Pengembangan Media Permainan Ludo Berbasis Self-Management untuk Mengurangi Prokrastinasi Akademik Siswa SMA PAB 11 Lubuk Pakam

Authors

  • Nazwa Azzahra Universitas Islam Negeri Sumatera Utara
  • Muhammad Putra Dinata Saragi Universitas Islam Negeri Sumatera Utara

DOI:

https://doi.org/10.61132/semantik.v4i3.2892

Keywords:

4D Development Model, Academic Procrastination, Guidance and Counseling, Ludo Game Media, Self-Management

Abstract

Academic procrastination is a common problem among senior high school students that can negatively affect academic achievement and psychological well-being. One factor contributing to this behavior is low Self-Management ability, while guidance and counseling (BK) services at SMA PAB 11 Lubuk Pakam have mainly relied on conventional methods that provide limited active student engagement. This study aims to describe the development of Self-Management-based Ludo game media using the 4D model, determine its feasibility based on expert assessments, and evaluate its practicality based on BK teacher and student responses. This Research and Development (R&D) study employed the 4D model consisting of Define, Design, Develop, and Disseminate. Needs data were collected from 13 eleventh-grade students, while product feasibility was assessed by a BK content expert and a learning media expert. A limited trial involved four students. The results showed a needs analysis mean score of 3.22 (64.4%, High). Content expert validation obtained a mean score of 4.83 (96.7%, Very Good), while media expert validation obtained 3.79 (75.7%, Good), with a combined mean of 4.31 (Very Good). Practicality testing resulted in an 86.2% BK teacher response and a 91.25% student response. Thus, the Self-Management-based Ludo game media is feasible and practical as an innovative and interactive group BK medium for helping students reduce academic procrastination.

Downloads

Download data is not yet available.

References

Agustina, Y., & Mudjiran, M. (2024). Group guidance services with Self-Management interventions to reduce academic procrastination among students. Journal of Educational, Health and Community Psychology, 13(4), 1442–1456.

Arsyad, A. (2017). Media pembelajaran (Edisi revisi). Rajawali Pers.

Fitriya, & Lukmawati. (2016). Hubungan antara regulasi diri dengan perilaku prokrastinasi akademik pada mahasiswa Sekolah Tinggi Ilmu Kesehatan (STIKES) Mitra Adiguna Palembang. Psikis: Jurnal Psikologi Islami, 2(1), 63–74.

Ghufron, M. N., & Risnawita, R. (2010). Teori-teori psikologi. Ar-Ruzz Media.

Kanfer, F. H. (1970). Self-regulation: Research, issues, and speculations. Dalam C. Neuringer & J. L. Michael (Eds.), Behavior modification in clinical psychology (hlm. 178–220). Appleton-Century-Crofts.

Klassen, R. M., Krawchuk, L. L., & Rajani, S. (2010). Academic procrastination of undergraduates: Low self-efficacy to self-regulate predicts higher levels of procrastination. Contemporary Educational Psychology, 33(4), 915–931.

Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall.

Rahmadhani, A., & Putri, D. A. (2022). Pengaruh penggunaan media berbasis permainan terhadap prokrastinasi akademik siswa SMA dalam layanan bimbingan konseling. Jurnal Bimbingan dan Konseling, 9(2), 85–96.

Republik Indonesia. (2003). Undang-Undang Nomor 20 Tahun 2003 tentang Sistem Pendidikan Nasional.

Salguero-Pazos, M. R., & Reyes-de-Cózar, S. (2023). Interventions to reduce academic procrastination: A systematic review. International Journal of Educational Research, 121, 102228.

Sari, N. (2021). Efektivitas media permainan ular tangga dalam layanan bimbingan konseling kelompok untuk mengatasi prokrastinasi akademik siswa SMA. Jurnal Konseling Pendidikan, 5(1), 44–53.

Solomon, L. J., & Rothblum, E. D. (1984). Academic procrastination: Frequency and cognitive-behavioral correlates. Journal of Counseling Psychology, 31(4), 503–509.

Steel, P. (2007). The nature of procrastination: A meta-analytic and theoretical review of quintessential self-regulatory failure. Psychological Bulletin, 133(1), 65–94.

Steel, P. (2010). The procrastination equation: How to stop putting things off and start getting stuff done. HarperCollins.

Steinberg, L. (2010). A dual systems model of adolescent risk-taking. Developmental Psychobiology, 52(3), 216–224.

Sugiyono. (2019). Metode penelitian dan pengembangan (Research and Development/R&D). Alfabeta.

Surijah, E. A., & Tjundjing, S. (2007). Mahasiswa versus tugas: Prokrastinasi akademik dan conscientiousness. Anima: Indonesian Psychological Journal, 22(4), 352–374.

Thiagarajan, S., Semmel, D. S., & Semmel, M. I. (1974). Instructional development for training teachers of exceptional children: A sourcebook. Indiana University.

Tice, D. M., & Baumeister, R. F. (1997). Longitudinal study of procrastination, performance, stress, and health: The costs and benefits of dawdling. Psychological Science, 8(6), 454–458.

Wicaksana, A. S., Nurbaity, N., & Rahmiyati, E. (2022). Pengembangan media book planner Self-Management untuk mengurangi prokrastinasi akademik siswa SMA. Jurnal Bikotetik (Bimbingan dan Konseling: Teori dan Praktik), 6(2), 111–116.

Widoyoko, E. P. (2012). Teknik penyusunan instrumen penelitian. Pustaka Pelajar.

Wulandari, R., & Muslihati. (2023). Dampak psikologis prokrastinasi akademik pada siswa SMA: Kajian teoritis dan empiris. Jurnal Pendidikan dan Konseling, 5(1), 210–218.

Yuliani, D., & Pranoto, H. (2022). Pengembangan media permainan edukatif dalam bimbingan dan konseling: Sebuah systematic review. Jurnal Bimbingan Konseling Indonesia, 7(2), 101–110.

Downloads

Published

2026-08-18

How to Cite

Nazwa Azzahra, & Muhammad Putra Dinata Saragi. (2026). Pengembangan Media Permainan Ludo Berbasis Self-Management untuk Mengurangi Prokrastinasi Akademik Siswa SMA PAB 11 Lubuk Pakam. Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa Dan Budaya, 4(3), 52–64. https://doi.org/10.61132/semantik.v4i3.2892