi, bimbingan dan konseling, gamifikasi
Subjects: 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 000. Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 005 Computer Programmming, Programs, Data/Pemprograman Komputer, Program, Data > 005.5 General Purpose Application Programs/Program Aplikasi dengan Kegunaan Khusus
600 Technology/Teknologi > 650 Management, Public Relations, Business and Auxiliary Service/Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan > 658 General Management/Manajemen Umum > 658.01-658.09 [Management of Enterprises of Specific Sizes, Scopes, Forms; Data Processing]/[Pengelolaan Usaha dengan Ukuran, Lingkup, Bentuk Tertentu; Pengolahan Data]
600 Technology/Teknologi > 650 Management, Public Relations, Business and Auxiliary Service/Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan > 658 General Management/Manajemen Umum > 658.01-658.09 [Management of Enterprises of Specific Sizes, Scopes, Forms; Data Processing]/[Pengelolaan Usaha dengan Ukuran, Lingkup, Bentuk Tertentu; Pengolahan Data] > 658.05 Data Processing Computer Applications/Pengolahan Data Aplikasi Komputer
Divisions: Fakultas Ilmu Komputer > Sistem Informasi
Depositing User: Dede Muksin Lubis
Date Deposited: 10 Sep 2019 01:26
Last Modified: 10 Sep 2019 01:26
URI: http://repository.mercubuana.ac.id/id/eprint/50517

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