Game-Based Interactive Flipbooks as Guidance and Counseling Media to Train Students in Career Decision-Making
Abstract
This study aims to develop a Game-Based Interactive Flipbook as a guidance and counseling medium to improve students' career decision-making skills. The study was motivated by the fact that many students experience difficulties in making career decisions due to limited self- understanding, insufficient career information, and the use of less interactive guidance and counseling media. This research employed the Research and Development (R&D) method using the 4-D development model, which consists of the Define, Design, Develop, and Disseminate stages. The participants were eleventh-grade senior high school students. Data were collected through observations and questionnaires, including needs analysis, media expert validation, material expert validation, student practicality testing, and school counselor practicality testing. The results showed that the developed media achieved a score of 73.33% in the media expert validation, categorized as feasible; 94.66% in the material expert validation, categorized as highly feasible; 91.08% in the student practicality test, categorized as highly practical; and 90.66% in the school counselor practicality test, categorized as highly feasible. Therefore, the Game-Based Interactive Flipbook is considered feasible and practical as a guidance and counseling medium to improve students' career decision-making skills.
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