MENINGKATKAN DAYA JUANG SISWA MELALUI BIMBINGAN KELOMPOK DENGAN PENERAPAN MODEL PROBLEM BASED LEARNING DAN MEDIA E-SPORT DI SMA BPK PENABUR HOLIS, BANDUNG
Abstract
problem based learning models and e-sports media at SMA BPK PENABUR Holis, Bandung. This research
is a type of Counselling guidance action research conducted from July to August 2021 with research subjects
of class XI IPS students for the academic year 2020-2021. This research departs from the pandemic situation
which brings its own challenges to the world of education. Beginning with the transfer of the learning process
to home, so that there are no face-to-face activities between educators and students in the classroom, but
must be done online or distance learning. It must be acknowledged that unpreparedness and limited ability
to deal with this pandemic situation have resulted in many problems and inconveniences for both students
and teachers. The findings of student behavior with notes of negligence in participating in learning and
collecting assignments, indicate a lack of fighting power to overcome the existing situation.
Group Guidance as an Action is expected to contribute to solving problems as well as e-sports media with
the mobile legends game which is currently a phenomenon that is very attractive to teenage students. Data
collection techniques through observation and questionnaires, quantitative data obtained through
questionnaires were analyzed using the categorization formula and the N-Gain formula. The results showed
that the use of group guidance using e-sport games media showed a 37.3% effect on changes in students'
fighting power. Two cycles of group guidance activities are able to stimulate students' enthusiasm to fight in
the competition. E-sports is not only a medium for students to have fun but can also have a positive impact
on stimulating students' fighting power.
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